Elder Scrolls Genesys v0.2

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 108

A Fantasy Campaign Setting

Setting document by: Special Thanks:


Macewindows Bethesda
With help from the Genesys Discord server For creating the Elder Scrolls series

Artwork: Unofficial Elder Scrolls Pages


https://en.uesp.net
For a large, comprehensive database of Elder
Bethesda Game Studios Scrolls lore, facts, and information
For Skyrim screenshots and artwork

Zenimax Online Studios Elder Scrolls Wiki


https://elderscrolls.fandom.com/wiki/The_Elder-
For Elder Scrolls Online screenshots and artwork
_Scrolls_Wiki
For an expansive database of in-game information
Graphit Studio and numbers.
For front cover artwork
Fantasy Flight Games
Nuare Studios For creating Genesys
For Elder Scrolls: Legends artwork

VOLTA Creation
For Elder Scrolls: Legends artwork

Document Version 0.2


This is a fan publication and is not produced by Fantasy Flight Games.

© 2020 Fantasy Flight Games. Genesys is a trademark of Fantasy Flight Games.

Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Games

The Elder Scrolls is a trademark of ZeniMax Media Inc.


Contents
Chapter 1: Character Creation Chapter 4: Nirn & Tamriel
Character Races ........................................... 4 Factions .........................................................63
Character Careers .....................................14 Diseases ........................................................67
Fame & Infamy ...........................................21 Transportation...........................................73
New Skills.....................................................23 Chapter 5: Adversaries
New Talents.................................................26 Creatures ......................................................79
Chapter 2: Gear & Equipment Daedra ...........................................................83
Standard Weapons ...................................33 Dwemer.........................................................87
Standard Armor.........................................36 Guild Members...........................................89
Materials.......................................................37 Military..........................................................93
Crafting..........................................................39 Townsfolk.....................................................97
Attachments ................................................41 Undead ....................................................... 100
Unique Weapons .......................................42 Underworld .............................................. 104
Gear.................................................................44
Chapter 3: Magical Practices
Spells ..............................................................49
Magic Items .................................................55
Alchemy.........................................................55
Enchanting...................................................58
W hen creating your character, you should con-
sider a number of different aspects, all of
which are listed and detailed below. Your character
talk with the GM about where this infamy came
from, and how the character acquired it. If they do,
they may choose to start with either an additional
should have an interesting story to tell, as well as 10 experience points to spend during Step 4, or an
have a place in the story the group wishes to craft additional 1,000 starting gold to spend during Step
as the game goes along. Character creation is best 6.
done as a group, so that everyone can make sure
their characters �it together in the planned party. Step 4 - Spend Starting
Consider a wide range of skill specializations
Experience
with as little overlap as possible. As the number of
Once you have your characteristics and career
skills in the game are limited, some overlap is to be
skills set up, you may begin spending experience to
expected especially with larger groups. Even if
further build your character before their story
combat is not the main focus of your character, they
begins. Experience can be spent on characteristics
should at least be capable of defending themselves.
and skills as normal, though no skill can start
Tamriel is a dangerous place, and makes short
higher than 2, and no characteristic can start
work of those who are not ready for its threats.
higher than 5.

Step 1 - Choose a Race Step 5 - Determine Derived


Tamriel is home to a number of races who all hail Attributes
from their own corners of the continent. The conti-
nent is split into several provinces, and over the When you are done spending experience, deter-
ages Tamriel has existed, they have all come to gain mine the Wound and Strain Thresholds of your
their own identity. Each of the playable races has character. These values remain unchanged even
unique starting bonuses and skills. Consider these after any increases of Brawn or Willpower and can
while making your character, though don’t let stats only be increased through talents.
dissuade you from playing the character you want.
Step 6 - Buy starting Gear
Step 2 - Choose a Career
By default, all character start off with 500 gold to
The citizens of Tamriel each have their own roles to spend on equipment. This includes weapons,
play in the larger world. Whether it’s for the good armor, gear, potions, anything the player feels the
of the people or not, everyone has a unique story to character should begin the game with. In general,
tell. From the stern but friendly faces of the town the player may not start with any equipment that is
guards, to the unseen skulduggery of the street restricted, unless allowed to do so by the GM.
urchins, consider what your character does to get
by and build his skills appropriately.

Step 3 - Determine Infamy


Characters with a shady past have had opportuni-
ties to experience things most citizens have not.
Whether it be traveling to places most do not see,
or gathering wealth from sources less than legiti-
mate. Before spending experience points or buying
equipment, you may choose to gain Infamy.

Infamy is explained in further detail on Page 21


in the Fame and Infamy section.

During this step, a character may choose to start


the game with 1 point of Infamy. The player should
Character Races
Altmer (High Elf) Playing as an altmer
Altmer generally see themselves as perfect in every
T he altmer, otherwise known as the high elves,
are a race of tall, light-skinned elves who hail
from the Summerset Isles. They describe them-
way. The beast races barely register as sentient to
most of them, and the races of man are seen as
selves as the perfect race, and believe themselves to primitive, untrustworthy, and downright foolish.
be the direct descendants of the gods. The culture, While altmer hold the other races of elves in
arts, and language of the continent in modern day is slightly higher regard, they are still often seen as
based on ancient Altmer tradition, which leads to rejects. Particularly the dark elves, who are known
many altmer harboring a strong sense of superi- to have been cursed by the with a ghastly appear-
ority. ance by the Daedra. This attitude often exists on a
personal level, with an individual altmer believing
Many of them hold a grudge against the races of themselves to be the most important being in a
man, believing them to be the product of one of the room.
gods stealing power to create them. Snobbish and
intellectual, the high elves are naturally gifted in the Playing this attitude should be done with care.
ways of magic and the arcane. Like most elves, While an altmer character may be dismissive of
altmer have a natural lifespan of around 300 years. characters of another race, it is generally advised
that they do not be aggressive. Doing so could neg-
Most altmer claim a direct descent from Auri-El, atively impact the fun of other players at the table.
the embodiment of everything, and often depict him Make sure everyone is comfortable with the level of
as an eagle in their arts. In a single moment of weak- hostility you wish to bring before the game begins.
ness, allowed himself to be tricked by the god Alternatively, consider playing an altmer who has
Lorkhan, who stole his divinity and used it to create personally rejected this view and instead sees a
Nirn and the races of man. In response, Auri-El lead great learning opportunity in the perspectives of
an attack against Lorkhan and slew him, tearing his the other species.
body in half. The two halves of the body are said to
be the two moons in the sky; Masser and Secunda. Species Abilities

1 2 3 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold: 8 + Brawn

• Strain Threshold: 11 + Willpower

• Starting Experience: 90

• Starting Skills: Altmer start with 1 rank in


Primary Magic during character creation.
They obtain this rank before spending experi-
ence points, and may not increase Primary
Magic above rank 2 during character creation

• Magicka Flow: When casting spells, altmer


may choose one additional effect to add to the
spell without adding k. For every k that
would be added by the effect, they instead
suffer 1 strain.
Argonian gonians. You may want to put some thought into
the details of your character’s upbringing to deter-
The argonians are a race of amphibious reptilian mine how they might interact socially with other
humanoids, often appearing in several colors. species.
Their heads are usually adorned with horns of
various styles and sometimes even feathers. Unlike Species Abilities
the races of man and mer, argonians are hatched
from eggs. 2 2 2 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
To the races of man and mer, argonians are a very
mysterious race. Seen as simple and primitive in
their ways, they do not worship the gods known to • Wound Threshold: 10 + Brawn
the rest of Tamriel. Instead, they worship The Hist,
an enigmatic species of sentient trees that act as • Strain Threshold: 9 + Willpower
their guide and caretaker. Young argonians partake
in the consumption of hist sap from birth, which • Starting Experience: 85
allows them to form a bond with the Hist. Their
lives are lived in service to the Hist, who collects • Starting Skills: Argonians start with 1 rank in
their souls when they pass and grants them a new Survival or Resilience during character cre-
vessel to inhabit. In this way, an argonian can never ation. They obtain this rank before spending
truly die, leaving very few argonians with a fear of experience points, and may not increase their
death. Tree-minders are individuals responsible chosen skill above rank 2 during character
for caring for and monitoring the well being of Hist creation.
trees, as well as harvesting its sap to distribute
among tribes. • Amphibious: Argonians can breathe under-
water, and suffer no penalties for moving
Their home, the Black Marsh, is seen as a terri- through water.
fying and inhospitable place to anyone but the
argonians. Filled with monstrous plants and • Immune to Disease: Argonians automatically
animals, most of the province was left untouched pass any Resilience checks to resist
during the early eras of humans and elves, leaving non-magical diseases.
the argonians shrouded in even more mystery.

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.

Argonians have trouble expressing themselves


properly to non-argonians. Their faces are dif�icult
to read, and the tones of their voices are often hard
to detect. Despite this, argonians that have spent
most, if not all, of their lives outside of the Marsh
and growing up around humans or elves may �ind
themselves adapting more to their ways of life,
speaking differently, and generally have an easier
time expressing themselves to other non-ar-
Bosmer (Wood Elf) Playing as a bosmer
The bosmer hail from the province of Valenwood; Bosmer are primal, romantic, and quick-witted.
an enormous forest dense with mystical trees and Many make successful scholars and entertainers,
abundant wildlife. They abandoned the lavish life- but just as many are savage, deadly hunters. When
styles of their altmer cousins in favor for a more playing a bosmer, you should consider their sharp
primal, natural way of living. wit and humor. Quips are the heart of a bosmer, but
make sure the trick does not get stale. Ensure your
The shortest race to walk the land of Tamriel, the quips and remarks are generally light-hearted, and
bosmer are quick, agile, and �ierce. Said to be the keep hurtful remarks to a minimum. If you plan to
best archers to exist, they have had millennia to make these kinds of remarks regularly, make sure
practice and develop their technique. Their most the other players are comfortable with some
elite archers, known as the Jaqspurs, are some of ribbing.
the most feared and deadly archers to ever exist.
One of the most noteworthy traits of the bosmer
Traditionalist bosmer follow a strict code known is the cannibalism involved with the Green Pact.
as the Green Pact. The terms of the Green Pact This is just as surprising to most characters as it is
dictate that a bosmer cannot interfere with any to most players. You are encouraged to make the
plant life in Valenwood whatsoever; they cannot other characters �ind such an act strange, out-
harvest trees for wood, cannot root plants for food, landish, and even downright barbaric, while main-
and cannot pick �lowers for decoration. Because of taining a wistful innocence. Keep in mind that not
this, followers of the Green Pact resort to strictly all bosmer follow the Green Pact, especially those
using animal (and in some cases, human) that live outside of Valenwood. Consider warning
resources to live. They make clothes out of leather, your fellow players beforehand if you are consid-
tools and weapons out of bone. Additionally, the ering playing a cannibalistic character, as the
terms state that anybody a bosmer slays must be thought of eating human bodies may be uncomfort-
eaten wholly within three days of the kill. The able to some.
bosmer is allowed assistance with such a feast,
often turning to friends and family to help consume Species Abilities
the body.
1 2 2 3 2 2
Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold: 9 + Brawn

• Strain Threshold: 9 + Willpower

• Starting Experience: 95

• Starting Skills: Bosmer start with 1 rank in


Perception during character creation. They
obtain this rank before spending experience
points, and may not increase Perception above
rank 2 during character creation.

• Heart of Valenwood: Bosmer do not suffer


any environmental penalties while in wood-
land areas.

• Bosmer Precision: Bosmer may remove one


j added by concealment from all Perception
and Ranged combat checks.
Breton especially if it means furthering themselves in their
society. Their system rewards the hard working
Native to the province of High Rock, bretons are the and the adventurous, so many bretons put in the
descendants of generations of elven and human effort to be particularly outstanding in their chosen
offspring. Though the blood of elves exists within �ield.
their lineage, they are most de�initely still one of
the races of man. However, their elven roots leaves Species Abilities
them with a natural, although very slight af�inity
for magic, more so than the other human races. 2 2 2 2 2 2
Despite this, relatively few bretons are practiced in
Brawn Agility Intellect Cunning Willpower Presence
the art of magic, and it certainly isn’t a normal part
of their lifestyle
• Wound Threshold: 10 + Brawn
Bretons live in a feudal society, in which lords
and ladies constantly jockey for control over terri- • Strain Threshold: 10 + Willpower
tories in High Rock. While this does often result in
open warfare between noble houses, not all of • Starting Experience: 110
these campaigns for power are violent, and such an
ebb and �low of control is an expected, almost cher- • Starting Skills: Bretons start with 1 rank in
ished part of breton society. Primary Magic or any Knowledge skill during
character creation. They obtain this rank
The bretons �ind the western borders of their before spending experience points, and may
land inhabited by the Reachmen; a culture of not increase their chosen skill above rank 2
people primarily descended from the bretons, during character creation.
though not exclusively so. The Reachmen are a
mostly primitive society, using primitive tools and • Magic Resistance: When targeted by a spell,
armor, making use of more primal, natural magic. bretons add j to the check made against
Though they claim to be the true natives of The them.
Reach, the area between High Rock and Skyrim, the
bretons see them as bloodthirsty, merciless
savages and invaders.

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.

They often pursue intellectual, logical and aca-


demic interests, leading them to taking up a wide
array of careers between them. Traders, sailors,
soldiers, the bretons as a people are diverse in their
pursuits and can be found in all corners of the con-
tinent. There isn’t much a breton isn’t willing to do,
Nedes and have a stronger appreciation for art,
Cyrod (Imperial) magic, and commerce, and the Colovians - who
tend to be more austere and militaristic. While
The Cyrods, also known as Imperials, are the race most notably a societal divide, a noticeable geo-
of man native to the province of Cyrodiil. Its posi- graphical divide exist. The nibenese inhabit the
tion in the center of all other provinces means they more eastern parts of Cyrodiil, while the Colovians
are usually the most commonly encountered live to the west.
human to the other races. They typically have light
colored hair with distinctive sharp faces and strong
noses. Playing as a cyrod

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

• Wound Threshold: 10 + Brawn

• Strain Threshold: 10 + Willpower

• Starting Experience: 95

• Starting Skills: Cyrods start the game with 1


rank of Leadership during character creation.
They obtain this rank before spending experi-
ence points, and may not increase Leadership
above rank 2 during character creation.

• Voice of the Emperor: When making a social


check, cyrods may remove h from the result.
Dunmer (Dark elf) Species Abilities
Hailing from the ash-covered lands of Morrowind, 2 2 2 2 3 1
the dunmer are a people adapted to survive to the
Brawn Agility Intellect Cunning Willpower Presence
harshest of environments. Recognized easily by
their distinctive blue-gray skin and their piercing
red eyes, this race of mer are even more isolationist • Wound Threshold: 11 + Brawn
than their altmer cousins.
• Strain Threshold: 10 + Willpower
Dunmer society is governed by �ive great Houses;
Dres, Hlaalu, Indoril, Redoran, and Telvanni. The • Starting Experience: 90
sixth house, Dagoth, was considered exterminated
after the Battle of Red Mountain, in which its • Starting Skills: Dunmer start the game with 1
leader, Dagoth Ur, was presumed killed. Each of the rank in Discipline during character creation.
remaining houses control several territories across They obtain this rank before spending experi-
Morrowind and continuously jockey for control ence points, and may not increase Discipline
over them. Scheming, stealing and assassinating above rank 2 during character creation.
are not above the dunmer, even within the ranks of
their own houses. It’s not unheard of for those of • Flame Af�inity: When making attacks with
opposed views within the same house attempting spells, the Burn quality takes one fewer a to
to kill one another to prove themselves right. trigger. Additionally, any spells targeting the
character require an additional a to trigger
The dunmer worship the Tribunal; three gods the Burn quality.
that rule over Morrowind and its houses since the
end of the Battle of Red Mountain. They are not
worshiped by the Ashlanders, who are nomadic
dunmer tribes that have long since rejected the
ways of the house dunmer to follow the teachings
of prophet Veloth; one of the �irst elves to lead the
dunmer’s ancestors to Morrowind. Instead, they
worship the ‘Good Daedra’, most notably Azura,
who altered the dunmer’s appearance into the
gray-skinned, red-eyed elves known today.

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.

The dunmer are known across Tamriel for their


practice of slavery. They see nothing wrong with
this ancient tradition, and often see it as a way of
lifting lesser species into civility. The argonians and
khajiit have been particular and frequent target for
dunmer slavers, as many of them believe that these
races are of lesser intelligence. Your character may
treat argonians and khajiit as lesser, barely sentient
creatures of instinct, though caution should
be exercised when extending this attitude
towards player characters, who may not be com-
fortable with this. You may want to consider how
your fellow player characters have earned your
character’s trust and respect.
Khajiit take as an adult. While the khajiit’s religion has
several �igures without notable comparison, such
A species of feline humanoid, the suthay-raht as Rajhin the thief-god, many of its deities can be
species of khajiit is one of the many that hail from likened to those of the pantheon of mankind.
the southern deserts of Elsweyr. Short in height, Whether this was coincidence, different interpreta-
these creatures have cat-like fur-covered faces, tions of the same entities, or a deliberate attempt
sporting sharp teeth and claws as well as long tails by the khajiit to �it in better with the other races of
and a keen sense of balance. Their ears are sensi- Tamriel, is still debated to this day.
tive to noise, and their eyes are well suited for dark
environments. Playing as a Khajiit
Once two kingdoms, Anequina and Pelletine, Khajiit are perhaps one of the stranger races. Their
these joined together to form the province of unique third person speech is distinct, referring to
Elsweyr. The name comes from the saying “a themselves by name or as “this one”. Most khajiit
perfect society is always found elsewhere”, uttered are easy-going, care-free and hedonistic, treating
shortly after the founding of the province. Elsweyr life as nothing more than another pleasure to
is a mixture of desert and dense forest, all of which indulge in. You may wish to re�lect this in your
is ruled by a spiritual �igurehead known as the character, being particularly hard to wind up,
Mane. Only one Mane exists at a time, and a new �inding it dif�icult to take things seriously that
one is born only when a mysterious “third moon” others would not.
appears in the sky. Khajiit live in tribes and clans,
each of which is lead by a clan mother. It is the clan In addition, khajiit have a warped sense of per-
mother’s duty to disseminate religious and spiri- sonal belonging. Many of them end up on the
tual guidance among the clan, separate from the wrong side of the law because of their tendency to
leadership of the Mane or the tribal leaders. commit petty thievery, believing that if it was not
meant to be taken, it would have been locked away
Khajiit as a people revere Tamriel’s twin safer. You should be careful not to antagonize other
moons, their spirits known to them as Jone and players or get them into too much trouble too often
Jode. It is the phases of the moons on the night of a with this thievery, though the occasional troubles
khajiit’s birth that determines the form they will and misfortunes are encouraged in appropriate
moments.

Species Abilities

2 3 1 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

• Wound Threshold: 9 + Brawn

• Strain Threshold: 10 + Willpower

• Starting Experience: 90

• Starting Skills: Khajiit start the game with 1


rank in Coordination or Skulduggery during
character creation. They obtain this rank
before spending experience points, and may
not increase their chosen skill above rank 2
during character creation.

• Night Eye: When making a skill check, khajiit


remove jj imposed due to darkness.

• Claws: When making an unarmed Brawl


check, khajiit deal +1 damage and have a Crit-
ical rating of 3.
Orsimer (Orc) Orcs do not appreciate dishonesty. While greatly
frowned upon in their own society, some orcs may
Native to the Wrothgar mountains in High Rock, understand the need for such among other cul-
the orsimer are strong, brutish elves that have sur- tures. Other orcs, however, may not, and will likely
vived hardships for generations. Unlike most elves, be offended by those lying, cheating, and stealing
these green-skinned mer are tall, strong, and their way to victories.
stocky in build, with sharp teeth and an upturn
nosed giving them a more animalistic appearance. Species Abilities
Generally misunderstood as mindless brutes by 2 2 2 1 3 2
the general public, orsimer society is actually
Brawn Agility Intellect Cunning Willpower Presence
rather sophisticated. They greatly value traits such
as honor and personal strength while shunning
more dishonest practices. Their strong sense of • Wound Threshold: 12 + Brawn
pride and their un�linching bravery makes them
excellent warriors, and proved themselves as such • Strain Threshold: 9 + Willpower
in the Empire’s legions, leading them to be more
accepted by the races of man in later years. • Starting Experience: 85

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.

Aside from their indomitable will in


combat, orsimer are known for their crafts-
manship in forging weapons and armor.
Often described as some of the most
skilled smiths in Tamriel, orcish arma-
ments are strong, heavy, and sturdy,
but requires great strength and
endurance to properly wield.

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

• Wound Threshold: 11 + Brawn

• Strain Threshold: 10 + Willpower

• Starting Experience: 95

• Starting Skills: Nords start the game with 1


rank in Resilience during character creation.
They obtain this rank before spending experi-
ence points, and may not increase Resilience
above rank 2 during character creation.

• Frostborn: When making a skill check, nords


remove jj added by cold environments or
effects.
Redguard forbidden from you in gameplay terms, it does
mean a redguard character is much more likely to
Known to most as the �inest swordsmen in Tamriel, engage in them.
redguards are resilient, dark-skinned humans from
the western deserts of Hammerfell. Descended Species Abilities
from the Yokudans of the now underwater western
continent, they carry the combat skills of their 3 2 2 2 1 2
ancestors with them to the present day.
Brawn Agility Intellect Cunning Willpower Presence

Redguards have thrived where most others


would fail, given their conditions. A rather martial • Wound Threshold: 10 + Brawn
society overall, most redguards are expected to
have at least some basic understanding of combat, • Strain Threshold: 9 + Willpower
as well as noteworthy skill with a blade. Their sea-
faring history has made them natural born sailors • Starting Experience: 85
and astronomers. Redguard society favors the
strong and the brave, with only the hardest war- • Starting Skills: Redguards start the game
riors un�linchingly facing death being accepted into with 1 rank in Melee (Light) during character
their military. While Hammerfell doesn’t have a creation. They obtain this rank before
typical army, it relies on several knightly orders spending experience points, and may not
within it to act as its security and military. increase Melee (Light) above rank 2 during
character creation.
Redguards carry a great deal of respect for their
honored dead, to such an extreme that they will not • Natural Swordsman: While wielding only
attack the risen corpses of the dead. Naturally, they one Melee (Light) weapon, redguards add a
have a strong abhorrence of necromancy and dese- to all Melee (Light) checks they make.
cration of the dead. While shunned by most of red-
guard society, the Ash’abah tribe takes the • Desert Dwellers: When making a skill check,
necessary duty of destroying risen dead and conse- redguards remove jj added by desert envi-
crating grounds occupied by vengeful spirits. There ronments.
is a general mistrust of them for their use of magic,
which is often seen as a weakness in redguard
society. Their dislike of magic is so commonplace
that some schools that teach the Way of the Sword
forbid the use of enchanted weaponry.

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.

Redguards have a great dislike for magic and


enchanted weapons, as well as an aversion to
�ighting undead and practicing necromancy.
While this does not mean these options are
Character Careers
What is a career? Creating a Career

Y our character’s career represents their life


path. It’s the jobs they do, the skills they learn,
the way they make their living in the world. A char-
Though there is a wide selection of career
choices available, it is possible that none of
acter’s career is a very important aspect in what them may suit a player’s established character
de�ines their place in the world, the story, and the concept.
party they adventure with.
A player has the option to design their own
In terms of game mechanics, a career is a set of 8 career, if agreed by the GM. Making a new
skills that require less XP investment to rank up. career is as simple as choosing a mix of eight
These are skills your character practices regularly, career skills and coming up with a short
or simply has a natural af�inity for. When a player description as to what the career is, what it rep-
selects a character’s career, they choose four of the resents and what it hopes to accomplish.
eight career skills to start with one free rank in. Just
like any other skill, none of these skills may be When creating a new career, choose a variety
ranked above 2 during character creation. of different skills, but keep them appropriate to
the career’s theme. Avoid hyper-focusing a
A career is not a strict rule on how a character career (For example, don’t choose all combat
functions. It’s more of a vaguely de�ined role that skills and all magic skills.) Your character
encompasses a more speci�ic character job. For should be prepared for multiple scenarios and
example, a character picking the Fighter career can always pick up more career skills through
may be a soldier in a military faction. They may be talents later if needed!
a town guard, a member of the Fighter’ Guild, or a
pit gladiator. The Fighter career simply represents
the fact that this character is strong, both physi-
cally and mentally, usually blunt and stoic, with a
strong sense of loyalty and bravery.

Similarly, a character choosing the Rogue career


could be one from a vast array of more speci�ic
titles. They could be a thief, a Dark Brotherhood
assassin, a military spy, or even a Shadowscale. The
Rogue career means that this character prefers to
be unseen, unheard, and take a less direct
approach to problem solving.
Adventurer
Useful Talents
Tamriel is a wide, open world, where many people
shun the daily routines of more mundane lifestyles The following talents may be useful for typical
to explore the vast, open worlds. Adventurers are Adventurer characters:
brave, daring, and are driven by the need to see all
the world has to offer, whether that be new, undis- • Tier 1: Forager (GCRB p.73)
covered sights, or old, abandoned ruins lost to
time. • Tier 1: Quick Draw (GCRB p.74)

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:

• A steel one-handed weapon.

• A steel hunting bow

• A set of iron half plate


Artisan
Whether they be a soldier, a poet, a cook or a
• A backpack and tent
builder, everyone from all walks of life needs their
tools. Weapons, armor, even clothes have to be
• A torch
made by someone. That someone is the artisan.
The artisan strives to make their mark by being the
one person in the land everyone �locks to for their
signature, top quality equipment.

The artisan counts the following skills as career


skills; Athletics, Brawl, Discipline, Mechanics,
Negotiation, Perception, Resilience, and Street-
wise. Before spending experience points during
Useful Talents character creation, they may choose four of their
career skills and gain one rank in each of them.
The following talents may be useful for typical
Artisan characters: Starting Gear: If you have an Artisan character,
you may choose to start with the following gear
• Tier 1: Knack For It (GCRB p.73) instead of spending gold during character creation:

• Tier 1: Know Somebody (GCRB p.74) • An iron one-handed weapon

• Tier 1: Respected (TES p.20) • A set of Artisan’s Tools

• Tier 2: Keen Eye (TES p.23) • A set of Merchant’s Apparel

• Tier 2: Practiced Artisan (TES p.22) • An Alchemy Lab or an Enchanting Table or a


Smith’s Workshop
• Tier 3: Skills of the Trade (TES)
• 100+1d100 gold
Bard
Useful Talents
Poets, musicians, and entertainers. Bards are indi-
viduals who practice the arts for either the pur- The following talents may be useful for typical
poses of self expression, or to impress and uplift Bard characters:
the spirits of others. Tamriel can be a dark place,
but the bards are the light that make it that little bit • Tier 1: Clever Retort (GCRB p.73)
brighter.
• Tier 1: Grit (GCRB p.73)
The bard counts the following skills as career
skills; Charm, Cool, Deception, Discipline, Lead- • Tier 1: Second Wind (GCRB p.74)
ership, Melee (Light), Skulduggery, and Street-
wise. Before spending experience points during • Tier 2: Distracting Behavior (TES)
character creation, they may choose four of their
career skills and gain one rank in each of them. • Tier 2: Inspiring Rhetoric (GCRB p.76)

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:

• A steel one-handed weapon

• A Tailored Suit/Dress or a Fine Cape


Fighter
• A musical instrument
Always ready for battle, the �ighter is a tough, hardy
• 100+1d100 gold individual with a life dedicated to combat training.
Well practiced in the art of �ighting, they are able to
handle weapons bigger and more unwieldy than
most of the common folk. These folk often look up
to the �ighter to protect them from the perils of
Tamriel, whether they be the horrifying monstrosi-
ties of the Daedra, or the more familiar evils of
their fellow peoples.

The Fighter counts the following skills as career


skills; Athletics, Brawl, Coercion, Discipline,
Knowledge (Warfare), Melee (Heavy), Ranged,
and Vigilance. Before spending experience points
during character creation, they may choose four of
their career skills and gain one rank in each of
Useful Talents them.

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 1: Toughened (GCRB p.75) • A steel ranged 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.

Starting Gear: If you have a Mage character, you


may choose to start with the following gear instead
of spending gold during character creation:

• A magic staff

• An iron Dagger

• A set of Robes with Elemental Resistance Monk


enchantment (the character may choose �ire,
ice, or lightning when acquiring this robe.) Nature exists all around. Trees, animals, even
people all exist within a balance, a delicate
• A magicka potion harmony that mustn’t be disturbed. Monks are
ascetic people, choosing to abstain from the luxu-
ries people have made for themselves, and instead
appreciating the world that the gods have made for
them. They have little need for weapons, and the
weapons they do have are often simplistic and
practical.

The monk counts the following skills as career


skills; Athletics, Brawl, Coordination, Discipline,
Useful Talents Knowledge (Nirn), Melee (Light), Resilience and
Vigilance. Before spending experience points
The following talents may be useful for typical during character creation, they may choose four of
Monk characters: their career skills and gain one rank in each of
them.
• Tier 1: Durable ( GCRB p.73)
Starting Gear: If you have a Monk character, you
• Tier 1: Knockout Punch (SOTB p.45) may choose to start with the following gear instead
of spending gold during character creation:
• Tier 1: Unarmed Parry (TES)
• An iron Quarterstaff
• Tier 2: Con�idence (TES)
• A pair of Hand Wraps
• Tier 2: Defensive Stance (GCRB p.75)
• A set of Training Robes
• Tier 3: Martial Grace (TES)
• A Cultural Headdress or a Hat
Noble
Useful Talents
In a society where families and the people within
them jockey for power, it’s often the rich and the The following talents may be useful for typical
nobility that prosper. Through in�luence, sincere or Noble characters:
not, the noble is able to climb their way up the
ladder of nobility to a position where their voice • Tier 1: Bought Info (GCRB p.72)
can be heard by everyone. The noble has no need
for weapons or magic, when they can simply bribe, • Tier 1: Clever Retort (GCRB p.73)
convince or coerce others to doing the dirty work
for them. • Tier 1: Proper Upbringing (GCRB p.74)
The noble counts the following skills as career • Tier 2: Bad Cop (SOTB p.47)
skills; Charm, Coercion, Cool, Deception, Disci-
pline, Leadership, Negotiation, and Vigilance. • Tier 2: Scathing Tirade (GCRB p.77)
Before spending experience points during char-
acter creation, they may choose four of their career • Tier 3: Field Commander (GCRB p.78)
skills and gain one rank in each of them.

Starting Gear: If you have a Noble character, you


may choose to start with the following gear instead
of spending gold during character creation:

• 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:

• Tier 2: Signature Spell (ROT p.89) • A silver Dagger

• Tier 3: Painkiller Specialization • A set of robes


(GCRB p.79)
• A Health potion and a Cure Disease potion
Ranger
Useful Talents
Hunters, scouts, gatherers. Rangers are the people
familiar with nature and all the challenges sur- The following talents may be useful for typical
viving in it brings. Pro�icient with ranged weapons, Ranger characters:
and small blades, the ranger knows how to make
the most of what they hunt, ensuring that even • Tier 1: Hamstring Shot (GCRB p.73)
while a long travel away from civilized land, they
can survive and even thrive. • Tier 1: One With Nature (GCRB p.74)

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 Longbow and a steel Dagger

• Six throwing knives and a throwing knife


pouch

• A set of Leather armor Rogue


• A province map and waterskin Despite the efforts of law enforcement to hold up
values like peace, justice and law, there exist people
• A set of Artisan’s Tools who would rather disregard these values in favor
of their own personal gain. The rogue is exactly as
the name implies; a person who is not tied down by
any sense of law and order, or a moral code. They
are willing to break any rules necessary to get what
they want.

The rogue counts the following skills as career


skills; Coordination, Deception, Melee (Light),
Perception, Ranged, Skulduggery, Stealth, and
Streetwise. Before spending experience points
Useful Talents during character creation, they may choose four of
their career skills and gain one rank in each of
The following talents may be useful for typical them.
Rogue characters:
Starting Gear: If you have a Rogue character, you
• Tier 1: Finesse (ROT p.84) may choose to start with the following gear instead
of spending gold during character creation:
• Tier 1: Tumble (ROT p.87)
• Two steel daggers or one steel sword
• Tier 1: Unremarkable (GCRB p.75)
• A hand crossbow
• Tier 2: Dual Wielder (GCRB p.75)
• A set of leather armor
• Tier 2: Exploit (ROT p.88)
• A mask and belt
• Tier 3: Backstab (ROT p.89)
• A set of thieves’ tools
Scholar
Useful Talents
In a world of mysteries and forgotten legacies, the
The following talents may be useful for typical scholar dedicates their time to the study of these
Scholar characters: ancient secrets, hoping to unlock information
undiscovered. A scholar usually has an answer to
• Tier 1: Know Somebody (GCRB p.74) any question, and if they don't, they have little
trouble �inding it.
• Tier 1: Proper Upbringing (GCRB p.74)
The scholar counts the following skills as career
• Tier 1: Respected (TES) skills; Cool, Knowledge (Aetherius), Knowledge
(Nirn), Knowledge (Oblivion), Knowledge
• Tier 2: Flash of Insight (ROT p.88 (Warfare), Perception, Streetwise, and Survival.
Before spending experience points during char-
• Tier 2: Inspiring Rhetoric (GCRB p.76) acter creation, they may choose four of their career
skills and gain one rank in each of them.
• Tier 3: Applied Research (SOTB p.49)
Starting Gear: If you have a Scholar character,
you may choose to start with the following gear
instead of spending gold during character creation:

• A set of common clothes

• A steel dagger

• A city map and a province map

• 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

Table 1-1: Fame and Infamy Threshold


Number Fame Effects Infamy Effects
0 The character is not noteworthy; just another citizen. The character is not noteworthy; just another citizen.

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

Table 1-2: Gaining Fame and Infamy


Example Result
The character spends an evening performing at a tavern. +1 Fame

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 rude and abusive towards citizens. +1 Infamy

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

N ew skills have been added to the character


sheets to keep them in line with the feel of the
Elder Scrolls games. Various knowledge subjects
Athletics

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

Perception Cunning Core Rulebook


General Skills Resilience Brawn Core Rulebook

Enchanting (Intellect) Riding Agility Core Rulebook

Skulduggery Cunning Core Rulebook


A powerful form of upgrading gear, enchanting
allows a person to imbue their weapons, armor Stealth Agility Core Rulebook
and jewelry with incredible power, giving them Streetwise Cunning Core Rulebook
more strength than any whetstone could. Survival Cunning Core Rulebook
Enchanting requires the direct manipulation of
Vigilance Willpower Core Rulebook
magical energy, but does not require the enchanter
to be pro�icient with casting spells; they merely Magic Skills
need super�icial knowledge of the magic involved Primary Magic Intellect Elder Scrolls
and the ability to follow instructions.
Secondary Magic Intellect Elder Scrolls

Your character should use this skill Tertiary Magic Intellect Elder Scrolls

if... Combat Skills


Brawl Brawn Core Rulebook
• Your character wishes to give a weapon, item
or piece of armor a new enchantment. Melee (Heavy) Brawn Core Rulebook

Melee (Light) Brawn Core Rulebook


• Your character needs to recharge an Ranged Agility Core Rulebook
enchanted item with new energy.
Social Skills
• Your character needs to identify any current Charm Presence Core Rulebook
enchantments on a weapon, item, or piece of Coercion Willpower Core Rulebook
armor.
Deception Cunning Core Rulebook

Leadership Presence Core Rulebook


Your character should NOT use
Negotiation Presence Core Rulebook
this skill if...
Knowledge Skills
• Your character wants to identify the effects of
Aetherius Intellect Elder Scrolls
a spell. That would require a Knowledge
(Aetherius) check. Nirn Intellect Elder Scrolls

Oblivion Intellect Elder Scrolls


• Your character wants to create a single use Warfare Intellect Elder Scrolls
magical trap on an item or use magic in place
of a device.
Magic Skills does not have a primary or secondary focus fall
under this category.
Primary Magic (Intellect)
Any spells that are not Primary spells or Sec-
When aspiring mages �irst study magic, they often ondary spells are Tertiary spells, and use the char-
start with a particular school or discipline. Instead acter’s ranks in Tertiary Magic when making a
of trying to learn some of everything, they choose a check to cast them. Ranks in Tertiary Magic cannot
few core aspects of magic and dedicate years of exceed ranks in Secondary Magic or Primary Magic.
their life to mastering them.
When your character �irst gains a rank in Knowledge Skills
Primary Magic, they must choose three spells.
These are the character’s primary spells. When- Aetherius
ever they would cast one of these spells, they use
Outside of the plane of existence inhabited by
their ranks of Primary Magic as part of the check.
mortals is Aetherius. Known as the Immortal
Plane, it is from here which magicka �lows and
Your character should use this skill spirits reside. Much like Oblivion, Aetherius is split
if... into several planes of existence, each with their
own signi�icance. Generally, each of the mortal
• Your character is casting one of their three races has their own plane to where their spirits go
primary spells. when their time on Nirn has come to an end.

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.

Secondary Magic (Intellect) • Your character wishes to understand and


identify the source of paranormal activity.
Once a mage is con�ident in their abilities, they may
begin to diversify their knowledge and skills. In
addition to their core focus, they may start to study Your character should NOT use
the other schools of magic. this skill if...
• Your character needs to identify daedric magic
When your character �irst gains a rank in Sec-
or creatures.
ondary Magic, they must choose four spells that are
not already primary spells. These are the charac-
• Your character wants to cast a spell or
ter’s secondary spells. Whenever they would cast
empower an item with magic.
one of these spells, they use their ranks of Primary
Magic as part of the check. A character’s ranks in
Secondary Magic cannot exceed their ranks in Nirn
Primary Magic.
The celestial body within Mundus on which
Tamriel and its people exists. Nirn was formed by a
Your character should use this skill joint effort with Lorkhan and the other gods. They
if... each sacri�iced part of their own power and
divinity to create the world and its inhabitants.
• Your character is casting one of their three
secondary spells. Your character should use this skill
if...
Tertiary Magic (Intellect)
• Your character needs to recall information
When a mage has dedicated all their focus to their regarding the biology, culture or language of a
preferred schools of magic, they may choose to still particular race.
dabble in the other schools to complete their
mastery of the arcane. Any spells that the mage
• Your character needs to identify the location Your character should use this skill
they are in based on their surroundings or by
reading a map.
if...
• Your character needs to study the battle
• Your character wishes to study or recall infor- tactics of an enemy.
mation on documents, �iction, or other works
produced throughout history. • Your character wishes to recall information
about important battles in history, or impor-
Your character should NOT use tant military assets.
this skill if...
• Your character wishes to better understand
• Your character needs to identify a path military doctrine and how to properly interact
through wilderness or the streets of a city. with military.
These would require Survival or Streetwise
checks respectively. • Your character needs to identify the strengths
and weaknesses of military equipment and
• Your character needs to identify the symp- assets.
toms of a disease or provide treatment. This
would require a Medicine check. Your character should NOT use
this skill if...
Oblivion
Oblivion is a realm within the Aurbis, and is mainly • Your character wishes to command military
inhabited by the Daedra. It is a void that surrounds personnel. This requires a Leadership check.
Nirn, and acts as the barrier between it and
Aetherius. There are at least sixteen planes of • Your character wishes to build military equip-
Oblivion, each one of them ruled by a powerful ment such as weapons and armor. They should
being known as a Daedric Prince. use a Mechanics check instead.

Your character should use this skill


if...
• Your character needs to identify the source of
a daedric curse or a daedric creature.

• Your character wishes to recognize the in�lu-


ence of a particular daedric prince or realm of
Oblivion.

Your character should NOT use


this skill if...
• Your character wants to recall information
pertaining to the gods.

• Your character wants to cast spells or


empower items with magic.

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

I n this section are the talents that are available in


the Elder Scrolls setting. Talents that exist within
the Genesys Core Rulebook or other Genesys sup-
Primary Magic becomes a career skill for your
character.
plements will have their page number listed, so
that further details may be found. Respected
Tier: 1
Tier 1 Activation: Passive
Ranked: Yes
Cantrip
Tier: 1 When �irst acquired, choose one social group. The
Activation: Passive character downgrades the dif�iculty of checks to
Ranked: Yes interact with members of that social group a
number of times equal to his ranks in Respected.
When you gain this talent, choose one magic action. The social group affected must be approved by the
When you cast that spell with no additional effects GM, but possibilities include institutions of higher
(even those that are free via equipment or talents) learning, law-enforcement agencies, the thieves'
the cost is reduced by 1 strain. guild, etc.

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

Divine Rejuvenation Enchanting becomes a career skill for your char-


Tier: 1 acter.
Activation: Passive
Ranked: Yes Blessings of Mara
Tier: 2
When resting in a church, temple, or other place of Activation: Active (Incidental)
Ranked: No
Aedric worship, your character recovers 1
additional wound per rank of Divine Rejuvenation. When casting the Heal spell, your character may
change a number of s up to their ranks in Knowl-
Life on the seas edge (Aetherius) into an equal number of a.
Tier: 1
Activation: Passive
Ranked: Yes

Operating and Perception become career skills for


your character.
Table 1-4: Elder Scrolls Setting Talents
Talent Ranked? Source Talent Ranked? Source
Tier 1 Tier 2
Apothecary Yes ROT p. 84 Bad Cop No SOTB p. 47

Bought Info No GCRB p. 72 Beginner Enchanter No TES p. 26

Bullrush No ROT p. 84 Berserk No GCRB p. 75

Cantrip Yes TES p.26 Blessings of Mara No TES p. 26

Challenge! No ROT p. 84 Block No ROT p. 87

Clever Retort No GCRB p. 73 Born to Lead No TES p.28

Component Casting No EPG p. 95 Bulwark No ROT p. 87

Daedra Slayer No TES p. 20 Con�idence Yes TES p. 28

Desperate Recovery No GCRB p. 73 Coordinated Assault No GCRB p. 75

Divine Rejuvenation Yes TES p.26 Counteroffer No GCRB p.75

Duelist No GCRB p. 73 Daedra Slayer (Improved) No TES p. 28

Durable Yes GCRB p. 73 Defensive Stance Yes GCRB p. 75

Elementalist No EPG p. 95 Dirty Tricks No ROT p. 88

Finesse No ROT p. 84 Distracting Behavior Yes TES p.29

Forager No GCRB p. 73 Dual Wielder No GCRB p. 75

Grit Yes GCRB p. 73 Experimenter No TES p.29

Hamstring Shot No GCRB p. 73 Exploit Yes ROT p. 88

Jump Up No GCRB p.73 Flash of Insight No ROT p. 88

Keen Eye Yes TES p. 26 Good Cop No SOTB p. 48

Knack for It Yes GCRB p. 73 Grapple No ROT p. 88

Knockout Punch No SOTB p. 45 Haughty Demeanor No SOTB p. 48

Know Somebody Yes GCRB P. 74 Heightened Awareness No GCRB p. 76

Let’s Ride No GCRB p. 74 Impaling Strike No ROT p. 88

Life on the Seas No TES p. 26 Inspiring Rhetoric No GCRB p. 76

Magic Initiate No TES p. 26 Inventor No GCRB p.76

One with Nature No GCRB p. 74 Lucky Strike No GCRB p. 76

Painful Blow No ROT p. 84 Magic Specialization No TES p.29

Parry Yes GCRB p. 74 Military Training No TES p. 29

Proper Upbringing Yes GCRB p. 74 Practiced Artisan No TES p. 29

Quick Draw No GCRB p. 74 Reckless Charge No ROT p. 89

Quick Strike Yes GCRB p. 74 Scathing Tirade No GCRB p. 77

Rapid Reaction Yes GCRB p. 74 Scholar No TES p. 29

Respected Yes TES p. 26 Side Step No GCRB p. 77

Second Wind Yes GCRB p. 74 Signature Spell No ROT p. 89

Shield Slam No ROT p. 84 Street Dweller No TES p. 29

Street Fighter No SOTB p. 45 Threaten Yes ROT p. 89

Surgeon Yes GCRB p. 74 Trained Rider No TES p. 29

Swift No GCRB p. 75 Tier 3


Tavern Brawler No ROT p. 87 Animal Companion No GCRB p. 77

Toughened Yes GCRB p. 75 Applied Research Yes SOTB p. 49

Tumble No ROT p. 87 Backstab No ROT p. 89

Unarmed Parry No TES p. 26 Battle Casting No ROT p. 90

Unremarkable No GCRB p. 75
Talent Ranked? Source Talent Ranked? Source
Blessings of Akatosh No TES p. 30 Split Focus No TES p. 31

Body Guard Yes ROT p. 90 Temple Healer No TES p. 31

Counterattack No ROT p. 90 Unrelenting No ROT p. 91

Dark Secrets No TES p. 30 Venom Soaked Blade No ROT p. 91

Defensive Duelist No TES p. 30 Watch Your Step No TES p. 31

Dodge Yes GCRB p. 78 Tier 5


Dual Strike No ROT p. 90 Coordinated Defense No TES p. 31

Eagle Eyes No GCRB p. 78 Crushing Blow No ROT p. 91

Easy Prey No ROT p. 90 Dedication Yes GCRB p. 81

Field Commander No GCRB p. 78 Expert Alchemist No TES p. 31

Forgot to Count? No GCRB p. 78 Expert Enchanter No TES p. 32

Hard Boiled No SOTB p. 50 Indomitable No GCRB p. 81

Heroic Will No GCRB p. 79 Let’s Talk This Over No ROT p. 91

Innate Focus No EPG p.97 Master No GCRB p. 81

Inspiring Rhetoric (Improved) No GCRB p. 78 Retribution No ROT p. 91

Magic Specialization (Improved) No TES p.30 Ruinous Repartee No GCRB p. 81

Master of Illusion No EPG p. 97 Transcription Error No TES p. 32

Martial Grace No TES p. 30 Whirlwind No ROT p. 91

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

Scathing Tirade (Improved) No GCRB p. 79 Confidence


Skills of the Trade No TES p. 30
Tier: 2
Activation: Passive
Tier 4 Ranked: Yes
Back-to-back No ROT p. 90

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

Deadeye No GCRB p. 79 Daedra slayer (Improved)


Death Rage No ROT p. 91 Tier: 2
Defensive No GCRB p. 80 Activation: Passive
Defensive Duelist (Improved) No TES p. 31 Ranked: No
Enduring Yes GCRB p. 80
Your character must have purchased the Daedra
Field Commander (Improved) No GCRB p. 80 Slayer talent to bene�it from this talent. When your
Incite Distraction No TES p. 31 character makes a successful combat check against
Inspiring Rhetoric (Supreme) No GCRB p. 80 a Daedric, undead, or lycan adversary, the weapon
gains the Vicious quality with a rating equal to your
Masterful Casting No EPG p. 97
character’s ranks in Knowledge (Oblivion), or
Quick Witted No SOTB p. 51 increases any existing Vicious quality on the
Renowned Artisan No TES p. 31 weapon by an equal number.
Scathing Tirade (Supreme) No GCRB p. 81

Signature Spell (Improved) No ROT p. 91


Distracting behavior MAGIC SPECIALIZATION
Tier: 2 Tier: 2
Activation: Active (Maneuver) Activation: Passive
Ranked: No Ranked: No

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.

Your character may apply armor enchantments to Practiced Artisan


any wearable item, such as clothing or jewelry. Tier: 2
Activation: Passive
Keen Eye Ranked: No
Tier: 2
Activation: Passive When your character acquires this talent, choose
Ranked: Yes one practice; Alchemy, Enchanting, or Crafting.
When your character makes an item for their
When �irst purchasing this talent, choose one type chosen practice, they add j to the check. In addi-
of outdoor environment , such as forests, plains, tion, the check takes 50% of the time.
mountains, swamps (the GM must approve the
type of environment chosen.) When making checks Scholar
to forage for ingredients or materials in this Tier: 2
environment, the character adds s per Activation: Passive
rank of Keen Eye. Ranked: No

Choose any two Knowledge skills. These skills


become career skills for your character.

Street dweller
Tier: 2
Activation: Passive
Ranked: No

Skulduggery and Streetwise become career skills


for your character.

Trained rider
Tier: 2
Activation: Passive
Ranked: No

Your character suffers no penal-


ties for performing
attacks while mounted on
a creature.
Tier 3 plunderer
Tier: 3
Blessings of akatosh Activation: Active (Action)
Tier: 3 Ranked: No
Activation: Active (Incidental)
Ranked: No Once per encounter, your character may make a
Perception check in order to locate a particular
Once per session, after an allied character item within a dungeon, tomb, or similar area. The
(including your character) makes a skill check, but dif�iculty of the check is equal to half the item’s
before the result is determined, they may count rarity, rounded down. There is no cost to acquire
one blank k or l as if the result was ss. the item this way, but it is in need of moderate
repairs when found.
Dark secrets
Tier: 3 Skills of the trade
Activation: Active (Incidental) Tier: 3
Ranked: No Activation: Active (Action)
Ranked: No
Before making a magic check, your character may
When acquiring this talent, choose one of the fol-
add s to the results a number of times up to their
lowing skills: Alchemy, Enchanting, or
ranks in Knowledge (Oblivion). For each time your
Mechanics. When your character makes a check
character does this, they suffer 1 wound.
using the chosen skill that generates t, roll an
additional l and add its results to the pool, in
Defensive Duelist addition to spending the t normally. When your
Tier: 3 character makes an Enchanting check that gener-
Activation: Active (Incidental) ates d, roll an additional l and add its results to
Ranked: No the pool, in addition to spending the d normally.
Each of these effects can occur only once per check.
While wielding two Melee (Light) weapons, your
character may remove j from a melee combat
check targeting them and instead add h to the
Tier 4
result.
Comrades in arms
MAGIC SPECIALIZATION (improved) Tier: 4
Tier: 3 Activation: Active (Action)
Activation: Passive Ranked: No
Ranked: No
Once per encounter, make a Hard (kkk) Disci-
pline Check. If successful, your character plus one
Your character must have purchased the Magic Spe-
cialization talent to bene�it from this talent. When ally per s within short range gains +1 defense for
�irst acquiring this talent, your character chooses the remainder of the encounter. Effects end if
an additional secondary spell. affected targets move beyond short range.

Martial Grace Daedra Slayer (Supreme)


Tier: 3 Tier: 4
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No

Your character must have purchased the Daedra


Once per round, after making a successful Brawl
Slayer (Improved) talent to bene�it from this talent.
check, your character may spend aa to disarm When your character makes a successful combat
one openly wielded weapon from the target and check against a Daedric, undead, or lycan adver-
equip it as an incidental. sary, the damage dealt is increased by a number
equal to their ranks in Knowledge (Oblivion).
Defensive Duelist (Improved) Watch your step
Tier: 4 Tier: 4
Activation: Active (Incidental) Activation: Active (Action)
Ranked: No
Ranked: No
Once per session, your character may make a Hard
Your character must have purchased the Defensive
(kkk) Athletics check. On a success, all other
Duelist talent to bene�it from this talent. When using
characters within short range suffer 2 wounds,
the Defensive Duelist talent, your character may
plus 1 wound per s past the �irst. Your character
instead remove a number of j from the check up
to their ranks in Melee (Light) and add an equal may spend a to exclude another character from
this effect and may do so multiple times.
number of h to the result.
The GM should collaborate with the player to
Incite Distraction establish a setting-appropriate trap or environ-
Tier: 4 mental hazard that has been unleashed on the
Activation: Active (Action) scene. The PC may either choose to cause the trap
Ranked: No or hazard to happen, or may merely be reacting to
its happening.
While in a crowded or populated area, your
character may make an Average (kk) Deception Tier 5
check. If successful, enemies treat the area as
dif�icult terrain for the duration of the encounter.
Coordinated defense
Tier: 5
Your character may spend t to make the location
Activation: Active (Incidental)
impassable terrain instead.
Ranked: Yes
Renowned artisan
When targeted by a combat check, your char-
Tier: 4 acter may spend one Story Point to remove
Activation: Passive all j from the check and add a number of
Ranked: No f to the result equal to the number of j
removed.
When selling an item your character has created,
the base value of that item is increased by 50%. Expert Alchemist
This increase is applied before any other modi�iers.
Tier: 5
Activation: Passive
Split focus
Ranked: No
Tier: 4
Activation: Passive
When your character
Ranked: No
successfully brews a potion,
they may automatically brew
When making a combat check with two weapons,
a number of extra potions up
additional hits may be allocated to other targets
to their ranks in Alchemy. Each
within range of the weapons.
potion brewed this way costs
Temple Healer 50% of the �irst potion, and must
Tier: 4 be of the same type.
Activation: Passive
Ranked: No

Before casting the Heal spell, your character may


suffer 2 strain to increase the number of wounds
healed by an amount equal to their ranks in Knowl-
edge (Aetherius).
expert enchanter Transcription error
Tier: 5 Tier: 5
Activation: Passive Activation: Active (Action)
Ranked: No 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,

T he weapons listed in this section are


standard in their construction. They rep-
resent a generic catch-all label for the type of
making this weapon incredibly dangerous to
its foes. Its larger size, and the weapon being
considerably heavier, make this a dif�icult
weapon they are. Regardless of the culture it weapon to wield by those without the muscle to
comes from, the intricacies of its design, or the handle the power of its swings.
material it’s made from, a sword is a sword. A
bow is a bow. Greataxes require two hands to wield.

All the weapons in this section can bene�it Greatsword


from having its material changed.
This weapon features an enormous
Melee Weapons blade on a long hilt, and is typically
only seen in the hands of soldiers and
The following pro�iles are for standard melee warriors capable of wielding such a thing. From
weapons that come in a variety of shapes, sizes, pommel to tip, a greatsword is about as long as
and materials. Each listed weapon is made its wielder is tall, weighing around 7 pounds on
from Steel, or has the appropriate parts average. Its size and weight make �ighting
made from steel. Pro�iles for other mate- with this weapon an entirely different art
rials can be found later on in this chapter compared to its smaller, more lightweight
on Table : Materials counterparts.

Greatswords require two hands to wield.


Axe
A one handed weapon categorized by its long, Halberd
typically wooden shaft, the axe is an effective
weapon for chopping. The weighted head on top Halberds are long, pole weapons, typically
typically consists of a single curved blade with a about one foot longer than its wielder from
counter weight set behind it to throw more pommel to tip. Their reach gives them a distinct
force into each strike. Some axes are designed advantage over shorter weapons, putting pres-
symmetrically, with a blade on each side of the sure on those that would approach to attack.
head, but the practicality of such a design is
questionable. Halberds require two hands to wield.

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

Dagger Melee (Light) +1 2 1 275 3 Pierce 2, Vicious 1

Greataxe Melee (Heavy) +4 3 4 350 4 Cumbersome 3, Vicious 3

Greatsword Melee (Heavy) +4 2 3 400 4 Defensive 1, Pierce 2, Unwieldy 3

Halberd Melee (Heavy) +3 3 5 375 5 Defensive 1, Pierce 3

Longsword Melee (Heavy) +3 2 2 350 4 Defensive 1, Pierce 1

Mace Melee (Light) +2 4 2 125 1 Disorient 2

Quarter-staff Melee (Light) +2 5 2 100 1 Disorient 2, Knockdown, Linked 1, Unwieldy 4

Shield Melee (Light) +0 6 1 80 1 Defensive 1, De�lection 1, Inaccurate 1, Knockdown

Shield (Large) Melee (Light) +1 5 2 160 2 Defensive 2, De�lection 2, Inaccurate 2, Knockdown

Spear Melee (Light) +2 3 2 200 2 Accurate 1, Pierce 1

Sword Melee (Light) +2 2 1 300 2 Defensive 1

Concussive 1, Cumbersome 4, Disorient 2, Inaccu-


War Hammer Melee (Heavy) +5 3 6 740 6
rate 1, Knockdown

employed on the battle�ield is the technique of Shield


‘half-swording’, where the wielder would hold the
blade of the sword with one hand and the grip with When wielding a one handed weapon, the
the other, giving them better accuracy and control, other hand remains free. Some may
allowing a precise thrust into exposed parts of choose to leave this hand free to make
their enemy’s defense. grabbing their opponents easier.
Others may choose to wield a
While wielded with two hands, the Longsword second weapon. However,
gains the Accurate 1 quality. common practice is to go into
battle wielding a shield. A large,
Mace usually circular board of metal or
wood, the shield is used to act as
A mace is a one handed bludgeoning weapon a barrier between combatants,
designed for dealing with armored opponents. The making it more dif�icult for an
mace features a long shaft topped with a heavy, opponent to connect their
blunt, weighted head, typically adorned with strikes. While certainly a large
spikes, points or thin edges for directing force. bene�it defense-wise, the shield is
Where swords and their cutting edges fail, maces large and heavy, and can often make
can be trusted to defeat an opponent in plate armor swinging a sword harder.
with the sheer force behind each of its swings.
While wielding a shield, all of its
Quarterstaff passive traits apply to checks the
wielder makes (including Inaccurate).
A deceptively powerful weapon, the quarterstaff is
usually nothing more than a long, wooden pole, Spear
smooth and cylindrical in construction. Some-
times, they may be tipped with metal cap or a A simple and effective weapon, used by warriors
spike. While these weapons don’t appear to be and commoners alike over generations. The spear
harmful, in the right hands, they can be even more is nothing more than a long pole with a pointed tip,
deadly than a person wielding a longsword. usually made from metal. Easy to use, the spear
offers its wielder the advantage of range over most
Quarterstaves require two hands to wield. other personal weapons, its sharp point allowing it
When the wielder makes an attack with a quar- to pierce through less sturdy armor.
terstaff, before damage is calculated, they may
choose to in�lict the damage to either the tar-
get’s wound threshold or strain threshold.
Sword and less powerful draw allow it to be loaded and
�ired much more rapidly than the larger, two
A common sight among adventurer and citizen handed variant at the cost of range and raw
alike. A weapon simple in function, but limitlessly piercing power.
imaginative in design. A sword is a one-handed
bladed weapon that typically features a �lat blade, Hunting Bow
roughly 30 inches in length, with sharp edges
attached to a handle. The handle, and by extension Light and compact, the hunting bow makes an
the wielder’s hand, is often protected by a cross- excellent weapon for hunters and foragers looking
guard. Sabers, scimitars and falchions are all exam- to swiftly and silently dispatch of a creature. The
ples of weapons that would also �it under this hunting bow consists of a wooden structure,
category. curved in a slight crescent shape and tapered at
each end. These ends are then connected by a tight
War Hammer string which snaps back into place when pulled
and released, loosing an arrow resting against it.
Big, sturdy, and deadly. The war hammer is a long, Some races, in particular the bosmer, make their
devastating weapon featuring a large, weighted bows from the bones of their prey. Rumor even
head at the end of a long wooden or metal shaft. suggests that the strings of their bows are made
These weapons are incredibly heavy, requiring from the innards of khajiit, a tradition carried over
dedicated practice and impeccable physique to generations from a time where these two peoples
properly wield. Even then, the force needed to were at war.
strike with the weapon leaves their movements
slow and predictable, making it hard for the The hunting bow requires two hands to wield.
wielder to strike accurately with it. If the wielder
hits their opponent, however, there is little the Javelin
opponent can do to stay standing. The sheer force
is capable of crushing armor and knocking down The javelin is a short, light spear, designed pri-
the hardiest of foes. marily for throwing short to moderate distances.
While the force of the weapon depends entirely on
The war hammer requires two hands to wield. the strength of the thrower, the javelin’s design
sees it soar through the air at notable speeds. Its
Ranged Weapons pointed tip allows it to punch through lightly
armored opponents and deal signi�icant damage.
Crossbow When used at Short range, the javelin
loses the Inaccurate 1 quality.
The crossbow is a large, two handed ranged
weapon designed to �ire projectiles with great
force at moderate distances. Resembling a small Longbow
bow held horizontally, they work in a similar
fashion; a tight string is pulled back and a projectile Much taller than the hunting bow,
is placed in front of it. The string is held by a mech- most longbows are about as long as
anism that is released when the wielder pulls a their wielder is tall. Their increased
trigger, sending the bolt �lying forwards and size allows for greater range and power on
piercing its target. A drawback of the crossbow, the arrows they loose. While signi�icantly
however, is that each shot takes longer to load than more powerful than a hunting bow, their size
a standard bow, particularly in the hands of an makes them awkward to wield and carry
unskilled user. around, making them best left to those
speci�ically trained in their use.
The Prepare maneuver must be taken before
each attack made with the crossbow. The The longbow requires two hands to
crossbow requires two hands to wield. wield.

Hand Crossbow Throwing Axe

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

Hunting Bow Ranged 7 3 Medium 2 275 4 Unwieldy 2

Javelin Ranged +2 3 Medium 2 70 3 Inaccurate 1, Limited Ammo 1

Longbow Ranged 8 3 Long 4 450 6 Unwieldy 3

Spear
Ranged +3 4 Short 2 90 1 Limited Ammo 1, Pierce 1
(Thrown)

Throwing Axe Ranged +2 3 Short 2 60 4 Limited Ammo 1, Vicious 1

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.

The GM may spend hh or d on a combat check Chainmail


using a throwing axe to have the axe break on
impact, rendering it unusable. An armor offering good, all round protection,
chainmail armor is built by meticulously inter-
Throwing Knife locking hundreds of small, metal rings into the
shape of a shirt. It provides ample protection
Smaller than a dagger, the throwing knife is usually against slashing and thrusting blades, though it is
a single piece of metal with no extra attachments or not indestructible. The sheer amount of rings
embellishments. A sharp edge which tapers to a involved make chainmail heavy to wear, becoming
point, much like a standard blade, a throwing knife rather uncomfortable after a prolonged period of
usually has a �lat handle at the end opposite the time.
point for the thrower to safely hold. In the right
hands, a throwing knife can pierce through light Full Plate
armor and deal some serious damage.
The signature armor of knights and soldiers, plate
At the GM’s discretion, the thrower may use an armor encases the wearer head to toe in sheets of
Aim maneuver (adding jj for one, or j for metal sculpted to �it their body, held together by
two as normal) to target an opening in the oppo- straps of leather or cloth. Often, plates are attached
nent’s armor. If they do this, and the combat
check is successful, the weapon gains the Pierce
2 quality.

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

Add j to Stealth and Coordination checks the


Chainmail +2 0 4 500 3
wearer makes.
Add jj to Stealth and Coordination checks the
Full Plate +2 +2 6 1,300 6
wearer makes.
Add j to Stealth and Coordination checks the
Half Plate +2 +1 5 1,000 5
wearer makes.
Leather +1 0 2 50 3

Reinforced Leather +1 +1 3 300 3

Robes 0 +1 1 50 1

and left to dangle over joints to allow exposed


areas underneath to move while still remaining
protected. Despite their bulky appearance and
Materials
their weight, full plate does not greatly impact the
mobility of the wearer. It does, however, make a lot
of noise when moving, making it incredibly dif�icult
I n this section, you will �ind all the materials that
can be applied to standard weapons and armor.
Note that only the Brigandine, Chainmail, Full
to get around unnoticed while wearing it. Plate, and Half Plate options can bene�it from a
change of material.
Half Plate
Iron
Some soldiers and adventurers are con�ident
enough to sacri�ice some of the protection full plate Iron is a cheap, common and easy to forge material
provides in exchange for more mobility and less that can be found across the entire continent.
carrying weight. Half plate is usually just a cuirass While effective, it is not without its �laws. Com-
worn over a gambeson, with little else protecting pared to more modern smithing techniques, iron
the rest of the body. While not as protective as the becomes somewhat obsolete. However, it’s cost
full suit, it leaves the wearer lighter on their feet, certainly makes it a worthwhile option for the
making less noise and moving faster. adventurer on a budget.

Leather Weapons made of Iron gain the Inferior quality.


armor made of Iron increases its encumbrance by
Relatively simple in construction, leather armor is 2.
a full set of protective clothing made from the hide Cost: ½ base cost
of an animal, usually a cow. The hide is tanned, Rarity: -2
cured, cut and stitched together to �it the wearer, a
relatively simple process that takes relatively little Silver
time. The armor offers basic protection against
slashing and bashing, but will not stand up to the Specialized for dealing with the many abomina-
strongest of strikes or the sharpest of blades. tions of Tamriel, silver weapons are carried by ded-
Despite this, its cheap cost and widespread avail- icated vampire and werewolf hunters. Silver
ability make it a popular choice for adventurers weapons are softer and not nearly as durable as
and soldiers alike. their iron or steel counterparts.

Robes Weapons made of Silver ignore the effect of the


Supernatural ability. The GM may spend hhh on
Simple, long �lowing garments. Robes are typically checks made with this weapon to damage it one
worn by mages to allow better movement and step.
articulation of their hands. Without the worry of Cost: 1½x base cost
heavy, exhausting armor on their back, mages are Rarity: +0
better able to concentrate on their spells.
Dwarven Ebony
Dwarven weapons were crafted by the ancient One of the most valuable materials on Tamriel,
Dwemer many centuries ago. While the dwemer ebony is a solid, jet black metal found deep in the
themselves disappeared mysteriously, their tech- mines of Morrowind. Due to its scarcity, ebony ore
nology, buildings, and weapons did not. is incredibly valuable, and the equipment made
from it even more so.
Weapons and armor made of Dwarven metal can
hold one additional enchantment. Weapons made of Ebony gain the Superior
Cost: 2x base cost quality and ignore the effects of the Supernatural
Rarity: +3 ability. Armor made of Ebony gains the Reinforced
quality.
Elven Cost: 3x base cost
Rarity: +3
Lightweight, yet just as durable, the elven weapons
made of moonstone are excellent for those who Daedric
wish to travel lightly. The elven armor is usually
designed with eagle or wing motifs, plated with A horrifying combination of Daedric magic and
gold and covered in elegant, �lowing �iligree ebony metal, daedric weapons are among some of
embossed into it. the most deadly known to exist. They are capable
of shredding through most common materials, as
Weapons made of Elven metal reduce their well as in�licting lasting damage that is said to
encumbrance by 2, and reduce the Cumbersome never truly heal.
quality on the weapon by 1. Armor made of Elven
metal reduces its encumbrance by 2, and reduces Weapons made with Daedric metal gain the
the number of j added to Stealth and Coordina- Breach 1, Reinforced, and Superior qualities. In
tion checks by 1. addition, they ignore the effect of the Supernatural
Cost: 1½x base cost ability. Armor made with Daedric metal gains the
Rarity: 0 Reinforced quality and increases its soak value by
1.
Glass Cost: 10x base cost
Rarity: Daedric weapons are incredibly rare and
Despite the name, these weapons and armors are cannot be found normally. The GM may decide
anything but brittle or fragile. Made from a mate- whether or not one is available to buy based on
rial known as Malachite, they can often be distin- current circumstances.
guished by their smooth, re�lective �inishes, and
their distinctive turquoise and green hues.

Weapons made of Glass gain the Pierce 1 quality


(or increase any existing Pierce quality by 1.)
armor made of Glass reduces its encumbrance by 1
and increases its defense by 1.
Cost: 1½x base cost
Rarity: +2
Crafting Example: Material Substitution

If the character instead wanted to craft a Glass


C haracters are not limited to the weapons and
armor they purchase or loot. Those skilled in
Mechanics may craft their own items, provided
Longsword, they would apply the 1½x cost
modi�ier (525 gold) and +2 rarity modi�ier
(Rarity 6) to the Longsword pro�ile. This means
they have the materials and tools necessary to do
the check required to gather the materials for a
so. The materials needed to craft an item usually
Glass Longsword is now a Hard (kkk) Nego-
cost 50% of the item’s cost and use the same rarity
tiation check, and the check to craft the
to �ind them. These materials are consumed by the
weapon is a Hard (kkk) Mechanics check. As
crafting process, whether the check is successful or
the rarity has been increased by 2, it also takes
not.
an additional 2 days to craft.
Crafting an item takes one day, plus a number of
extra days equal to the item’s rarity. To craft the
item, the character makes a Mechanics check, the Finding Materials
dif�iculty of which is determined by half the item’s
rarity rounded down. j or j may be added by the Scattered throughout Tamriel are several
GM based on various circumstances. deposits of materials that are left untapped.
While the default check to gather materials for
When crafting an item, the base material in the items assumes the character is purchasing the
construction is Steel. A character may choose to materials from vendors, at the GM’s discretion,
craft a weapon from another material listed in the a character may instead make a Perception or
Materials section on Page 37. If they do this, the Survival check to locate the materials in the
cost and rarity modi�iers are applied to both the wild.
check to �ind and purchase the materials, and the
check to craft the item. When looking for materials in the wild, the
character decides what type of material they
Example: Crafting a Weapon wish to look for. The base rarity is 5, which is
then modi�ied by the rarity modi�ier of the
When crafting a Steel Longsword (Cost: 350, chosen material. If successful, the character
Rarity 4) the character would require 175 gold �inds enough material to create one item of
and an Average (kk) Negotiation check to their choice. The character needs the correct
gather the necessary materials. It would then tools (e.g. a pickaxe if the material is metal) to
take an Average (kk) Mechanics check and 5 gather the material, but essentially bypasses
days to construct the weapon. the cost of purchasing the materials from a
vendor.

The GM may add j or j to the check to �ind


materials based on circumstances. j might
be added for searching near abandoned mines
or areas far from civilization, while j might
be added for being in areas heavily patrolled
or extensively mined.
Table 2-4: Spending ahtd on Crafting Checks
Cost Effect
Reduce the time to craft the item by one day, to a minimum of one. (You may select this multiple times.)
a or t
Your character adds j to the next check using the same skill.
Your character saves enough material to reduce the cost of the next similar item they craft by half.
Decrease the item’s encumbrance by 1, to a minimum of 0.
aa or t
If the item has the Limited Ammo 1 quality or is otherwise limited to a single use, craft one additional identical item. (You
may select this option multiple times.)
Increase the item’s hard points by one.
aaa or t
Reduce the dif�iculty of future checks to craft the item by one (to a minimum of Simple (–).
The item gains the Superior quality.
Increase the value of one numerical bene�it of the item by one or increase the rating of one quality the item possesses by
t
one,excluding damage, critical rating, soak, and defense (e.g., the extra encumbrance capacity a backpack adds).
Increase the narrative bene�it of the item, or add a new narrative effect, as approved by your GM.
tt The item gains one other item quality, subject to your GM’s approval. (You may only select this option once.)
Increase the time to craft the item by one day. (You may select this option multiple times.)
h or d
Add j to the next crafting check the character makes.
Increase the item’s encumbrance by one.
hh or d
Your character must purchase additional materials worth half of the original component cost.
If the item is a weapon, it gains the Inaccurate 1 quality.
hhh or d Decrease the item’s hard points by one, to a minimum of 0.
Your character’s tools are ruined in the process and must be replaced.
The item gains the Inferior quality.
d
Whenever the item is damaged, it is damaged one additional step.
There is a terrible accident, and your character suffers a Critical Injury or, at the GM's discretion, some related narrative
dd event can occur of equal distress (your character's anvil explodes, the smithy catches on �ire, poison gases spread into
village, etc.).

Selling Crafted Gear


When selling gear that has been crafted, the
item’s base cost is equal to the cost of the mate-
rials used to create it. Unlike selling second-
hand items, a successful Negotiation check
when selling a brand new crafted item sells it
for 100% of its base cost, plus an additional
10% for every s beyond the �irst.

Additional modi�iers to the weapon may alter


the base value of the item before it is sold. It is
recommended that the base value is increased
or lowered by 5% for every a or h spent on
the item, or increased or lowered by 20% per
t or d spent on the item
Use With: This attachment can be applied to cross-
Attachments bows.
Modi�iers: When applied to a crossbow, replace
the Prepare quality with the Limited Ammo 6
A ttachments are additional modi�ications that
can be applied to weapons and armor. Each
attachment takes up a number of hard points, and
quality. The wielder may reload the weapon as a
maneuver at no cost, unless the GM spends d on a
requires an Average (kk) Mechanics check. The combat check. If they do so, the weapon still has its
full rules for installing attachments can be found remaining ammo, but may not be reloaded until
on Page 206 of the Genesys Core Rulebook. additional ammo is purchased.
Hard Points Required: 1.
Weapon Attachments
Armor Attachments
Counterweight
Racial Style
For weapons that are particularly long or awk-
wardly shaped, the center of balance can be dif�i- The different races of Tamriel style their armor dif-
cult to �ind and maintain. Adding a counterweight ferently. The bonemold and chitin of dunmer
to a weapon helps improve handling it, making its armor is instantly recognizable, as is the thick
weight more comfortable to hold. plates and furs of nord armor. In addition, some
Use With: This attachment can be applied to any armor has to be made completely differently to �it
weapon. some races, such as the khajiit and argonians with
Modi�iers: When applied to a weapon, reduce the their different body and head shapes.
rating of the Unwieldy quality by 1. Use With: This attachment can be applied to any
Hard Points Required: 1. armor.
Modi�iers: When applied to armor, choose one of
Quick Loader the ten races of Tamriel. If the wearer is of that
race, they may remove jj from social checks due
Usually, a crossbow requires loading after every to wearing armor in socially inappropriate situa-
shot. With the use of a quick loader, an attachment tions. In addition, if the wearer is not of that race
that holds several additional bolts, its simply a and they make a social check with a character who
matter of squeezing the trigger once and allowing is, they add j to the check.
the mechanism to slide the next bolt in, ready to Hard Points Required: 0.
load.

Table 2-5: Weapon Attachments


Attachment HP Required Price Rarity Source
Balanced Hilt 1 1000 6 GCRB p.207

Counterweight 1 500 4 TES

Duelist Cross Guard 1 800 5 GCRB p.207

Quick Loader 1 1500 6 TES

Razor Edge 1 1250 6 GCRB p.208

Recurve Limbs 1 300 4 GCRB p.208

Serrated Edge 1 75 2 GCRB p.208

Superior Weapon Customization 1 750 7 GCRB p.208

Weighted Head 1 250 2 GCRB p.209

Table 2-6: Armor Attachments


Attachment HP Required Price Rarity Source
De�lective Plating 1 450 4 GCRB p.209

Gilded 0 1500 5 ROT p.107

Intimidating Visage 0 125 3 GCRB p.209

Racial Style 0 1200 5 TES

Spikes 2 600 4 ROT p.108


Unique Weapons Restricted Items

T his section lists a selection of unique variants of


weapons that can be found around Tamriel.
These weapons are a product of a speci�ic con-
Items marked with (R) in their cost are
restricted, meaning they are not for sale in
most shops or from most vendors. Characters
struction and cannot bene�it from any material need to check black markets and underground
changes. networks to procure them. Shopping for
restricted items requires a Streetwise check in
Akaviri Dai-Katana place of a Negotiation check.

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

Bolas Ranged 0 6 Short 1 10 3 Ensnare 2, Knockdown, Limited Ammo 1

Daedric (R) Breach 1, Defensive 2, Linked 1, Rein-


Melee(Heavy) +4 2 Engaged 4 10
Crescent 7500 forced, Superior, Unwieldy 4, Vicious 2

Sling Ranged 4 5 Short 1 120 2 Disorient 2, Inaccurate 1

Whip Melee(Light) +1 4 Short 1 150 2 Disorient 4, Ensnare 1

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.

I n this chapter is a list of items, gear, and equip-


ment that can be found within Tamriel. Each of
them serves a purpose to aid characters as they
Cultural Headdress
make their way across the wilds or simply live their In many of the cultures of Tamriel, speci�ic head-
day to day lives. wear is worn to signify a wide variety of things. The
cultural headdress is an item that represents any-
Carrying Equipment thing from a crown of royalty, to a feathered head-
dress of argonian shamans.
Backpack While wearing the cultural headdress, the
character removes h on all social checks with
A large satchel worn on the back and held with a
those interested or recognizing of that culture.
strap over each shoulder, this piece of equipment is
essential for all adventurers, travelers, or anyone
that wishes to travel great distances with a great Exquisite Jewelry
many items.
Typically made from valuable metals like gold or
While wearing a backpack, your character’s silver, several pieces of jewelry are made, bought
encumbrance capacity is increased by 4. and sold from many different cultures. Jewelry can
come in the form of amulets, circlets, bracelets,
rings, and a whole manner of other options, but
Belt they all usually exist for the same purpose; to show
one’s status and wealth.
A simple garment, a belt is a long strap of leather
fastened around a person’s waist with a metal
While wearing Expensive Jewelry, your char-
buckle. The belt can hold pouches for carrying
acter adds a to all Charm and Deception
items, a sheath for carrying a sword, or anything
checks they make. Other characters add j to
small that can be attached to it.
checks to recall the wearer.
While wearing a belt, your character’s
encumbrance capacity is increased by 1. Fine Cape
A �ine cape completes the look of anyone wishing
Throwing Knife Pouch to stand out in a crowd. It grants an air of authority,
allowing the wearer to more easily demand respect
Carrying around a sack full of throwing knives can
and assume command.
be awkward and cumbersome. For this reason, spe-
cialized holsters for these weapons were devel-
While wearing a �ine cape, your character
oped for easy of use. Typically worn on a belt or
around the thigh, the throwing knife pouch has adds a to all Leadership checks.
several narrow slits in its leather construction,
allowing for the safe storage and easy unsheathing Hat
of several throwing knives.
The light and head of the sun often takes its toll on
The throwing knife pouch can store up to 8 those dressed incorrectly. Many people take to
throwing knives. While stored in the pouch, a wearing large, wide brim hats to provide shelter
throwing knife takes up 0 encumbrance. Addi- wherever they go.
tionally, your character may draw 1 throwing
knife from the pouch per turn as an incidental, A character that wears a hat removes j
instead of a maneuver. added by hot, sunny weather.

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

Merchant’s Apparel Clothing


Common Clothes 0 10 0
Part of a good sales pitch is looking the part, and
Cultural Headdress 1 100 4
the right set of clothing is sure to attract attention
from those looking to trade. Typically vibrant in Expensive Jewelry 0 1500 6

color and eccentric in design, the merchant’s Fine Cape 0 100 3


apparel is guaranteed to draw attention to poten- Hat 0 20 1
tial customers.
Mask 0 50 2

While wearing Merchant Apparel, your char- Merchant’s Apparel 0 200 4


acter adds j to Negotiation checks to buy, sell, Tabard 0 75 4
or haggle items. In addition, your character Tailored Dress/Suit 0 200 4
adds jj to checks made to hide their identity.
Training Clothes 0 250 3

Tabard Drugs & Poisons


Hist Sap 1 (R)500 6
A tabard is a loose �itting piece of clothing designed Jarrin Root 1 (R)6000 9
to be worn over armor. Tabards usually display
Nightshade 1 (R)700 6
certain distinct colors, symbols and patterns that
represent a speci�ic group, making an individual Skooma 1 (R)500 7
easily identi�iable as a representative. Potions
Cure Disease 1 2000 6
When purchasing a tabard, choose a faction
Fortify Potion 1 600 7
or organization's heraldry to display on the
tabard. When making a social check, depending Health Potion 1 100 4
on the nature of the heraldry and the opinion of Magicka Potion 1 1000 6
the individual, the GM may add one automatic
s or one automatic f. For example, wearing Training Clothes
the symbol of the Dark Brotherhood would
likely grant a success to Coercion checks Apprentices of martial arts �ind that wearing loose,
against defenseless citizens, but grant a failure open clothing gives them the most freedom of
to Charm or Negotiation. movement. Without the restrictions of armor or
tight clothing, a martial artist can more easily �low
Tailored Dress/Suit with their moves and strike their opponent.

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).

While wearing a Tailored Dress/Suit, a char- Winter Clothes


acter adds j to all social checks made in a
formal environment, but adds j to all social Parts of Tamriel are home to harsh and bitterly cold
checks made outside of them (such as bartering environments. The right clothes in these areas can
with commoners, negotiating with bandits, mean the difference between life and death.
etc.) The situations where these modi�iers Winter clothes are usually made from thick animal
apply is up to GM discretion. furs, covering the wearer’s body from head to toe
to trap in as much heat as possible.
Name Encum Cost Rarity When a character ingests Jarrin Root, they
must make a Formidable (lllkk)
Survival Resilience check. On a failure, they automati-
Bedroll 2 100 1 cally suffer the ‘Bleeding Out’ Critical Injury. d
Map (City) 0 10 1 is automatically spent to in�lict ‘The End is Nigh’
Map (Province) 0 25 1 Critical Injury instead, and dd is automati-
cally spent to in�lict the ‘Dead’ Critical Injury.
Rations (1 day) 1 10 1

Tent 4 150 2
Nightshade
Torch 1 5 1

Waterskin (3 days) 1 10 1 A distinctive �lower across Tamriel, the nightshade


plant is a bright purple, star-shaped �lower atop a
Tools
tall, thin, green stem. Most commonly found near
Alchemy Lab 10 200 5
graveyards, these unusual plants feed off of death.
Artisan’s Tools 1 100 3 While effective as a poison taken raw, nightshade is
Climbing Equipment 1 80 2 often re�ined into even more potent poisons. When
nightshade extract enters a person’s body, it causes
Enchanting Table 10 500 6
their muscles to stiffen and their joints to lock up,
Smith’s Workshop 20 400 4 making it exceedingly dif�icult to move.

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.

Hist Sap Skooma


Produced by the Hist trees of Black Marsh, this The result of re�ining moon sugar into a potion,
viscous, glowing yellow liquid is imbibed by the skooma is an illegal, highly addictive narcotic.
argonians as part of their normal lifestyle. It Those that partake are often left in euphoric, delu-
imbues them with strength and allows them to sional states, riddled with hallucinations. When
communicate to the Hist through powerful and made with poor quality ingredients, these effects
vivid visions. For non-argonians, even a small are worse and often lead to the death of the user.
amount of Hist sap can be dangerous. While it still Withdrawal from skooma often results in
grants strength, it also causes them to hallucinate twitching, �its, and seizures. Skooma can either be
and potentially enter a dangerous, bloodthirsty drank straight from the bottle, or boiled in a
state. hookah and smoked.

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.

These potions are made to imbue a Survival


person with strength, speed, intelli-
gence, or anything they might need to
accomplish a task. While the effects are Bedroll
temporary, they certainly are potent and undoubt-
edly useful When traveling great distances, one does not
always have the luxury of stopping at a tavern or
When obtaining a fortify potion, choose one inn. Adventurers prepare for sleeping in the wild
of the six characteristics. When consumed, this by carrying a bedroll with them. Essentially a large,
potion increases the chosen characteristic by 1 person-sized sack, a bedroll can be rolled up into
until the end of the encounter. If the chosen an easy to carry package that attaches to most
characteristic is already 5, instead add jj. backpacks.

While sleeping on a bedroll in an outdoor


Health Potion area, you receive the bene�its of resting nor-
mally.
Common across Tamriel, the health potion is a
vibrant red liquid brewed to aid the body with its
natural regenerative abilities. While it does not �ix Rations
the most grievous of injuries, it certainly speeds up
recovery and helps dull pain in the body. Food is important for survival. It’s vital that those
traveling take just enough food with them to
A character may drink a health potion as a survive, but not so much as to encumber them on
maneuver to immediately recover 5 wounds. their journey. Ration packs have been prepared
Each subsequent use of a health potion before especially for such journeys.
the character has time to rest recovers
1 less wound. After the �ifth One ration pack is enough to feed a single
potion, additional potions character for 1 day.
consumed have no
effect on the Tent
character.
When the elements of the great outdoors pose a
risk to those wishing to rest, a tent provides ade-
quate shelter. Typically made from leather or other
animal hides, a tent can be deployed to keep occu-
pants protected from rain, wind or snow.

The tent has space for two


people to comfortably rest
inside.
Waterskin
A pouch, usually made of animal skin, with an
opening at the top which can be closed off with a
cork or a draw string. A small, easy to carry con-
tainer for water to keep travelers hydrates on their
adventures.

The waterskin holds enough water to last two


days when drank conservatively. At the GM’s
discretion, water may need to be used up faster
when in hotter environments.

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.

Artisan’s Tools Medical Pack


A small satchel containing various medical sup-
In order to create, one needs the tools to create
plies for treating basic injuries. The medical pack
with. Artisan’s tools represents a set of tools neces-
comes with a suture and needle, bandages,
sary to start creating equipment. Small knives for
cleaning solution
carving wood, hammers and tongs for shaping
metal, or a simple platform for enchanting. A char-
The Medical Pack allows a character to
acter should determine what form their artisan’s
perform Medicine checks without penalty.
tools take before purchasing.

When purchasing Artisan’s Tools, choose one Smith’s Workshop


of the following skills: Alchemy, Enchanting, or
Mechanics. When making a check to craft items Essential to the creation of new weapons and
with the chosen skill, the character adds j. armor, the smith’s workshop has everything neces-
sary for a blacksmith to make high quality equip-
ment. The smith’s workshop consists of: a smelter
Climbing Equipment for obtaining metal from ore, a forge for heating
metals into a soft, workable state, an anvil for
This bag contains a number of smaller items for
striking metals into shape, and a trough for cooling
use in scaling surfaces. Within the bag are a
the shaped metal down. In addition, a workshop
number of pitons, a 20 meter length of sturdy rope,
may contain a whetstone for sharpening edges of
two hand picks, and an anchor.
blades.

Enchanting Table The smith’s workshop allows characters to


create weapons, items, and equipment using
Enchanting is a delicate art that requires intense the crafting rules on page 39.
focus and proper preparation. A dedicated
enchanting table makes the process much more
manageable for the willing enchanter. This table is
a �lat, usually pentagonal surface upon which
magical runes are inscribed. These runes typically
M agic is common across Tamriel, and its
powers and energies manifest in a number of
ways. This chapter talks about ways a character
chosen as a primary spell; it is always available to
cast to any spellcaster.

can use magic to cast spells, empower items, and Attack


create potions, as well as powerful items and arti-
facts that can aid them in these endeavors. Concentration: No
Spellcasters are able to harness magicka offen-
sively, using its energy to directly damage individ-
Spells uals or objects. Such spells fall under the school of
Destruction.
This section details all the spells available in The
Attack functions the same as the Attack spell
Elder Scrolls setting, as well as new spells that have
found on Page 215 of the Genesys Core Rulebook.
been added speci�ically for this setting.

To become a spellcaster, your character must Augment


�irst buy a rank in Primary Magic. A character
cannot attempt to perform magic without at Concentration: Yes
least one rank in Primary Magic. When they buy The spellcaster channels magicka into himself or
their �irst rank, they choose three of the following another individual, imbuing them with extraordi-
spells to become their primary spells. Whenever nary boons and powers. Augment encompasses
they would cast these spells, they use their skill spells found within the Alteration and Mysticism
ranks in Primary Magic and their Intellect for the schools of magic, editing the physical properties of
check. Your character may not perform any other the world and the people within it.
spells until they buy a rank in Secondary Magic and
choose three more spells to become their sec- Augment functions the same as the Augment
ondary spells. These spells use ranks in Secondary spell found on Page 215 of the Genesys Core Rule-
Magic for checks made to cast them. book.

The only exception is the Utility spell, which


always uses Primary Magic and does not need to be

Table 3-1: Attack Additional Effects


Effects Dif. Mod
Blast: The attack gains the Blast quality with a rating equal to your character’s ranks in Knowledge (Aetherius). +k

Close Combat: May select a target engaged with your character. +k

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).

Barrier A debilitating spell which causes harm on its


targets indirectly. Instead of manifesting as a great
Concentration: Yes display of power, this spell instead insidiously
To protect themselves and allies from harm, spell- hinders its target by draining them of strength or
casters utilize this spell to surround them with clouding their minds. Magic of this kind typically
intense magical energy, capable of blocking attacks falls under the school of Destruction, though Mysti-
both physical and magical. This spell utilities the cism and Illusion can achieve similar effects.
schools of Alteration and Restoration.
Curse functions the same as the Curse spell found
Barrier functions the same as the Barrier spell on Page 217 of the Genesys Core Rulebook.
found on Page 216 of the Genesys Core Rulebook.
Dispel
Conjure
Concentration: No
Concentration: Yes With the knowledge of casting spells comes the
With this spell, casters are able to summon knowledge of undoing them. Dispel allows the
weapons, armor and creatures from the daedric caster to nullify the spells of another caster,
planes of Oblivion. The magic and its effect are whether it be harmful or helpful.
almost always daedric in nature, and will likely
draw attention if not used carefully. This spell falls Dispel functions the same as the Dispel spell
under the Conjuration school of magic. found on Page 217 of the Genesys Core Rulebook.

Conjure functions the same as the Conjure spell Heal


found on Page 216 of the Genesys Core Rulebook.
Concentration: No
Curse With the proper use of magic, its energy can be
used to restore vitality to the wounded. It helps
Concentration: Yes speed up the body’s natural healing process, as

Table 3-3: Barrier Additional Effects


Effects Dif. Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you
+k
may spend a to affect one additional target within range of the spell (and may trigger this multiple times).
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.

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

Table 3-5: Curse Additional Effects


Effects Dif. Mod
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain. +k

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.

Before making the Travel check, choose any


Travel number of additional effects listed on Table 3-11:
Travel Additional Effects. These effects are added
Concentration: No
to the check.
It is possible, through great effort, to create tunnels
through reality, allowing near instantaneous travel
between two points great distances apart. The Utility
ability to do so requires focus, as well as desig-
nating recall points before hand. While most spell- Concentration: No
casters that learn this power use it to travel across The catch-all spell for minor tasks completed via
Tamriel, it is possible to create these same portals magic. All schools can �ind some use for utility
into daedric planes, and even into Aetherius. Typi- magic.
cally such spells fall under Conjuration or Mysti-
cism. Utility functions the same as the Utility spell
found on Page 214 of the Genesys Core Rulebook.
This spell has two parts; Mark and Recall. Mark
designates a point where the caster teleports to,
and Recall allows them to travel to that point. To
mark a recall point, the character makes an Easy
(k) magic check in any location on Nirn. This

Table 3-7: Heal Additional Effects


Effects Dif. Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you
+k
may spend a to affect one additional target within range of the spell (and may trigger this multiple times).
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.
Restoration: Select one ongoing status effect or disease the target is suffering. This effect immediately ends. +k
Heal Critical: Select one Critical Injury the target is suffering. If the spell is successful, the Critical Injury is also healed. +kk
Revive Incapacitated: The character may select targets who are incapacitated. +kk
Resurrection: The character may select a target who has died during this encounter. If the check is successful, the target is
restored to life, suffering wounds equal to their wound threshold. If the check fails, no characters may attempt to resurrect +kkkk
the target again.
Table 3-8: Manipulate Additional Effects
Effects Dif. Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you
+k
may spend a to affect one additional target within range of the spell (and may trigger this multiple times).
Calm: Affected targets adopt a calm, mental state and cease any hostilities. They may resume if further hostile action is
+k
taken against them or their allies.
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.
Frenzy: Affected targets begin feeling anger and rage, and their thoughts become clouded and unclear. They may not be
+kk
able to tell friend from foe and attack indiscriminately.
Subtle: Affected targets are unaware that the spell has been cast and that they are under its effects. +kk
Dominate: The target suffers strain equal to the caster’s ranks in Knowledge (Oblivion), +1 per uncancelled s. If the target
exceeds their strain threshold as a result of this spell being cast, they must obey the next command given to them by the
caster. Each time the target has completed a given command, they may make a Hard (kkk) Discipline check to end the kkk
+
effect of the spell. If unsuccessful, they remain dominated until the caster ends concentration on the spell.

Table 3-9: Mask Additional Effects


Effects Dif. Mod
Blur: If the spell targets a character, it blurs and obscures their form. Until the spell ends, add h to the results of combat
+k
checks targeting the character (this applies even if the attacker realizes the effect is an illusion).
Mirror Image: If the spell targets a character, it creates multiple images that move with the target and distract opponents.
Until the spell ends, the character may spend hhh or d from any combat check targeting them to cause the attack to +k
harmlessly hit a mirror image rather than the character (this applies even if the attacker realizes the effect is an illusion).
Additional Illusion: The spell creates one additional illusion or disguises one additional character. In addition, after
casting the spell, you may spend aa to create another additional illusion or disguise another additional character (you +k
may trigger this multiple times)
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.
Size: Increase the silhouette of the illusion created by one, or disguise the appearance of a target one silhouette larger. This
+k
may be added multiple times, increasing the silhouette of the illusion created or target disguised by one each time.
Realism: Increase the dif�iculty of checks to determine that the illusion is fake by one. In addition, after casting the spell,
you may spend aa to increase the dif�iculty of checks to determine that the illusion is fake by one (you may trigger this +k
multiple times). The illusion can also fool additional senses such as smell, taste, or touch.
Terror: The illusion terri�ies those who behold it. When any character who does not know the illusion is fake spots it, they
must make a Hard (kkk) Discipline check. They suffer 2 strain per h and, if they fail, are unable to approach the illusion. +kk
(If you are using the Fear rules from page 243 of the Genesys Core Rulebook, this can be a Hard (kkk) fear check).
Invisibility: If the spell targets a character, it renders them invisible to sight instead of changing their appearance. +kkk
Table 3-10: Predict Additional Effects
Effects Dif. Mod
Quicksilver Re�lexes: Instead of asking a question about events, the character adds ss to the results of any checks they
+k
make to determine Initiative during the next structured encounter they participate in.
Scry: Instead of asking a question about events, the character may learn the location of one silhouette 0 item within long
range. They must know what item they are looking for before they cast the spell, and the spell does not reveal how to get +k
through any obstacles such as locked doors, hidden passages, or traps.
Empowered: The character may ask a question about events that will unfold within the next month. +k
Additional Questions: The character may ask one additional question about events. In addition, after casting the spell, you
+k
may spend aa to ask another additional question about events (and may trigger this multiple times)
Flash of Precognition: In addition to asking a question, once before the end of the current encounter, the character may
add s to the results of one of their checks. In addition, once before the end of the current encounter, the character may add
f to the results of a check targeting them. In addition, after the character casts the spell, you may spend aaa to add ss +kk
to the results of one of their checks, and add ff to the results of a check targeting them, instead of this effect’s normal
bene�its.
Cheat Death: In addition to asking a question, the character foresees a possible doom for themselves in the next 24 hours.
Once before the end of the current session, when the character would otherwise be incapacitated or killed, you may spend
a Story Point to have them suffer wounds and strain until they reach (but do not exceed) their wound and strain thresholds kk
+
instead. Their survival should be described narratively, taking into account that they “saw” their potential death coming.

Table 3-11: Travel Additional Effects


Effects Dif. Mod
Additional Travelers (Recall): One additional character may enter the portal before it closes. In addition, after casting the
spell, you may spend a to allow one additional character to enter the portal before it closes (and may trigger this multiple +k
times)
Daedric Planes (Mark): The caster may choose a point within a daedric plane to mark as one of their recall points. +k
Dismiss (Recall): The caster may close the portal as an out of turn incidental. +k
Haste (Mark): The caster may mark a location as a maneuver, instead of requiring the full 10 minutes. +kk
Haste (Recall): The portal appears at the end of the character’s turn, instead of at the end of the next round. +kk
Predictive (Mark): The caster may attempt to mark a speci�ic location in which they are not physically present. They must
have seen or read of the speci�ic location previously (for example; a character may attempt to mark a shop they have visited +kk
in the Imperial City, but may not attempt to mark “somewhere in Cyrodiil”).
Selective Passage (Recall): The caster may choose which characters may or may not enter the portal. +kk
the Conjure spell to summon the chosen one-
Magic Items handed weapon as a maneuver instead of an
action.

T o help mages better utilize magic, several items


have been created and discovered that are
imbued with magical energy. Mages use these to
Staff
augment their own natural spellcasting ability. The most common and readily available magic
implement, the staff is a long, wooden pole usually
This chapter lists and details the magic imple- adorned with a detailed ornament of some kind.
ments available in this setting to aid spellcasters. With this, a mage is better able to focus and con-
centrate their magicka, allowing their spells to
Aedric Icon reach greater distances.

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.

Next, the alchemist must gather the ingredients.


Focusing Ring Ingredients cost 50% of the chosen potion’s base
cost and use the same rarity to �ind them. If the
What appears to be a rather mundane band of
potion the alchemist is attempting to brew does
metal worn around a user’s �inger, the focusing ring
not have a listed cost or rarity, the GM will decide
stores a small amount of magical energy. Wearing
these values based upon the agreed effects.
this ring allows the wearer to more easily manifest
magically conjured equipment, essentially acting
Once the ingredients have been obtained, the
as a buffer for a particular weapon.
alchemist may begin brewing the potion. Brewing
the potion takes one hour, plus a number of hours
When a Focusing Ring is �irst acquired,
equal to the potion’s rarity. To brew the potion, the
choose a single one-handed weapon pro�ile.
alchemist makes an Alchemy check, the dif�iculty
While wearing this ring, the wearer may cast
of which is based on half of the potion’s rarity
rounded down. If successful, the ingredients are Example: Crafting an Unusual Potion
consumed and the potion is brewed. If the check
did not succeed, the materials are still consumed, A character wants to make a potion that will
but no potion is brewed at the end of the process. turn them invisible when drank. First, they take
the base dif�iculty of the Mask spell
(Easy (k)) and add the Invisibility effect,
Exotic/Unusual Potions adding kkk to the dif�iculty. The total dif�i-
culty to brew this potion is now Daunting
A character may want to brew a potion that does (kkkk). Since this check has 4 dif�iculty dice,
not appear on the equipment list, but still has a the rarity of the ingredients is 8.
potent, albeit temporary effect. Should they wish to
do this, the player and the GM should work
together to determine the effect of the potion, As a suggestion, the price of the ingredients in an
how much the ingredients would cost, and unusual potion should be 100 gold per rarity. This
how dif�icult the check to make it would price may be modi�ied at GM’s discretion based on
be. While all of this is subject to GM a number of circumstances.
discretion, the following is a sug-
gestion on how to calculate the
price, rarity, and dif�iculty
needed to create a good number
of unusual potions.

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.

If the potion is mimicking the base effects of


a spell, the GM should use the base dif�iculty of
the spell to determine the dif�iculty of the
Alchemy check to brew it. The dif�iculty may be
modi�ied by any additional effects the character
wishes apply to it. When the effects and the
dif�iculty have been determined, the rarity
of the ingredients of the potion is
equal to double the number of
dif�iculty dice.
Table 3-13: Spending ahtd on Alchemy Checks
Cost Effect
A character who uses the potion heals 1 strain or 1 wound (as determined by your character) in addition to its normal
a or t effects.
Your character adds j to their next Alchemy check.

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.

A character who uses the potion is disoriented for two rounds.


d A character who uses the potion must succeed on an Average (π π) Resilience check; if they fail, their body rejects the
potion and it doesn’t take effect.

dd If the potion is bene�icial, the user also suffers the effects of poison after resolving the normal effects of the potion.

Table 3-14: Spending ahtd on Enchanting Checks


Cost Effect
Reduce the time it takes to enchant the item by 1 hour (to a minimum of 1 hour.)
a or t
Your character adds j to their next Enchanting check.
Increase the value of the enchanted item by 20%.
aa or t
Reduce the time to enchant the item by half.

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.

Your character suffers 3 strain after the enchanting process.


h or d
Increase the time it takes to enchant the item by 1 hour.

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 receives minor damage during the enchantment process.


On a successful check, the enchantment is added to the item with no charge.
hhh or d
The item loses its charge more easily. The GM may lower the cost to deplete the charge of a weapon to hh, or may deplete
the charge of armor with aaa instead of t.

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.

dd The item is destroyed and the soul gem lost.


by trapping a creature’s soul and killing it while the
Enchanting soul trap is still in effect. Non-humanoid minions
contain Petty souls. Non-humanoid rivals contain
Greater souls, and non-humanoid nemeses contain
T he process in which weapons and armor can be
upgraded with magical effects, enchanting is a
powerful and much sought after craft. This chapter
Grand souls. Humanoids, whether they are
minions, rivals, or nemeses, always have Black
details the rules for enchanting weapons and souls.
armor.
Table 3-15: Soul Gems
A character may only bene�it from one armor Name Cost Rarity
enchantment at a time.
Black Soul Gem (Empty) (R)500 8

Black Soul Gem (Filled) (R)1400 10


Step 1: Select Equipment and Grand Soul Gem (Empty) 200 6
Enchantment Grand Soul Gem (Filled) 500 8

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

Next, they decide which enchantment they wish


to apply, a list of which can be found on Table 3-16: Step 3: Perform Enchantment
Enchantments on Page 59. While there are a
number of enchantments to choose from, each Once the enchanter has chosen the item and
piece of equipment can only bene�it from one. enchantment, and has obtained a �illed soul gem of
appropriate level, they begin the process of
Step 2: Acquire Soul Gem enchanting. To do this, the character makes an
Enchanting check, the dif�iculty of which is based
Soul gems are magical stones that contain the souls on half of the �illed soul gem’s rarity rounded
of once living creatures. Their power is what gives down. Enchanting an item takes one hour, plus a
an item its enchantment. Basic enchantments number of hours equal to the soul gem’s rarity.
require gems that are small, inexpensive and fairly
common, while more powerful enchantments are If the check is successful, the soul gem is con-
much more costly. sumed and the item becomes enchanted. If the
check fails, the soul is consumed but the empty
Soul gems can be found in 3 tiers; Petty, Greater, gem still remains. The enchanter may re�ill the soul
and Grand. Each of them can be used with enchant- and attempt again at a later time.
ments of equal or lesser tier, though their full
potential is wasted. For example, a Greater soul
gem can be used to create enchantments with a Enchantment Charges
soul requirement of Greater or Petty, but not
Grand. The magic enchantment provides on weapons
is not unlimited. With each strike, the overall
There exists a fourth variant of soul gems; the charge of the weapon begins to drain, until no
Black soul gem. Black soul gems are illegal in most magic remains in the blade.
provinces, due to their ability to capture the souls
of humanoid, sentient creatures. On a power level, On any check that makes use of an enchanted
they function the same as Grand soul gems, and can weapon (typically a combat check) the GM may
be used to create enchantments with a soul spend hhh or d to have the weapon run out
requirement of Grand or lower, but a Grand soul of charge. Without charge, the weapon’s
gem cannot be used to create an enchantment with enchantment no longer has any effect.
a Black soul requirement.
The effect may be restored by recharging the
Soul gems can be bought from most magical weapon using a soul gem of equal or one lower
shops empty or �illed. Filled soul gems are more value of the weapon’s enchantment. This
expensive, but are able to be used in enchantments requires a maneuver and immediately con-
immediately. Empty soul gems must �irst be �illed sumes the soul within the gem.
Table 3-16: Enchantments Divine Smite
Name Soul The divines look favorably upon those who purge
Weapon Enchantments the corruption of the daedra from Mundus. With a
Basic Enchantment Petty divine enchantment, a weapon is able to more
Daedric Curse Black
easily destroy supernatural beings, its very power
tearing daedric creations apart. A weapon
Divine Smite Grand
enchanted with divine energy shines with a warm,
Flame Blade Greater yellow light, bathing its wielder in a holy glow.
Ice Blade Greater
When an enemy with the Supernatural ability
Light Petty
is hit with this weapon, ignore the effect of that
Lightning Blade Greater ability. In addition, if the target has the Super-
Soul Trap Grand natural or Undead abilities when hit with this
Tethered Weapon Petty weapon, they suffer 1 wound and 1 strain at the
start of each of their turns, for a number of
Armor Enchantments rounds equal to the enchanter’s ranks in
Elemental Resistance Greater Enchanting at the time this enchantment is
Empowered Skill Petty applied. Wounds and strain suffered do not
Feather Greater
stack with additional hits, but the duration is
refreshed.
Magicka Absorption Grand

Muf�led Step Grand Soul required: Grand


Re�lection Grand

Rejuvenation Petty Flame Blade


The weapon becomes charged with the element of
Weapon Enchantments �ire. A dim, orange glow is emitted from the
weapon, especially useful in dark areas, providing
Basic Enchantment a small amount of light for near vision. More
importantly, strikes with the weapon are capable of
This enchantment imbues a weapon with magical setting �lammable materials alight.
energy. Often the �irst effect that beginner
enchanters learn, this provides no additional bene- A weapon with the Flame Enchantment gains
�its other than making the weapon considered the Burn quality with a rating equal to the
magical for the purposes of bypassing supernat- enchanter’s ranks in Enchanting at the time the
ural resistances. enchantment is applied.

Soul required: Petty Soul required: Greater

Daedric Curse Ice Blade


Cursed with powerful magic from Oblivion, the The weapon becomes charged with the element of
daedric enchantment is the very bane of mortal Ice. The weapon is incredibly cold to the touch, and
existence. Basked in a vile red glow, a daedric appears to be coated with a thin layer of frost and
enchantment does horrible harm to those unfortu- ice at all times, regardless of the surrounding tem-
nate enough to be its victim, dealing lasting perature.
wounds that are said to never truly heal.
A weapon with the Ice Enchantment gains the
When a mortal enemy is hit with this weapon, Ensnare quality with a rating equal to the
they suffer 1 wound and 1 strain at the start of enchanter’s ranks in Enchanting at the time the
each of their turns, for a number of rounds enchantment is applied.
equal to the enchanter’s ranks in Enchanting at
the time this enchantment is applied. Wounds Soul required: Greater
and strain suffered do not stack with additional
hits, but the duration is refreshed.

Soul required: Black


Light the air at speed before decelerating safely to
retrieve. Individuals unfortunate enough to be
Foregoing the need for a torch or lantern, the light caught between the wielder and the weapon as it
enchantment causes a weapon to glow with a �lies may �ind themselves accidentally struck.
bright light, illuminating dark areas and allowing
for normal vision within a short distance. As an incidental, the character wielding this
weapon may cause it to return to their hand as
A weapon with this enchantment may have its an incidental, so long as it is within Short range.
light activated or extinguished as an incidental. At Medium range, it requires a maneuver, and
While active, the light removes all j imposed at Long and Extreme range this is not possible.
due to darkness within short range, and a
single j at medium range. Soul required: Petty

Soul required: Petty Armor Enchantments


Lightning Blade Elemental Resistance
The weapon becomes charged with the element of While armor can protect its wearer from physical
lightning. While mundane looking at a glance, harm without issue, without the proper enchant-
every few seconds a minor, blue-white �lash emits ment it cannot protect the wearer against magic. A
from the weapon, with arcs of electricity visible set of armor can be empowered with elemental
across the weapon for a fraction of a second. magic, which helps protect it against conditions
where that element is present, as well as direct
A weapon with the Lightning Enchantment damage from spells of the chosen element.
gains the Stun quality with a rating equal to the
enchanter’s ranks in Enchanting at the time the When enchanting a set of armor, choose one
enchantment is applied. element; Ice, Fire, or Lightning. While wearing
this armor, your character removes jj added
Soul required: Greater by effects relevant to the chosen element. In
addition, damage dealt to your character by the
Soul Trap chosen element is reduced by a number equal
to the enchanter’s ranks in Enchanting at the
One needs souls to �ill the gems used for enchant- time of enchantment (before soak).
ment. The soul trap spell binds the victim’s soul
temporarily, capturing it when it’s released in Soul required: Greater
death and transferring it into a soul gem. The
energy contained can then be used to make Empowered Skill
weapons and armor enchanted. When powered
with the soul trap enchantment, the weapon glows Armor enchanted with empowered magical energy
a deep, sinister purple, its energy pulsing omi- provides bene�its to the wearer beyond the protec-
nously. tion it normally provides. This enchantment allows
armor to give the wearer additional strength, shine
When a target is successfully hit by a weapon or glow with a noticeable light, protect them from
with this enchantment, they suffer the effects of the elements, or bend light to keep them in dark-
the Soul Trap additional effect under the Curse ness.
spell. This effect lasts for a number of rounds
equal to the enchanter’s ranks in Enchanting at When applying this enchantment, choose one
the time the enchantment is applied. of the following skills; Athletics, Charm, Coordi-
nation, Leadership, Resilience, or Stealth.
Soul required: Grand When making a check with the chosen skill, the
wearer adds a to the results.
Tethered Weapon
Soul required: Petty
Particularly useful on thrown weapons, this
enchantment allows the user of the weapon to
recall a weapon to their hand. Usually requiring a
gesture towards the weapon, typically an open
palm ready to catch it, the weapon soars through
Feather attacker instantly. The protection it offers is unfor-
tunately not guaranteed, and usually depends on
Sometimes, an adventurer needs to be carrying a the strength of the attack and the amount of time
lighter load. Whether it’s to make haste across the attacker’s weapon is in contact with the armor.
awkward ground, or to carry away their latest loot
haul, the feather enchantment provides them with The wearer may spend hh or d on a combat
swiftness and lightens their burdens. check made against them to have the attacker
suffer 8 damage.
While wearing armor with the Feather
enchantment, your character increases their Soul required: Grand
encumbrance capacity by a number equal to
the enchanter’s ranks in Enchanting at the time Rejuvenation
of enchantment. In addition, your character
does not suffer the usual maneuver penalty for Imbued with natural healing energy, this enchant-
moving through dif�icult terrain. ment allows the wearer to slowly regain lost
vitality over time. Although the enchantment is
Soul required: Greater designed to dispense this healing energy slowly to
assist the body with its natural healing process
Magicka Absorption while ef�iciently retaining charge, the wearer is
able to accelerate the rate of healing. Doing so
Similar to resistance enchantments, the magicka however expends the charge much more quickly.
absorption talent exists to capture harmful magical
energy directed at the wearer. However, instead of The wearer increases the number of wounds
mitigating the harm it deals, it instead channels it recovered from natural rest by 2. As a
into usable energy that can be used to augment the maneuver, the wearer may deplete the armor’s
wearer’s own magic. enchantment charge to recover wounds as if a
healing potion had been consumed. This counts
When the wearer suffers wounds from a spell towards the 5 per day limit, and suffers the
attack or an elemental weapon attack, they same penalties for additional heal potion use.
increase the damage dealt by the next Attack
spell they cast by 2. Soul required: Petty

Soul required: Grand


Armor Enchantment Charge
Muffled Step
Much like weapons, the enchantment charge of
Getting around undetected can be useful in a armor is not unlimited. Given the less direct
number of situations. Those who make a living nature of its use, armor enchantments tend to
without being seen or heard �ind great use in silent, last much longer than weapon enchantments.
stealthy equipment. The muf�led step enchantment
grants armor a small area of complete silence Armor enchantment is lost and requires
around it, sti�ling almost all noise it produces. recharging when any of the following occurs:

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

A legal and professional organization, the Fight-


ers’ Guild can be found all across Tamriel.
Funded by the Emperor, the Guild regulates the
hiring and training of mercenaries, usually for the
purposes of protecting merchants and traders,
exterminating or driving away beasts and pests, or
similar matters of security. Most major cities have
a guild hall, which can accept contracts from any
citizens so long as the contract does not break the
laws and customs of the land.

Joining the Fighters’ Guild


Should someone wish to become a member of the
Fighters’ Guild, the process is relatively simple.
Once someone has expressed interest in joining,
they must undergo a test of basic combat prowess,
ensuring they’re �it for the job. After this, a compar-
atively easy contract is given to the aspiring
sumed equipment. While these services aren’t free,
member. Should they come back successful, they
they are discounted to members of the Guild.
are accepted into the Guild at the rank of Appren-
tice, the lowest rank within the Guild.
The Fighters’ Guild are seen as protectors of the
people. Their willingness to do the more dan-
A character cannot join the Fighters’ Guild if
gerous work that other citizens may not gives them
they currently have a bounty or an Infamy score
a strong positive reputation that exists to all its
of 3 or more.
members. People look kindly on those that lend
their blades to the Guild, and regularly completing
Benefits and Perks contracts is sure to earn a character Fame.

Once a member of the Guild, a character may begin Ranking


taking contracts. While of�icially only members
may accept these contracts, they are permitted to Though not an of�icial military force, the Fighters’
take any assistance with them they see �it. Addi- Guild follows a strict rank structure. Advancement
tional help is not compensated by the Guild, and through the ranks requires dedication to the Guild,
they are seen as the responsibility of the Guild proof of developing skills, and a personal appeal to
member. the Guild Master.

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

M ages, wizards and scholars alike all �ind their


place within the Guild of Mages. A profes-
sional organization, the Mages Guild is devoted to
the study and utilization of magicka and alchemy,
and offers a place in its ranks for anyone curious
and devoted enough to further these efforts. By
order of the Emperor, its services are available to
the public, with anyone being able to purchase
potions, spells, and magical items from them.

Joining the Mages Guild


The Mages Guild accepts all aspiring scholars and
mages, so long as they prove they are genuine in
their efforts to further the understanding of magic,
or simply wish to actively learn and study what is
already known. The Guild expects at least some
basic knowledge of magic and some ability to
utilize it. Characters with at least 1 rank in Primary
Magic or Knowledge (Aetherius) should have no
trouble joining.

A character cannot join the Mages Guild if


they currently have a bounty or an Infamy score
of 3 or more.

Benefits and Perks


Members of the Mages Guild are able to attend
regular lessons to further their understanding of lowest of�icial rank of the Guild. Has access to all
magic. Attendance is not mandatory, but encour- the main services.
aged, and those that attend frequently appear
favorably in the eyes of the Guild. Members are also Journeyman: Awarded after completing a term,
free to use the alchemy and enchanting facilities, showing particular skill in a school of magic, or
and may purchase the materials necessary in these aiding the Guild in a few minor matters. Jour-
crafts at a discount. neyman is the highest of the standard ranks.
Members of this rank are expected to serve as role
models to the Apprentices and set a good example.
Ranking
Evoker: Awarded after completing a semester,
The Mages Guild organizes itself into a fairly typical demonstrating a skilled understanding of a school
rank structure, with more experienced members of magic, or regularly assisting the Guild in its
achieving higher ranks and therefore having access affairs. A rank above Journeyman, Evokers are
to better services and more advanced training. expected to provide assistance to their fellow
Each of the ranks is expected to report to the rank Apprentices during their studies should they
above and show them an appropriate amount of require it.
respect, but the level of obedience as seen in mili-
tary organizations is not expected. Magician: Awarded after completing at least one
full year course, mastering a school of magic, or
Associate: A newcomer to the Guild. This rank is going above and beyond to help administrate the
�irst awarded to any aspiring mages who sign up Guild. A rank above Evoker, Magicians may be
with the guild. They have not completed any called upon by Wizards to help them teach classes
lessons and are offered no services. or conduct one-to-one classes for especially strug-
gling Apprentices.
Apprentice: Awarded after attending a few
lessons, or aiding the Guild in a minor matter. The
Wizard: Awarded to Magicians who regularly help
teach classes with other Wizards. The highest of
the administrative ranks, Wizards are expected to
The Order of the Lamp
hold classes for students, teach them what they
The Order of the Lamp, otherwise called Lamp
know, assign coursework and help them appropri-
Knights, are an order of knights that were
ately.
speci�ically founded to protect the Mages Guild
on dangerous expeditions where normal hired
Losing Rank guards could not. Lamp Knights were selected
based on their standing in the Guild, and their
While in general the guild does not turn away those prowess in combat, both magical and physical.
with criminal pasts, those that regularly break the
law may see themselves stripped of their rank and The Lamp Knights can expect to receive the
expelled from the guild. A character will most likely same rights and privileges that a member of the
be expelled if they conduct the following without Guild receives, and their rank within the Order
good reason: is roughly equivalent to their rank within the
Guild.
• Attacking a fellow member of the guild

• Abusing guild services

• Committing a serious crime, such as murder

• Obtaining an Infamy score of 3 or more


Mages may use the Heal spell with the Restora-
Diseases tion effect to cure a disease. If successful, the
disease is removed and progresses no further, but

W hile most of the dangers in Tamriel are


visible threats that can be fought with blade
and �lame, there are more sinister dangers that are
current symptoms remain until after 24 hours and
a suf�icient rest.

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.

Diseases do not affect the infected instantly. They Mundane Diseases


are invisible, silent, and take their time to start
wreaking havoc on the host. Typically, diseases Ataxia
start to affect the infected the next day after infec-
tion. Ataxia is a mild common disease affecting the vic-
tim's strength and dexterity. Symptoms include
When a diseased character wakes from rest, they generalized pain, muscle stiffness and paleness.
must make a Hard (kkk) Resilience check to This can affect the victim's muscle coordination
resist the effects of stage 1 of the disease. Regard- with complex tasks.
less of success or failure, they still show symptoms Stage 1: The character’s muscles grow stiff and
and will at this point likely know they are infected. become dif�icult to move. They increase the dif�i-
They will need to seek out treatment as soon as culty of all Brawn and Agility checks by 1.
possible, or the disease will progress. Stage 2: The character begins to experience sharp,
aching cramps throughout their body. They suffer 2
For each day that passes, the character must strain each time they perform any Brawn or Agility
make another check to resist the disease. When a check.
check fails, they begin suffering the stage 1 effects Stage 3: The character’s muscles feel weak and
of the disease. If the next check succeeds, they still their body heavy. The character loses their free
suffer stage 1 effects until the disease is cured, but maneuver.
they manage to �ight off the effects of stage 2. Each Duration: 5 days.
failed check progresses the stage of the disease, Treatment: Average (kk) Medicine
and the infected suffers the effects of that stage and
any stages prior. Brown Rot
Treating Disease Brown rot is a mild common disease affecting the
victim's strength and behavior. Symptoms include
The easiest way to treat a disease is to consume a necrosis and sleeplessness.
Cure Disease potion. This will instantly halt the Stage 1: The character, despite their best efforts to
spread of infection and prevent the diseased from sleep, wakes up roughly every 20 minutes
developing any worse symptoms. They must still throughout the night. They gain none of the usual
spend the rest of the day with their current symp- bene�its of resting.
toms, but after 24 hours and a suf�icient rest, the Stage 2: The character’s skin regularly begins to
symptoms are removed and the disease is cured. open up with small, painful wounds across their
body. They suffer 2 wounds at the beginning of short-tempered and frustrated by even the
each day. smallest interactions with other people. They
Stage 3: The character’s wounds become necrotic, increase the dif�iculty of all Presence and Cunning
their �lesh blackening and rotting away. They lower checks by 1.
their wound threshold by 2. Stage 2: The character is beset by random halluci-
Duration: 12 days (followed by death.) nations and must frequently make fear checks at
Treatment: Average (kk) Medicine the GM’s discretion.
Stage 3: The character becomes so frequently irri-
Chills tated and angered that their ability to stay focused
is completely compromised. They lower their
Despite its rather innocuous sounding name, Chills strain threshold by 5.
is an extremely dangerous common disease Duration: 7 days.
affecting the victim's mind and coordination. Treatment: Hard (kkk) Medicine
Symptoms include clumsiness and mental confu-
sion. Rattles
Stage 1: The character has dif�iculty thinking and
concentrating, with thoughts leaving their mind Rattles is a mild common diseased affecting a vic-
almost as quick as they enter. They add jjj to tim's willpower and dexterity. Symptoms include
all Coordination and Intellect checks. muscle spasms and listlessness.
Stage 2: The character often �inds themselves for- Stage 1: The character experiences mild, infre-
getting words, and sometimes whole sentences. quent twitches and adds j to all Agility checks.
The character cannot cast spells or perform social Stage 2: The character �inds it dif�icult to stay
checks. focused and motivated. Their Willpower character-
Stage 3: The character regularly forgets what they istic is treated as if it was 1.
were doing, where they were going or why they Stage 3: The character becomes incredibly easily
entered a room. They become permanently stag- distracted by even the most minor of external
gered until the disease is cured. stimuli. They add ff to all skill checks.
Duration: 7 days (followed by death.) Duration: 5 days.
Treatment: Hard (kkk) Medicine Treatment: Average (kk) Medicine

Dampworm Magical Diseases


Dampworm is a serious common disease affecting These diseases are magical in nature, and therefor
a victim's mobility. Symptoms include uncontrol- cannot be resisted or treated by non-magical
lable muscle spasms and twitching. It may be con- means.
tracted from the nix-hound.
Stage 1: The character’s legs spasm and buckle at
random intervals, causing them to regularly
Vampirism
stumble or trip. They must spend twice as many
A disease daedric in origin, there are several
maneuvers as they usually would to move.
strains of vampirism that have evolved and
Stage 2: The character’s entire body experiences
mutated over the many centuries these creatures
frequent spasms and ticks, making anything
have walked the lands. Among the most common
requiring manual dexterity dif�icult. They upgrade
are Porphyric Haemophilia, Sanguinare Vampiris,
the dif�iculty of all Brawn and Agility checks once.
and Noxiphilic Sanguivoria. Vampirism can only be
Stage 3: The character experiences a near constant
transmitted by injury from other vampires, and
trembling and shaking, making manual tasks and
requires a conscious choice to do so.
concentration dif�icult. They add hhh to the
Stage 1: The character suffers vivid, horri�ic
result of all Brawn and Agility checks.
dreams and does not gain the usual bene�its of rest.
Duration: 12 days.
Stage 2: The character’s eyes become sensitive to
Treatment: Hard (kkk) Medicine
the sun and other bright light. Whenever such light
is present, the character adds jjj to all Per-
Greenspore ception checks.
Stage 3: The character is af�licted with an intense,
Greenspore is a serious common disease affecting insatiable hunger. No matter how much they eat,
a victim's behavior. Symptoms include irritability they never feel full. The character adds jjj to
and violent outbursts, and may include mild all Discipline and Resilience checks.
dementia. Duration: 3 days (followed by death.)
Stage 1: The character �inds themselves becoming
When a character with vampirism dies, they are Lycanthropy
restored to undeath in the form of a vampire. While
consciousness and individuality are retained, these A disease or curse that originates from the daedric
remnants of the person the vampire once was can Prince Hircine, lycanthropy is contagious, indis-
quickly be lost, if they do not regularly consume the criminate, and brutal. Those unfortunate enough to
blood of living creatures at least once every few contract the disease are cursed with transforming
days. randomly into a horrifying werebeast, unable to
control themselves. The werebeast acts purely on
A character that becomes a vampire gains the instinct, hunting and killing like a savage, preda-
following effects: tory beast. It is rumored that learning how to
control the transformation is possible, but incred-
• They gain the Supernatural ability (This crea- ibly dif�icult to accomplish. Most commonly the
ture reduces all damage it takes from physical werebeast takes on the form of a werewolf; a giant,
attacks by half before applying soak.) hideous bipedal wolf creature, but several forms of
were-creature exist. The form which the infected
• They increase their strain threshold by 2. takes depends on the strain of lycanthropy they are
infected with. Werewolves, wereboars, and were-
• They are immune to paralysis, disease, or any crocodiles are the most common on Tamriel.
effects that require the character to be alive.
Stage 1: The character frequently feels more irri-
• Flame attacks, or attacks with the Burn quality tated and angry. The GM may spend h on skill
ignore their soak from Brawn (regardless of checks to cause them to suffer 2 strain instead of 1.
whether or not the Burn quality triggers. Soak Stage 2: The character becomes restless and
from armor still applies). aggressive, and the thrill of battle never seems to
lessen. They may not roll to recover strain at the
• They add jjj to all skill checks while in end of an encounter.
sunlight. Stage 3: The character �inds themselves becoming
more solitary and aloof, detesting the presence of
• They cannot recover wounds or strain from other people. They may not enter social encounters
rest and do not require food, drink or sleep. or perform social checks.
Duration: 3 days

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.

• They have a noticeable animal scent, and add


jj to all social checks.
• Whenever they are af�licted with a poison,
they suffer 5 wounds.

Table 4-1: Spending hd on the Werebeast Event


Cost Effect
People nearby heard the sounds of scratching and crashing coming from your character’s place of rest, but you otherwise
h or d
wake up normally.

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.

The only people known to possess a


cure to the condition are the witches of
Glenmoril in High Rock. Unfortunately
they keep this cure a closely guarded
secret, effectively halting efforts to make
a cure readily available to everyone. It is
possible that by arranging to meet with the
witches, they may assist the infected in
removing the disease from them.
For those not fortunate enough to happen upon a Finally, a person with lycanthropy may learn how
cure, there are still additional steps they may take to control their transformations, and how to retain
as a treatment for the disease, to prevent them- their own conscious thought while in werebeast
selves from doing harm. The most simple method form. Doing so requires intense dedication and
is to live in isolation. While deep in the wilderness, training, or the help of Hircine himself. Though
the infected is unlikely to do any harm to people, incredible rare, he has been known to gift some of
and can survive on the creatures they hunt. Despite his followers with the Ring of Hircine, a magical
their vicious, predatory nature, werebeasts can eat ring that allows them to control when they trans-
and digest plants to survive. form.

Similarly, an individual may wish to lock them-


selves in a secure location overnight, or they may Isolation
ask a trusted friend to restrain them with the use of
shackles or other similar contraption. If the were- As previously mentioned, living in the wilder-
beast is unable to break free, they will simply ness, or restraining themselves is the best way
spend their time struggling until they change back. for a character with lycanthropy to avoid harm.
This can be particularly troublesome for the If a character goes out of their way to do this,
infected though, as their body is not getting the they generally don’t need to roll any dice for
sustenance it needs and the primal blood lust is not their Werebeast Event when they rest, and it’s
being sated. assumed they either survived off the wilder-
ness or could not have escaped.

However, the GM may spend a Story Point to


say that they may have wandered a little too far
during their isolation, or their restraints were
not as secure as �irst thought, to have the char-
acter roll a single l for the Werebeast Event.
horned kagouti. Meanwhile, the nords of Skyrim
Transportation have been known to ride bears and even elk.

T he land of Tamriel is wide, vast, and expansive.


It can take an extended period of travel to move
between cities, especially without the proper
4
Brawn
3
Agility
1
Intellect
1
Cunning
1
Willpower
1
Presence
Soak WT M/R Defense
modes of transportation. Thankfully, travel over
land and sea is well developed with the use of 4 5 0 0
mounts, vehicles, and teleportation circles.
Skills (Group Only): Athletics, Resilience.
Talents: None
Mounts & Creatures Abilities: Encumbrance Capacity 12, Silhouette 2
Equipment: Saddle.
C ertain creatures are bred to be strong and
enduring work animals, capable of trans-
porting people, equipment, and carriages across Senche-Raht (Rival)
great distances. While some creatures are common
across every province in Tamriel, others are spe- At �irst glance, a senche-raht resembles a slightly
ci�ic to certain areas. Some animals may not be larger than normal big cat, such as a lion or tiger.
suited for riding, but are well suited for traveling Closer inspection of their shape reveals a much
alongside a group, carrying their equipment so that larger front half of their body, with longer front
they don’t have to. legs, giving them a gorilla-like �igure. The senche-
raht are actually a species of khajiit, complete with
Some cultures make use of riding beasts that are sapience, intelligence, and the capacity to speak
not typically for sale. Creatures that either show and understand several languages. Because of this,
some degree of intelligence and choose their rider senche-raht are typically not for sale. A senche-raht
as much as the rider chooses them, or creatures so must choose who they allow to ride them, lest the
rare or dif�icult to train that those that bond with rider risk horri�ic injury and possibly death at the
them would not put them up for sale. hands of a giant offended khajiit. Other smaller
khajiit that earn their trust are known to ride
Beast of Burden (Minion) senche-raht into battle and cause untold devasta-
tion on the battle�ield.
Many creatures across Tamriel are bred to be
strong and enduring, so that they may be used to
carry heavy loads for great distances. The southern
4 3 2 2 3 1
provinces use the ever-common and reliable rep- Brawn Agility Intellect Cunning Willpower Presence
tilian beasts known as guar to carry their burdens, Soak WT M/R Defense
while more northern provinces typically use oxen, 4 14 0 0
mules, or draft horses.
Skills: Athletics 3, Brawl 3, Discipline 2, Percep-
4 2 1 1 1 1 tion 2, Resilience 3, Survival 2, Vigilance 1.
Brawn Agility Intellect Cunning Willpower Presence
Talents: None
Abilities: Encumbrance Capacity 13, Silhouette 2
Soak WT M/R Defense
Equipment: Claws (Brawl; Damage 6; Critical 3;
4 7 0 0 Range [Engaged]; Pierce 2, Vicious 1).

Skills (Group Only): Athletics, Resilience.


Talents: None
Abilities: Encumbrance Capacity 18, Silhouette 2
Equipment: Harness.

Table 4-2: Mounts & Creatures


Riding Beast (Minion) Name Encum Cost Rarity
Each of the provinces has their own version of a Beast of Burden - 200 1
riding beast which they use to move around Riding Beast - 400 2
quicker than they could on foot. While the horse is
Senche-Raht - - 5
the most common across the whole continent,
some provinces such as Morrowind use special Wamasu - - 8

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

Horse Armor 6 1250 5


Carrying Harness Saddle Bags +5 80 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.

Control Skill: Riding. Sailing


Complement: 1 driver 1 guard.
Passenger Capacity: 2.
Encumbrance Capacity: 60.
Price/Rarity: 300/2.
S ome of the provinces are separated by lakes,
rivers or other large bodies of water. Dotted
along many of Tamriel’s coasts are harbors full of
ships build for traveling the seas and reducing the
time needed to journey to some provinces. The
Horse Armor Iliac Bay is a body of water between the provinces
of Hammerfell and High Rock that sees frequent
Otherwise known as barding, this set of armor is ship travel, signi�icantly speeding up the journey
made speci�ically to �it over the beasts that soldiers that would otherwise take travelers all the way
ride into battle, offering them improved protection. around the coast.
Often, riders of importance within a military
faction will adorn their barding with banners and Hiring Boat Travel
markings, proudly boasting their allegiance and
ranking. If a character doesn’t wish to purchase their own
sea transport (which admittedly can be very
While wearing horse armor, the mount expensive) they may hire the services provided by
increases its soak by 3 and its defense by 1. those that own them. Small distances can be trav-
eled by locals on rowing boats and small �ishing
Saddlebags vessels, such as across a river, or the short journey
between mainland Morrowind and the island of
Large leather bags which easily clip onto carrying Vvardenfell, while longer distances are typically
harnesses, allowing a mount to carry more equip- traveled over days on larger vessels owned by
ment. These bags are fairly modular in design, trading companies.
allowing them to be clipped on and off with ease.
These larger ships usually hold a number of pas-
sengers and provide them food, drink, and a bed to Table 4-4: Hiring Boats
rest in. The quality of the food depends on the Ship Cost Per Person
nature of the ship and how much the character is Sub-par Standards 1
willing to spend. Typically, citizens are able to pur- Rowboat 5
chase travel on cargo ships for a much cheaper
Basic Passenger Travel 10
price than travel on luxury ships, though the
quality of the conditions is signi�icantly lower, and Luxury Passenger Travel 100
those traveling are limited to the destinations the Private Hire 100 per day
ship normally stops at.
Sailing Ship
Boats and Ships
Typically between 50 - 100 feet long, these ships
Rowboat are mainly used for transporting large numbers of
passengers, soldiers, or cargo across greater dis-
A small, wooden vessel typically propelled by a tances. Some designs may sport two large sails on
pair of oars, though some may have a small sail to the deck to propel the vessel in favorable winds,
catch favorable winds. Rowboats are nimble and a while others may have rows of oars along the deck
quick, affordable way to transport a small number for a team of soldiers to operate.
of people and goods across small bodies of water.
Defense Armor
The pro�ile listed is an example of a sailing ship
2 3 -1 0 0 suited to carry cargo. When purchasing a sailing
Silhouette Max Speed Handling
ship, the character may decrease the encumbrance
HT Threshold ST Threshold
capacity of the ship to 50 and increase the pas-
5 4 senger capacity to 100.

Control Skill: Operating. Defense Armor

Complement: 1-2 boatmen. 4 2 -2 0 2


Passenger Capacity: 5. Silhouette Max Speed Handling HT Threshold ST Threshold
Consumables: 3 days. 30 26
Encumbrance Capacity: 20.
Price/Rarity: 1,000/4. Control Skill: Operating.
Complement: 20 crew.
Passenger Capacity: 20.
Private Hire Consumables: 1 month.
Encumbrance Capacity: 500.
Various companies operating in harbors and Price/Rarity: 21,500/6.
ports offer out ships for private hire. These
small passenger vessels usually offer a luxury
service for those that hire them out, offering
the �inest of food, drink, and entertainment for
the duration of the sail.

In addition, the added bene�it of a privately


hired ship is that so long as the person hiring
can afford it, they can decide exactly where the
ship will dock and exactly how long they will
spend out at sea, provided the ship has enough
provisions to sustain them for that long.

Due to the extra luxury and convenience, pri-


vately hired vessels will often charge a rate per
person per day, meaning the longer the ship is
expected to pass time on the seas, the more
expensive it will be.
Large Sailing Ship First-Rate Ship of the Line
Larger ships more suited for warfare or luxury pas- These enormous warships are few and far
senger travel, these ships range anywhere between between, rarely seen on the open waters outside of
100 - 200 feet long. Large and imposing, these times of war. A minimum of 200 feet long, these
ships typically require a large crew complement to vessels are several decks tall with up to 50 cannons
keep it running ef�iciently. It’s wide, spacious top on each of its broadsides. The crew requirement to
deck allows it to carry a number of armaments for keep the ship running optimally is signi�icantly
offense and defense; a must have for anyone high, meaning this ship rarely sees use outside of
looking to sail through dangerous waters. established military factions.
Defense Armor Defense Armor
5 2 -3 0 3 6 2 -3 0 3
Silhouette Max Speed Handling HT Threshold ST Threshold Silhouette Max Speed Handling HT Threshold ST Threshold
45 30 45 30
Control Skill: Operating. Control Skill: Operating.
Complement: 150 crew. Complement: 700 crew.
Passenger Capacity: 50. Passenger Capacity: 100.
Consumables: 3 months. Consumables: 3 months.
Encumbrance Capacity: 800. Encumbrance Capacity: 1500.
Price/Rarity: 109,000 (or 70,600/6 unarmed.) Price/Rarity: 1,823,000/9(R)
Weapons: 2 port and 2 starboard cannons (Fire Weapons: 30 port and 30 starboard cannons (Fire
Arc Port or Fire Arc Starboard; Ranged; Damage 6; Arc Port or Fire Arc Starboard; Ranged; Damage 6;
Critical 3; Range [Long]). Critical 3; Range [Long]).
1 forward and 1 aft ballista (Fire Arc Forward, 20 port and 20 starboard light cannons (Fire Arc
Port, and Starboard or Fire Arc Aft, Port, and Star- Port or Fire Arc Starboard; Ranged; Damage 4; Crit-
board; Ranged; Damage 1; Critical 2; Range [Long]; ical 3; Range [Long]).
Inaccurate 1). 10 port and 10 starboard ballistas (Fire Arc
Forward and Port or Forward and Starboard;
Ranged; Damage 1; Critical 2; Range [Long];
Inaccurate 1).
Teleportation Table 4-5: Teleportation Circles
Across Tamriel, wizards and mages have taken the
Distance Cost Per Person
effort to establish teleportation circles in various Across the same city 5

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.

Skills (group only): Athletics, Brawl, Survival, Vig- 2 4 2 4 2 2


ilance
Brawn Agility Intellect Cunning Willpower Presence
Talents: None.
Abilities: Overwhelm (when making a Brawl Soak WT M/R Defense

combat check, this adversary adds +1 damage for 3 12 1 2


each minion in the group beyond the �irst),
Silhouette 0. Skills: Primary Magic: 3, Resilience: 3, Survival:
Weapons: Teeth (Brawl; Damage 3; Critical 3; 3, Vigilance: 2.
Range [Engaged]; Vicious 1). Talents: None.
Abilities: Call of Nature (the GM may spend
hh on a check targeting the Spriggan to add a
minion group of 4 forest animals to the
encounter. In addition, the GM may spend d
to add a Rival forest animal to the
encounter), Forest Spirit (when this adver-
sary exceeds their wound threshold, they
may make a Hard (kkk) Resilience
check. If successful, they recover wounds
until the number of wounds they suffer is
equal to half their wound threshold.)
Spells: This adversary may use the
Primary Magic skill to cast the following
spells: Barrier, Heal. They may add additional
effects to the spells as normal.
Weapons: Claws (Brawl; Damage 6; Critical 3;
Range [Engaged]; Vicious 1), Spriggan Spray
(Primary Magic; Damage 5; Critical 3; Range
[Engaged]; Burn 1).
Spider (Minion) 6; Critical 3; Range [Engaged]; Vicious 1)

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).

Dremora Mage (Rival)


c 5 p 1 g 4
Due to the majority of dremora
serving on the front lines of daedric
armies in heavy armor, they are com-
monly regarded as dim-witted brutes
capable only of murder. Dremora are
remarkably intelligent beings, despite their
apparent insatiable blood lust, and as such make
pro�icient spellcasters.

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

Constructs of obsidian and �ire, these daedric Soak WT M/R Defense

beings resemble humanoid females made entirely 6 17 0 0


of �lame. Their feminine form paired with the way
they gracefully �loat through the air paints a decep- Skills: Athletics: 3, Brawl: 2, Resilience: 3
tive picture of these creatures, as their ability to Talents: None.
maneuver and attack with magical �lame makes Abilities: Frost Resistance (this adversary takes
them deadly foes indeed. no damage when hit by frost attacks), Supernat-
ural (When hit by a non-magical attack,
halve the damage this adversary
2 4 3 2 2 2 takes before applying soak),
Brawn Agility Intellect Cunning Willpower Presence
Sweeping Strike (this adversary
Soak WT M/R Defense may spend aa or t on a
2 10 1 1 successful melee attack to hit
all other targets they are
Skills: Athletics: 1, Brawl: 1, Ranged 2, Knowl- engaged with, dealing the same
edge: 4, Survival: 1, Vigilance: 1 damage as the original hit).
Talents: None. Weapons: Arm spike (Brawl;
Abilities: Flame Resistance (this adver- Damage 9; Critical 3; Range
sary takes no damage when hit by �lame [Engaged]; Disorient 2, Knockdown,
attacks, or an attack that has the Burn Vicious 1), Ice Blast (Resilience;
quality, regardless of whether or not Damage 5; Critical 4; Range [Short];
Burn is triggered), Flame Cloak (as an Blast 3, Ensnare 3).
action, this adversary can surround
itself in �lame, immediately dealing 8 Scamp (Minion)
damage to all characters engaged
c 2 p 1 g 1
with it), Flyer (this adversary can
hover above the ground), Super- Scamps are small, imp like crea-
natural (When hit by a non-mag- tures with �lat faces, large pointy
ical attack, halve the damage this ears and a long, thin tail. They
adversary takes before hunch forward and run on all fours,
applying soak). using their long arms to pull them-
Weapons: Firebolt (Ranged; selves along and climb to otherwise
Damage 6; Critical 3; Range dif�icult to reach places. On their
[Medium], Burn 2), Flame own and in a fair �ight, scamps are
Lash (Brawl; Damage 5; Crit- little more than a nuisance that
ical 3; Range [Engaged]; prefer to stay back and hurl bolts
Burn 2, Vicious 1 of �lame. In large groups however,
scamps have been known to swarm
the unsuspecting and overwhelm them with
Frost Atronach (Rival) their claws.
c 6 p 1 g 1
Towering constructs of ice, the frost 1 2 1 3 1 1
atronach stands at roughly twice the height Brawn Agility Intellect Cunning Willpower Presence
of an average person. While their forms vary Soak WT M/R Defense
slightly between individuals, they all share a 2 4 0 0
humanoid form with large, stumpy legs and
arms that taper to sharp, crystalline points. Skills (group only): Brawl, Coordination,
When close enough, they use long, sweeping Perception, Ranged, Stealth, Vigilance
attacks to knock multiple foes down. Talents: None.
Abilities: Shifty (when performing the move
maneuver, this adversary may move to any
location within short range, even vertically, pro-
vided there is an accessible route. In addition, they
never suffer penalties for moving through dif�icult
terrain), Silhouette 0, Supernatural (When hit by Skills: Athletics: 3, Brawl: 4, Coercion: 2, Knowl-
a non-magical attack, halve the damage this adver- edge: 4, Perception: 2, Primary Magic: 4, Survival:
sary takes before applying soak), 3, Vigilance: 1
Weapons: Firebolt (Ranged; Damage 6; Critical 3; Talents: Adversary 3 (upgrade dif�iculty of all
Range [Medium], Burn 2), Claws (Brawl; Damage combat checks against this by 3), Improved Signa-
3; Critical 3; Range [Engaged]; Ensnare 1, Vicious ture Spell (when this adversary casts the Attack
1). spell with only the Fire and Empowered effects,
they reduce the dif�iculty to cast the spell by 2).
Titan (Nemesis) Abilities: Flyer (this adversary can �ly), Potent
Spellcaster (increase damage this adversary deals
c 15 p 1 g 4
with the Attack spell by 4), Silhouette 3, Super-
Terrifying winged beasts that serve the Lord of natural (When hit by a non-magical attack, halve
Domination, Molag Bal, daedric titans are enor- the damage this adversary takes before applying
mous and monstrous beasts created in the image of soak), Terrifying (at the start of the encounter, all
the dragons of old. Although similar in appearance opponents must make a Hard (kkk) fear check as
to dragons, they possess a pair of front arms in an out-of-turn incidental).
addition to their wings, as well as dark black and Spells: This adversary may use the Primary Magic
shriveled skin. As well as their savage claws and skill to cast the following spells: Attack, Barrier.
powerful bite, titans possess the ability to speak They may add additional effects to the spells as
spells of �lame, unleashing untold acres of destruc- normal. In addition, when a spell uses ranks of
tion with a single word. Legions tremble before the Knowledge (Aetherius) to determine effects, this
sight of a titan, and many believe killing one may adversary instead uses their ranks in Knowledge
not even be possible. (Oblivion).
Weapons: Razor claws (Brawl; Damage 9; Critical
2; Range [Engaged]; Vicious 3)
5 2 3 1 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak WT ST M/R Defense
7 47 16 0 0
Dwarven Centurion (Nemesis)
Dwemer c 9 p 1 g 3
Dwarven Ballista (Rival) Imposing constructions of dwemer design, the cen-
c 3 p 1 g 2 turion resembles a towering humanoid made from
solid blocks of brass dwemer metal. Built purely for
The dwarven ballista is a four-legged mobile combat, these slow, lumbering machines have had
weapons platform, built to launch spears great dis- their arms �itted with a war hammer and a bat-
tances at foes. These metal spears are launched tleaxe, which they use to great effect in smashing
with force enough to pierce most armor and stop and slashing anyone who dares engage with them.
hapless intruders dead in their tracks When surrounded, they are capable of rotating
their upper torso at the waist, allowing them to
swing their weapons and strike anyone nearby. If
4 2 1 1 1 1 anyone is lucky enough to provoke one and survive
Brawn Agility Intellect Cunning Willpower Presence long enough to get distance, they are built with
Soak WT M/R Defense powerful steam jets, which emit a stream of boiling
5 13 0 0 hot vapors.

Skills: Ranged: 4, Vigilance: 4. 4 2 2 1 1 1


Talents: Hamstring Shot (Once per round, this Brawn Agility Intellect Cunning Willpower Presence
adversary may perform a ranged combat check
Soak WT ST M/R Defense
against one non-vehicle target within range of the
weapon used. If the check is successful, halve the 7 21 11 2 2
damage in�licted by the attack (before reducing
damage by the target’s soak). The target is immobi- Skills: Melee (Heavy): 4, Perception: 2, Ranged: 4,
lized until the end of its next turn). Resilience: 2.
Abilities: Mechanical (This adversary does not Talents: Adversary 1 (upgrade dif�iculty of all
need to breathe, eat, or drink, and can survive in a combat checks against this by 1), Dual Wielder
vacuum and underwater. They are immune to (this adversary may decrease the dif�iculty of the
poisons and toxins). next combined combat check they make during the
Weapons: Heavy ballista (Ranged; Damage 10; same turn by one.)
Critical 3; Range [Long]; Accurate 1, Pierce 4, Slow Abilities: Lumbering (this adversary only
Firing 1). perform the move maneuver once per turn),
Mechanical (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), Silhouette 2, Whirlwind Strike (as an
action, this adversary may choose one weapon
and make a Hard (kkk) Melee (Heavy)
check. On a successful check, each enemy cur-
rently engaged suffers 1 hit from the chosen
weapon, dealing the weapon’s base damage.
The adversary may spend a number of a equal
to the weapon’s critical rating to activate crit-
ical hits, and may do so multiple times up to
once per affected target).
Weapons: Oversized hammer (Melee
(Heavy); Damage 9; Critical 2; Range
[Engaged]; Concussive 1, Disorient 2, Inac-
curate 1, Knockdown) and Spring-loaded
battle axe (Melee (Heavy); Damage 8; Crit-
ical 2; Range [Engaged]; Knockdown,
Pierce 1, Vicious 5), Steam blast
(Ranged; Damage 6; Critical 3; Range
[Short]; Blast 4, Burn 1, Disorient 2).
Dwarven Sphere (Rival) Skills (group only): Mechanics, Ranged, Vigilance.
Talents: None.
c 2 p 1 g 3 Abilities: Mechanical (This adversary does not
need to breathe, eat, or drink, and can survive in a
Named after their collapsed, non-combat form, the
vacuum and underwater. They are immune to
dwarven sphere acts as a sentry and guardian of
poisons and toxins), Proximity Barrier (all
the several dwemer structures across Tamriel.
dwemer adversaries within Short range of this
Despite the dwemer’s disappearance, these
adversary increase their soak by a number equal to
machines remain active and vigil, patrolling the
the number of Dwarven Sentry minions in the
same routes they have done for hundreds of years.
group.
When they encounter an intruder, the sphere pops
Weapons: Shock bolt (Ranged; Damage 5; Critical
open and a humanoid upper half is deployed,
3; Range [Short], Disorient 1, Stun 3).
wielding a sword on one arm and a crossbow on
Equipment: Dwemer repair functions (allows
the other.
this adversary to perform Mechanics checks to
repair dwemer adversaries they are engaged with).
3 3 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence Dwarven Spider (Minion)
Soak WT M/R Defense c 1 p 1 g 2
5 12 0 0
Small, brass constructions, the dwarven spider is a
Skills: Melee (Light): 2, Ranged: 2, Resilience: 2, six-legged machine with two front claws, built to
Vigilance: 2. traverse through pipes and crevices in dwarven
Talents: None. structures. Their primary purpose is building and
Abilities: Maneuverable (after resolving a melee maintaining machinery, though they don’t hesitate
attack, this adversary may immediately perform a to leap out at intruders, utilizing their metallic
move maneuver as an out-of-turn incidental), claws and short-range shock attacks.
Mechanical (This adversary does not need to
breathe, eat, or drink, and can survive in a vacuum 2 3 1 1 1 1
and underwater. They are immune to poisons and Brawn Agility Intellect Cunning Willpower Presence
toxins), Transform (as a maneuver, the dwemer
Soak WT M/R Defense
sphere may collapse into or deploy from its sphere
form. While in sphere form it may not perform
5 5 0 0
attacks, but each time it performs the move
maneuver it may move as if it had performed two Skills (group only): Brawl, Coordination, Ranged.
move maneuvers.) Talents: None.
Weapons: Arm-mounted crossbow (Ranged; Abilities: Mechanical (This adversary does not
Damage 6; Critical 3; Range [Medium]; Accurate 1, need to breathe, eat, or drink, and can survive in a
Pierce 1), Arm-mounted sword (Melee (Light); vacuum and underwater. They are immune to
Damage 5; Critical 2; Range [Engaged], Defensive poisons and toxins), Unstable (when this adver-
1). sary exceeds its wound threshold, it explodes into
lightning, dealing 8 strain damage to all engaged
Dwarven Sentry (Minion) with it).
Weapons: Claws (Brawl; Damage 4; Critical 3;
c 1 p 1 g 3 Range [Engaged]; Vicious 1), Shock bolt (Ranged;
Damage 5; Critical 3; Range [Short], Disorient 1,
Similar in appearance to a collapsed dwemer
Stun 3).
sphere, the dwemer sentry acts as a mobile light
weapons platform and support unit. Its repair
functions allow it to restore function to damaged
dwemer automatons, and its shield projector
allows it to bolster the defenses of nearby
machines. It is capable of raising its central blue
eye on a stalk, allowing it to shoot lightning at foes.

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.

Skills: Charm: 2, Coordination: 3, Deception: 3, 2 4 2 4 2 2


Melee: 3, Negotiation: 3, Perception: 2, Skuldug- Brawn Agility Intellect Cunning Willpower Presence
gery: 4, Stealth: 5, Streetwise: 3, Vigilance: 3
Soak WT M/R Defense
Talents: None
Abilities: Improved Elusive (as an action, this
2 10 2 2
adversary may perform a Hard (kkk) Stealth
check. If successful, the immediately leave the Skills: Coordination: 3, Deception: 2, Melee: 3,
encounter. If unsuccessful, the GM may spend a Skulduggery: 4, Stealth: 5, Streetwise: 3, Vigilance:
Story Point to have the adversary leave the 1.
encounter regardless), Legitimate Businessman Talents: Tumble (Once per round as an incidental,
(this adversary reduces the dif�iculty of all checks this adversary may suffer 2 strain to disengage
made to convince someone an item or service is from all engaged adversaries), Unremarkable
legitimate by 1, to a minimum of 1). (other characters add f to checks to �ind or iden-
Equipment: Exquisite jewelry (adds a to all tify this character in a crowd).
Charm and Deception checks made. Other charac- Abilities: Elusive (as an action, this adversary may
ters add j to checks to recall the wearer). perform a Hard (kkk) Stealth check. If suc-
cessful, the immediately leave the encounter).
Thieves Guild Footpad (Minion) Equipment: Dark clothing (+2 defense, adds j
to Stealth checks this character makes), thieves’
c 1 p 1 g 1
tools (add a to Skulduggery checks this character
Criminals with a code of honor, the Thieves Guild is makes to open locks), backpack, rope with grap-
an organization comprised of the stealthy and pling hook.
elusive. While most certainly a criminal faction that
steals, robs, and burgles, many legal entities barely
tolerate their existence. The Guild does not tolerate
violence during a theft or competition within its
own ranks, nor do they steal from those they deem
have nothing worth stealing from. Only the wealthy
who horde their riches are targeted by the Guild, so
that their wealth may be better allocated.

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

Guard Captain (Rival)


Townsfolk c 4 p 2 g 2
Hired to keep peace and security in towns and
Artisan (Rival) cities, the town guard are expected to uphold the
law and keep unruly citizens in line. The guard
c 1 p 2 g 2
captain is usually the head of a particular barracks,
When certain items are in demand, the skilled of which there will be several depending on the
workers who take the time learning how to create size of the city they protect.
them make their fortune. Whether it be wood-
working, blacksmithing or tailoring, the artisan 3 2 2 2 2 2
knows how to craft to perfection. Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
2 2 3 2 2 2 5 11 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense Skills: Athletics: 1, Coercion: 2, Discipline: 2, Lead-
1 10 0 0 ership: 3, Melee (Heavy): 4, Melee (Light): 4,
Ranged: 2, Riding: 3
Talents: None. them, not only as thanks, but as a request for their
Abilities: Stop Right There! (Once per encounter, continued fortune and protection.
as an action, this adversary may force all characters
suspected of a crime to make an Average (kk) 1 2 3 2 2 2
Discipline check as an out of turn incidental.
Brawn Agility Intellect Cunning Willpower Presence
Those who fail are immobilized for 1 round).
Weapons: Steel sword (Melee [Light]; Damage 6; Soak WT M/R Defense

Critical 2; Range [Engaged]; Defensive 1) and steel 1 9 0 0


shield (Melee [Light]; Damage 3; Critical 6; Range
[Engaged]; Defensive 1, De�lection 1, Inaccurate 1, Skills: Alchemy: 2, Charm: 2, Coercion: 2, Disci-
Knockdown), or steel longsword (Melee [Heavy]; pline: 3, Knowledge (Aetherius): 4, Knowledge
Damage 6; Critical 2; Range [Engaged]; Defensive (Nirn): 4, Medicine: 3, Primary Magic: 4.
1, Pierce 1), or steel hunting bow (Ranged; Talents: Blessings of Mara (When casting the
Damage 7; Critical 3; Range [Medium]; Unwieldy Heal spell, your character may change a number of
2). s up to their ranks in Knowledge (Aetherius) into
Equipment: Steel half plate (+2 soak, +1 an equal number of a.)
defense), town sigil (adds j to Coercion and Abilities: Divines Give Me Strength (once per
Leadership checks), riding beast, torch. session while in a temple or other religious
building, this adversary may make a Hard (kkk)
Merchant (Rival) Knowledge (Aetherius) check. If successful, they
c 1 p 4 g 1 may treat one of their characteristics as 1 higher
for the remainder of the session).
Buying and selling wares is the backbone to a lively Weapons: Steel Dagger (Melee (Light); Damage 3;
economy, and the cities in Tamriel are abundant Critical 2; Range [Engaged]; Pierce 2, Vicious 1).
with people looking to make their own share of the Equipment: Aedric icon (when the user casts a
pro�its. Either behind market stalls in the town spell, one effect they add to the spell that does not
square, or perhaps running their own establish- use their ranks in Knowledge (Oblivion) increases
ment on the streets of the Imperial City, the mer- the dif�iculty one less than it normally would. In
chant always has goods to sell. addition, the number of wounds healed by heal
spells cast by the user increase by 2).
2 2 2 2 1 3
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
2 10 0 0
Skills: Charm: 2, Deception: 3, Negotiation: 3, Per-
ception: 2, Vigilance: 3
Talents: None.
Abilities: Hard Bargain (When trading, this
adversary may make a Hard (kkk) Negotiation
check. If successful, when buying an item, reduce
its base value by 10%. When selling an item,
increase its base value by 10%).
Weapons: Iron Dagger (Melee (Light); Damage 3;
Critical 2; Range [Engaged]; Inferior, Pierce 2,
Vicious 1).
Equipment: Merchant’s Apparel (adds j to
Negotiation checks to buy and sell items, adds
jj to checks to hide identity).
Priest (Rival)
c 3 p 1 g 6
Faith in the Divines is important to many, ensuring
that the mortals of Tamriel do not forget their
origins. Given the gift of life by the god Lorkhan,
many people become priests to one or more of the
Nine Divines, and give their prayers and faith to
Ruler (Nemesis) Scholar (Rival)
c 1 p 10 g 3 c 1 p 1 g 8
Many cities in Tamriel are governed by democrati- Ancient secrets, lost texts, recent history, all things
cally elected of�icials, while others are ruled as a that scholars seek to document, study, and teach.
monarchy, with a new king or queen taking rule as While many people live their daily lives with little
their predecessor passes over. Emperor, king, jarl, consideration of events thousands of years old,
or count, all of these titles denote someone of scholars understand that sometimes a question or
importance who holds a great deal of power over obstacle is posed with an answer that has already
the people of their land. been found. That answer has merely been for-
gotten.
2 2 3 2 3 5
Brawn Agility Intellect Cunning Willpower Presence 1 2 3 2 2 2
Soak WT ST M/R Defense Brawn Agility Intellect Cunning Willpower Presence
2 14 18 0 0 Soak WT M/R Defense
1 9 0 0
Skills: Charm: 4, Coercion: 2, Cool: 3, Discipline: 3,
Knowledge (Nirn): 2, Leadership: 3, Negotiation: 5, Skills: Alchemy: 4, Discipline: 2, Knowledge
Vigilance: 3. (Aetherius): 3, Knowledge (Nirn): 5, Knowledge
Talents: Adversary 2 (upgrade dif�iculty of all (Oblivion): 3, Knowledge (Warfare): 3, Skuldug-
combat checks against this by 2), Clever Retort gery: 4.
(once per encounter, add hh to another charac- Talents: None.
ter’s social skill check). Abilities: Knowledgeable (this adversary adds an
Abilities: Exercise Authority (this adversary adds automatic a to knowledge checks and adds auto-
s to social checks they make for each allied guard matic aa when assisting a character with a
in their presence), Final Say (during a social knowledge check).
encounter within territory they rule over, this Equipment: Notebook (adds j to checks to recall
adversary may spend a Story Point to add 5 auto- information), province map.
matic f to a social check targeting them).
Weapons: Glass Dagger (Melee (Light); Damage
3; Critical 2; Range [Engaged]; Pierce 3, Vicious 1).
Equipment: Exquisite jewelry (adds a to all
Charm and Deception checks made. Other charac-
ters add j to checks to recall the wearer.)
Town Guard (Minion) Talents: None.
Abilities: None.
c 2 p 2 g 1 Weapons: Large farming implement (Melee
[Heavy]; Damage 5; Critical 5; Range [Engaged];
Depending on the town or city they protect, the
Cumbersome 3, Inferior).
town guards may be members of the military not
Equipment: Heavy clothing (+1 soak).
currently �ighting in a war, such as the Imperial
Legion guards of Cyrodiil, or they may be a sepa-
rate entity from the military entirely, essentially
combat-trained civilians hired to keep the peace.
Undead
While typically expected to uphold the law and
deal justice to those who have broken it, many
Bloodfiend (Minion)
guards abuse this power, accepting bribes from c 2 p 1 g 2
criminals or bullying citizens into doing their
bidding. When a vampire is unable to feed, their insatiable
blood lust drives them further and further to
insanity. Blood�iends are the result of vampires
3 2 2 2 2 2 who have passed the point of no return, driven
Brawn Agility Intellect Cunning Willpower Presence completely feral and insane from lack of feeding.
Soak WT M/R Defense Since they are already undead, they are cursed to
5 5 0 0 roam in search of their next meal, attacking any
living being they encounter. Despite how much
Skills (group only): Coercion, Riding, Leadership, they may feed, a blood�iend can never recover from
Melee (Light), Ranged. their state, and can be easily identi�ied by their
Talents: None. hunched over posture, cracked, pale-white skin,
Abilities: Stop Right There! (Once per encounter, and sunken glowing red eyes.
as an action, this adversary may force all characters
suspected of a crime to make an Average (kk) 2 2 2 2 2 2
Discipline check as an out of turn incidental. Brawn Agility Intellect Cunning Willpower Presence
Those who fail are immobilized for 1 round).
Soak WT M/R Defense
Weapons: Steel sword (Melee [Light]; Damage 5;
Critical 2; Range [Engaged]; Defensive 1) and steel
4 6` 0 0
shield (Melee [Light]; Damage 3; Critical 6; Range
[Engaged]; Defensive 1, De�lection 1, Inaccurate 1, Skills (group only): Athletics, Brawl, Resilience,
Knockdown), or steel hunting bow (Ranged; Vigilance.
Damage 7; Critical 3; Range [Medium]; Unwieldy Talents: None.
2). Abilities: Supernatural (When hit by a non-mag-
Equipment: Steel chainmail (+2 soak), town sigil ical attack, halve the damage this adversary takes
(adds j to Coercion and Leadership checks), before applying soak), Undead (This adversary
torch. does not need to breathe, eat, or drink, and can
survive in a vacuum and underwater. They are
Worker (Minion) immune to poisons and toxins).
Weapons: Teeth and claws (Brawl; Damage 4;
c 1 p 1 g 1 Critical 3; Range [Engaged]; Vicious 1).
Farmers, lumberjacks, and stable keepers are the
backbone on which most societies run. While their
work is not the most skilled, it requires a lot of
endurance and dedication. It doesn’t often pay
much, but it’s honest work. Work that keeps
taverns open and cities running.

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.

Draugr Scourge (Rival) 2 2 2 2 2 1


c 4 p 1 g 3 Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
Some draugr still retain skills learned during their 2 5 1 1
time in life. Almost all draugr remember how to use
their weapons, but a select few are still capable of
using the Thu’um, or the Voice. This magic differs Skills (group only): Primary Magic.
from most forms of magic in that it comes from Talents: None.
draconic origins, using their language to perform Abilities: Ghostly (This adversary may move over
great shouts with unmatched power. or through terrain (including doors and walls)
without penalty), Supernatural (When hit by a
non-magical attack, halve the damage this adver-
3 2 2 1 2 1 sary takes before applying soak), Undead (This
Brawn Agility Intellect Cunning Willpower Presence adversary does not need to breathe, eat, or drink,
Soak WT M/R Defense and can survive in a vacuum and underwater. They
6 12 2 2 are immune to poisons and toxins).
Weapons: Frost bolt (Primary Magic; Damage 6;
Skills: Athletics: 2, Discipline: 2, Melee (Heavy): 3, Critical 3; Range [Medium]; Ensnare 2
Ranged: 2, Resilience: 2, Vigilance: 2.
Talents: Adversary 1 (upgrade dif�iculty of all
combat checks against this by 1).
Lich (Nemesis)
c 6 p 2 g 10
Masters of necromancy and black magic, liches are
undead people who have learned the secret to
inde�initely prolonging their own life. There are
several methods to becoming a lich, each one trans-
forming a person into a withered, immortal husk,
capable of wielding unmatched magical power.
Liches are not to be underestimated or dealt with
lightly. Despite their weak, emaciated appearance,
they are capable of using destruction magic to
destroy their foes instantly, while conjuring addi-
tional support from their undead companions. Not
as capable with melee combat, liches tend to stay
away from the �ight, letting their long range spells
and summoned allies do the work for them.

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).

You might also like