I've spent the last 7 hours making this and I KNOW there are still some mistakes and inconstancies. I also need some advice on whether to switch to a d100 system and how to do combat with multiple combatants. Also going to have to change the Defence stat now that I think of it.
Oh, and I butchered some of adwarf's RTD to make this.
Roll to Scroll- An Elder Scrolls Game
In the grim province of Skyrim, a civil war rages on and worse yet, dragons have reappeared from their long seclusion to terrorise the north once again. But that's another story.
-----------------------------------------------------------
Even with the Oblivion Crisis still upon them, the monks of the Ancestral Moth still worked. One monk in particular read out a scroll aloud.
"When The Dragonblood comes yet again,
When the snow-brothers fight once more,
When the man-made-god hides,
When the Eye appears, and the Sanctuary falls,
Four Heroes will rise in the South,
Ready to deal destiny once more."
Putting it down he wipes his eyes and once again dons his blindfold, to save his sight for the work of uncovering more futures, more pasts. He walks away and goes down to rest. A scribe writes down the prophecy and soon enough, forgets it as dinner arrives. By strange coincidence, a thief soon came. With a great destiny before him, he stole a scroll from the library, and took yet another, for good measure. While the first would go to remove a curse, the other would fall into the hands of a strange merchant down in Bravil. From there it was sold between merchants, guilds, libraries, factions, even a fisherman who had the fortune of having some spare Septims. All however, were unable to discern the secrets of the scroll. Eventually it ended up in the hands of the Mane of Elswyr, as part of his private collection. None knew however, the prophecy of the scroll…
-----------------------------------------------------------
It is 4E 201. For the past 26 years, the Empire has been forced to outlaw the worship of Talos. While a great blow to the people of the Empire, people move on…Except for the Stormcloaks and their supporters. While Skyrim may have its troubles, the other provinces have shared hardships as well. Hammerfell is ruined by the war with the Thalmor and cut off from the Empire. Valenwood and Elswyr are slave states of Alinor, and the people of both provinces suffer. Alinor itself is afflicted with tyrannical rulers and harsh laws, making life a hell for those with little power. On the other hand, both Black Marsh and High Rock prosper, being unaffected by the war. Morrowind , while still cursed by the Red Year, has been in better straits lately. In this strange time, the Thalmore prison at Orcrest is being attacked by saboteurs…Four prisoners in particular see a chance…of what? Escape? Glory? Wealth? Knowledge? None know.
Altmer- Meaning "Cultured People" , the Altmer are tall, long-lived, disease-resistant, confident, and excellent with magic. And they're proud of it. Too proud at times, often considering men and the beasts people as simply smart animals and thinking that they are the best people around, even amongst other mer. They are the clearest descendants to the original Aldmer and originate from Summerset Isle, now Alinor. Altmer are 50% more resistant to poisons, have +100 magicka, but all fire. frost, and shock spells are x2 as painful. In addition, they have a +5 to intelligence. +5 to Destruction, Illusion, and Restoration.
Bosmer- Meaning "Tree-Sap People", the Bosmer are excellent archers and one with the vegetation of their homeland, Valenwood. They consider themselves more fun and fluid than their proud Altmer brothers and their dour Dunmer cousins. As a people, the Bosmer are forbidden to harm the vegetation of Valenwood, not even creating roads between their more permanent settlements. This also extends to their diet, which consists of meat. Any type of meat. Bosmer are more in-tune with nature and can command animals to serve them every now and then. They also get a +1 to accuracy rolls as well as a +5 in agility. +1 dodge. +5 to Bow, Stealth and short blade. Looked down upon as slaves in Thalmor-controlled lands.
Dunmer- The Dunmer are a dour people with a more family-based society. Dunmer are expected to be loyal and true to their house and family, trusting them with their lives if need be. On the other hand, they can be said to proud and cruel as well as just plain sad when with outsiders. While the events of the Red Year have obliterated the great houses and forced many Dunmer to adopt outsider ways, they are still vengeful and distrusting as always. Dunmer are known for being skilled in many skills and artforms. Dunmer are gifted with the ability to summon their ancestors into battle, although this permanently reduces their total magic by 5, as well as their +10 skills in destruction magic and also have a resistance to fire (fire damage only does 1/2). +5 to long blade.
Orsimer- Known as the "Pariah Folk", the Orsimer are superb warriors and smiths. While once considered goblin-like creatures, the orcs of Tamriel have somewhat gained acceptance as a civilised race in the Empire. They originated from the kingdom of Orsinium in High Rock but are now scattered all over the continent after the sacking of it by the kingdoms of the Hammerfell and High Rock in the early years of 4E. With no home left, the orcs are scattered in several strongholds where chiefs rule, each obeying the Way of Malacath. Orsimer have a code of honour and duty passed on by Malacath. Orsimer, or Orcs, get a +50 health increase as well as +5 endurance and strength. -10 Agility. +10 Smithing, +5 to Two-handed Often hated, as implied by their name.
Khajiit- The cat-people of Elswyr. They come in many forms from the near-bosmer Ohmes to the four-legged Senche and everything in between. While each breed is different, they all have two things in common; their love of moon sugar and their superb acrobatic abilities. The Khajiit can also be separated into Northerners and Southerners. The Northerners being prideful and more aggressive, while the Southerners are far more artistic and agrarian. While every breed have different abilities, the abilities of night-vision (Night Eyes)are common to the Khajiits. Looked down upon in Thalmor-controlled lands.((Refer to Breeds for further information)).
Argonian- The Argonians are the most alien of the civilised races of Tamriel, being lizard-frog-trees. They originate from the Black Marsh. While having emotions like their mammalian counterparts, they are noticeably harder to read simply due to their facial structure. The Argonians differ again in their life-cycle; they are hatched and start life as fish-like juveniles which are "grown up" by devouring sap from a Hist tree, which supposedly gave the Argonians souls and their very lives. Even stranger, Argonians can switch from male-to-female given time. Argonians are known to revere Sithis and in the past, had an order of Dark Brotherhood assassins named Shadowscales. Argonians can breath underwater, are 50% more resistant to poisons, and +2 to health regeneration. +5 to spear, +10 to restoration, +5 to alchemy.
Imperial- Descendants of the Nedic and Cyro-Nordic people of Cyrodiil, the Imperials have created empires which wax and wane as the centuries pass. Imperials are often cosmopolitan by nature and are great diplomats and traders. This can be attributed to their extensive waterways and central location in Tamriel. Though they are the original populace of the Empire, they did not conquer it; a nord by the name of Tiber Septim did. Imperials get a +10 to Personality, +5 to Long Blade, +10 to light armour.
Nord- The first humans of Tamriel and the people of Skyrim. They are hardy warriors with resistance to the frost. Nords are known for being jovial and communal, especially when there is mead and other drinks to be found. They often command ships, which take them all across Tamriel and thus a common sight in the taverns and inns of the world. Like Orcs, Nords have a high sense of honour and duty. Nords have a prejudice towards elves simply because of historical conflicts and religious matters. +50 health, +5 endurance, 1/2 frost damage. +5 to Heavy Armour, +5 to Axe/Mace.
Redguard- Hailing from distant Yakoda, the Redguards inhabit the sandy province of Hammerfell. In times passed, Redguards were part of the Empire. Due to the conditions placed by the White-Gold Concordat, they seceded from the Empire and are now for all intents and purposes, independent. The Redguards themselves are excellent warriors, even conquering all of Hammerfell from the local mer, men, and beasts in 1E. This cemented their reputation as prideful warriors. Redguards get +50 health, +5 strength, and %50 resistance to poison. +15 to long swords, +5 to short swords.
Breton- The Breton people come primarily from High Rock. While technically men, the Breton people have a substantial amount of elven blood within them; something that originates from the perish practice of taking nordish slaves. While not as gifted as their elven forebears, the Bretons are naturally gifted with magic and also have a resistance to it. Their homeland itself is known for its feudal way of life which makes plots and games of intrigue more common than other provinces. +50 magic, 1.5 resistance to magicka. +10 to destruction, +5 to restoration.
Ohmes-These Khajiits are more mer in appearance rather than cats. They have the same body of Bosmer, ears and all, only being somewhat shorter. +5 Personality. +5 Agility
Suthay-raht- The most common breed of Khajiit, they are obviously feline in appearance but have a humanoid body shape. . +10 Agility
Cathay- Similar to their Suthay-raht brothers in appearance, the Cathay have a key difference; they're stronger and taller. +5 Strength. +20 hp
Alfiq- The Alfiq are not bipeds but quadrupeds and quite similar to the common house cat. Unlike a domesticated cat, the Alfiq share the intelligence of the average Khajiits and can understand speech, although they cannot reply in turn. While not as imposing as the Cathay or agile as the Suthay, the Alfiq are excellent spell casters +10 Destruction. +5 Alteration. +10 Restoration. +30 magicka Cannot speak. Cannot use common armour. Cannot use common weaponry. -20 hp. +15 to Hand-To-Hand.
Pahmer- Quadruped Khajiits with a similarity to a tiger. +5 Strength. +5 Endurance. +5 Hand-to-Hand. +25 hp Cannot speak. Cannot use common armour. Cannot use common weaponry. +20 to Hand-To-Hand.
Senche- Also Quadrupeds and quite similar to the Pahmer. The Senche are often used by their biped brothers as mounts; willingly, of course. They are of the same height as an Altmer and terrible in battle. +5Endurance. +5 Agility. +25 hp. Cannot speak. Cannot use common armour. Cannot use common weaponry. +30 to Hand-To-Hand.
Senche-raht- Similar to the Senche in general body shape, but much different when allowed a proper look. This breed of Khajiit is as tall as two Altmer and weighs at least fifty of them. The breed however, does have a shorter body-span. +10 Strength. +50 hp. Cannot speak. Cannot use common armour. Cannot use common weaponry. +30 to Hand-To-Hand.
The Apprentice- Those born under this sign are gifted with an affinity for magic, but also a weakness to it as well. +100 magicka. x2 damage from magic.
The Atronach- Those born under this sign are natural spell-casters, but cannot generate magic of their own. +150 magic. Absorb half the magicka cost of spells used on player.
The Lady- Those born under this sign are known for their tolerance and kindness…Generally. +15 Personality. +15 Endurance.
The Lord- Those born under this sign are stronger than others. +10 Strength. +25 HP. x2 damage to Fire.
The Lover- Those born under this sign are considered graceful and passionate. +15 Agility. +5 Personality
The Mage- Those born under this sign are gifted with magical ability, but are often arrogant or absent-minded. +50 magic.
The Ritual- Those born under this sign are blessed with a number of abilities. Player gets Blessed Word and Mara's Gift.
The Serpent- Those born under this sign are greatly blessed, and greatly cursed. -1 to every roll, but all effects are greatened.
The Shadow- Those born under this sign have the ability to hide in the shadows. Player gets Moonshadow.
The Steed- Those born under this sign are impatient and always hurrying. +15 Agility. +5 Inventory Slots.
The Thief- Those born under this sign often take more risks than others and are destined to live shorter lives than others. +15 Agility. +1 to thief rolls.
The Tower- Those born under this sign have a knack with opening locks and finding treasure. +1 to Lockpicking rolls. Loot found by player is usually better.
The Warrior- Those born under this sign are skilled with all weapons of all kinds, but prone to short tempers. +15 Strength. +50 HP.
Each attribute goes from 0-100. Everyone starts with 5 in everything, unless changed by Birthsign or Race. Each player gets 25 points at the beginning of the game.
Strength- Affects damage and how much a player can carry. For every 2 points in this attribute, the player's inventory slots increase by 1. For every 10 points above 20, all combat rolls are increased by +1.
Endurance- Affects total health, how much you get per level, and how much health you regenerate each turn. For each point of Endurance you get 3 hp. For every 10 points in Endurance, you are rewarded with 15 hp and your health regeneration increases by 1. Every time you level up, you get hp equal to 1/10 of your total endurance.
Agility- Affects your dodging ability and how many attacks you can do per round of combat. Every 5 points of Agility gives the player a +1 to dodging and a +1 to hitting, as wells attack enemies. Every 10 points increase the amount of attacks a player can do. Every 20 points grant a +1 to initiative rolls.
Intelligence- Affects how much magicka you have as well as how knowledgable you are. Every point in intelligence increases magicka by 5. Every 15 points, you get a +1 to knowledge rolls.
Willpower- Affects magicka regeneration, damage resistance, and willpower rolls. Every 10 points in Willpower increases regeneration by 3. For every 5 points, your Defence is increased by 10.
Personality-Affects ability to convince people. Every 20 points in this skill increases your persuasion rolls by +1.
Each skill goes from 0-100. Everyone starts with 0 in everything, unless changed by Birthsign or Race. Each player gets 30 points at the beginning of the game.
Spear- Player must have at least 15 in this skill to be competent. Every +5 in this skill after 15 increases damage by 5.
Short Blade-Player must have at least 10 in this skill to be competent. Every +5 in this skill after 10 increases stealth attacks by 10.
Long Blade- Player must have at least 15 in this skill to be competent. Every +5 in this skill after 15 increases damage by 5.
Axe/Mace- Player must have at least 15 in this skill to be competent. Every +5 in this skill after 15 increases damage by 5.
Two-Handed-Player must have at least 15 in this skill to be competent. Every +5 in this skill after 15 increases damage by 10. Player is more vulnerable when using two-handed.
Dual-Wielding-Player must have at least 25 in this skill to be competent. Every +5 in this skill after 15 increases damage by 10.
Bow-Player must have at least 15 in this skill to be competent. Every +10 in this skill after 15 increases accuracy by +1.
Crossbow-Player must have at least 15 in this skill to be competent. Every +5 in this skill after 15 increases damage by 5.
Throwing-Player must have at least 15 in this skill to be competent. Every +10 in this skill after 15 increases damage by 10. Throwing weapons have lower accuracy.
Hand-To-Hand-Player must have at least 10 in this skill to be competent. Every +5 in this skill after 10 increases damage by 2.
Destruction- Player must have at least 15 in this skill to be competent. Every +10 in this skill after 15 decreases costs in this college by 5.
Restoration-Player must have at least 15 in this skill to be competent. Every +10 in this skill after 15 decreases costs in this college by 5.
Alteration- Player must have at least 15 in this skill to be competent. Every +10 in this skill after 15 decreases costs in this college by 5.
Illusion- Player must have at least 15 in this skill to be competent. Every +10 in this skill after 15 decreases costs in this college by 5.
Conjuration- Player must have at least 15 in this skill to be competent. Every +10 in this skill after 15 decreases costs in this college by 5.
Mysticism- Player must have at least 15 in this skill to be competent. Every +10 in this skill after 15 decreases costs in this college by 5.
Sneaking- Used to go by areas unseen and unheard. Every 10 points gives the player a +1 to sneaking rolls.
Deception- Used to hide in plain sight via disguises and mannerisms. Every 10 points gives the player a +1 to deception rolls.
Pickpocketing- Used to take items from a target without them noticing. Every 10 points gives the player a +1 to pickpocketing rolls
Acrobatics- Used to move in between areas. The higher this skill, the more easily a player can enter places via alternative paths.
Light Armour- For every 10 points in this skill, the Defence of the player increases by 2
Heavy Armour- For every 10 points in this skill, the Defence of the player increased by 5.
Shield- For every 5 points of this skill, the Defence of the player is increased by 4.
Alchemy- For every 10 points in this skill after 20, the chance of a success being made in alchemy increases by +1. Player must have at least 20 in this skill to create proper concoctions.
Smithing- For every 15 points in this skill after 15, the chance of quality equipment being made increases by +1. Player must have at least 20 in this skill to create proper equipment.
Enchanting- For every 15 points in this skill after 15, the chance of the enchantment working increases by +1. Players must have at least 15 points in this skill to enchant properly.
Each character starts off with 25 attribute points to distribute and 50 skill points to distribute. You can reduce each base attribute to three. Also, please say where a bonus to a skill or attribute comes from.
Name: Lifts-Her-Tail
Race: Argonian
Birthsign: The Lover
Level: 1 (Every time you level up, you get 5 points to distribute towards any attribute)
XP: 1/10
HP: 36/36
MP: 50
Attributes:
Strength: 3
Endurance: 12
Agiltiy: 30
Intelligence: 10
Willpower: 5
Personaility: 20
Total=75
Dodging/Hitting Chance: +6
Persuasion: +1
Defence: 10 (This is added to the defence of what ever body part is hit)
Attack: 0
Skills:
Acrobatics: 10
Spear: 15
Deception: 5
Illusion: 10
Restoration: 20
Alchemy: 10
Faction: None
Fame: +15
TItles: Spear-Polisher
Traits
In addition, each character gets an inventory which displays their items, spells, and abilities.
Blaf
Race: Nord
Level: 1
XP: 10/20
HP: 80/80
MP: 50/50
Birthsign: The Serpent
Attributes:
Strength: 25
Endurance: 10
Agility: 5
Intelligence: 10
Willpower: 5
Personality: 5
Skills:
Heavy Armour: 15
Axe/Mace: 10
Shield: 20
Restoration: 15
Smithing: 10
Dodging/Hitting Chance: +1
Persuasion: +0
Defence: 10
Attack: 15
Equipment:
note: a=damage, d=defense, e=enchantment
note: Defense only applies to the body part the armour protects
Steel Mace (a=15)
Dragonbone Helm (d=30, e= resist fire by 30%)
Steel Cuirass (d=20)
Steel Boots (d=15)
Abilities:
Frostborn: Frost does 1/2 damage
Spells:
Fast Heal: Heals 30 Hp. Costs 40 MP
Cure Disease On Self: Cures disease on self. Costs 20 MP
Inventory: None
VS
Marg
Race: Orc
Level: 20
XP: 100/1000
HP: 249/249 (Ignore the relatively small amount of health)
MP: 25/25
Birthsign: The Warrior
Attributes:
Strength: 40
Endurance: 45
Agility: 13
Intelligence: 5
Willpower: 19
Personality: 5
Skills:
Two-handed: 43
Smithing: 10
Dual-Wielfing: 12
Dodging/Hitting Chance: +2
Persuasion: +0
Defence: 30
Attack: 15
Equipment
Maul of the Sky (a=50, e= shock damage 20,)
Amulet of Abosh-Gur (e=Increase total HP by 20)
Senche Khajiit Leather Pants (d=5)
Lion Leather Boots(d=5)
Inventory
Steel Dagger (a=10)
Steel Dagger (a=10(
Combat:
Round 1
Blaf: 1 actions
Marg: 2 actions
Initiative roll:
Blaf: 4
Marg: 6
The two warriors faced each other on the arena floor; the young Nord had come for vengeance. "Look kid, I killed your da' fair and square, it wasn't personal". Blaf of course didn't listen. And Marg saw that. So he charged head first with his maul raised. (5) vs (6+1) Marg strikes the Nord easily enough on his chest.
80-65=15 HP.
Blaf: 30/80 HP
The youngling Nord was pushed back by this blow, and fell onto the floor. He wouldn't surrender, he had to take vengeance. He unsheathed his mace and (4) vs (1+1) struck at the orc's leg.
249-10=239
Blood was spilt from the orc's veins, but it was but a scratch compared to what the Nord had felt. (3) vs (2+1) The orc raised his maul and struck at the youth, who's armour absorbed much of the blow.
15-30=0
The Nord fell, and Marg was once again victorious. "Such a waste of young life…. Next challenger!"