Thursday, August 22, 2019

Elder Scrolls GLOG: Character Creation

If there's one fantasy universe I'm enamored with, it's the Elder Scrolls. I read the Hobbit at a young age, but it never stuck. I bounced around from novel to novel as a kid, but none stayed for any length of time. Until I encountered the Elder Scrolls.

Rag on Skyrim I might for being a hack-n-slash looter, but it introduced me to RPGs before I knew what D&D was. Moving backwards to Oblivion, Morrowind and Daggerfall familiarized me with the more traditional aspects of fantasy role playing games. So now I'm bringing it all full circle and helping you run your GLOG games in Tamriel. This post covers character creation, while upcoming posts cover classes, magic and adventuring in the setting.

This is based mainly on Elder Scrolls III: Morrowind. Those familiar with the title will recognize a good deal, but notice that the mechanics are every different. Morrowind was very granular. The GLOG is not, and that's how I like it. For the sake of keeping play streamlined, a lot of effects are cut, including iconic ones like elemental resistances.

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Ahhh, yes, we've been expecting you.

Races: 
The ten Tamrielic races are distinct from each other, with their own kingdoms and provinces. There are no half-orcs or such, but people of different races do have children together (Notes on Racial Phylogeny and its fan-made rebuttal go into detail). That said, most places are quite mixed in terms of population, especially cities, doubly so where the Empire has sway. Unless traveling in particularly xenophobic or isolated territory, (deep in the forests of Valenwood, Ashlander tribal turf etc.) you can expect to find people of all races in some number. 

Altmer(High Elves): +2 INT, -2 CON, +1MD, -4 to Save vs All Spell Effects
Hailing from the Sumerset Isles in the southwest, the High Elves are a tall, golden-skinned and arrogant people steeped in magic.

Argonian: Immunity to Poison/Disease, Waterbreathing, Cannot wear most foot or headgear
Native to the swamps of Black Marsh (also known as Argonia) in the southeast, the Argonians are lizard-folk, long oppressed by their Dunmer neighbors. 


Bosmer(Wood Elves): +2 DEX, -2 CON, Beast Tongue
The denizens of the forests of Valenwood in the south, impeccable archers, these famous carnivores will not allow a single plant in their domain to come to harm


Breton: +2 INT, +2 WIL, -2 STR
The rulers of High Rock in the northwest, a hybrid people of the Nords and ancient Altmer. The most magically inclined of all the races of man. 

Dunmer(Dark Elves): +2 WIL, -2 CON, +4 to Save vs Destruction
Ashen-skinned elves skilled in blades and destruction from the volcanic land of Morrowind in the east.

Imperial: +2 CHA
The people of the province of Cyrodiil, in the center of Tamriel, cosmopolitan conquerors who united Tamriel under one banner.


Khajiit: +2 DEX, 30' Darkvision, Cannot wear most foot or headgear
Light-footed cat people from Elsweyr in the south. Renowned and reviled as the most talented thieves. 


Nord: +2 STR, -2 INT, +4 Save vs Illusion
Hardy folk from the snowy province of Skyrim in the north, great warriors suspicious of magic. 

Orsimer(Orcs): +2 STR, +2 CON, -2 CHA
The pariahs of the world, cursed elves whose kingdom has been built and burned numerous times.

Redguard: +2 STR, -2 WIL, +4 to Save vs Poison/Disease
The residents of the desert nation of Hammerfell, powerful warriors with a long tradition of mercantile prowess. 

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Birthsigns:  
The thirteen Birthsigns reflect the circumstance of an individual's birth, and each represent a constellation prominent in that month (except for the Serpent). These are inborn, natural traits, though only adventurous types tend to develop them. Most of these traits are explicitly magical, and this is no accident. Tamriel is a high-magic setting, and fully one in three people have the capacity to learn magic, though not all choose or are able to take it up. 

For signs that grant spells, note that the MD is reserved for that spell only. If you're a wizard, you can add some of your own MD to it, but the first MD expended is assumed to be the reserved one, without which you may not cast that spell. 


The Warrior: +1 ATK

The Mage: Gain +1MD to cast Dispel 
Dispel
R: 50' T: creature or object D: 0
The target is dispelled of all magic effects cast with [dice] and fewer dice. Summoned creatures or items of [dice]x3 HD or less targeted are banished to their home plane. Cannot disenchant enchanted weapons or remove curses.

The Thief: +2 Stealth

The Serpent: Gain +1MD to cast Snakebite
Snakebite
R: Touch T: creature D: 0
You deal [sum]+[dice] poison damage to your target. 

The Lady: +2 CHA

The Steed: +2 CON

The Lord: Gain +1MD to cast Heal
Heal
R: touch T: creature D: 0
Target creature heals [sum] HP. It costs 2 HP to remove one negative HP. This spell cannot remove Fatal Wounds, cure diseases, or heal lost limbs.

The Apprentice: Gain +1MD to cast Identify
Identify
R: 0 T: magic item D: 0
The magic item this is cast on is immediately identified. Names, effects, curses etc. are known by the caster.

The Atronach: Gain +1MD to cast Reflect
Reflect
R: 0 T: creature D: 1 minute
The target reflects spells cast with [dice] or fewer MD while the spell is active.

The Ritual: Gain +1MD to cast Turn Undead
Turn Undead
R: 50' T: undead D: 1 minute
You cause an undead creature of [dice]x3 HD or less to flee for 1 minute and be unable to stand against you and your allies. Undead of greater HD still make Morale rolls, but are not magically compelled.

The Lover: Gain +1MD to cast Paralyze
Paralyze
R: touch T: creature D: [dice]x2 rounds
Target creature is unable to act for [dice]x2 rounds. Save for half.

The Shadow: Gain +1MD to cast Invisibility
Invisibility
R: touch T: [dice] creatures D: 10 minutes
You become invisible to normal sight for 10 minutes. You become visible if you interact with your environment, such as by grabbing something, pulling a lever, attacking etc.

The Tower: Gain +1MD to cast Knock
Knock
R: 50' T: [dice] objects D: 0
The object is loudly opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a strength check made with STR 10+[dice]x4. If target is an armored creature, Save or armor falls off. If unarmored, Save or vomit for [dice] rounds.


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