Character Sheet (ODT) Character Sheet (PDF)
Creating a Character - Class - Birthsign
Stats - Health - Magicka - Fatigue
Skills & Attributes - Attributes - Skills - Skill Table
Races - Racial Bonuses - Racial Skill Bonuses - Racial Abilities
Magic - Spells - Enchanting - Alchemy
Non-Magic Combat - Armor & Evasion - Making an Attack
Playing the Game - Rounds - Declaration - Turn - Movement - Actions
Progression - Attribute Increases - Skill Increases - Experience - Perks - Levels
Reference Tables - Quick Skill Values - Weapon Fatigue Usage - Weapon Governing Skills - Material Damage Values - Weapon Enchant Values - Alchemy Tool Quality - Ingredient Quality - Armor Values - Select Clothing
A basic character consists of a Race, Class, and Birthsign. Race provides your base Attribute scores, some starting Skill bonuses, and one or more Racial Abilities.
Your Class will give your character focus and improve your Skills in what you pick.
Your Birthsign gives another bonus to your character, and range from simple boosts to choices that will change how you play a character massively.
The first part of your class is your Specialization. This is chosen from Combat, Magic, and Stealth. For all Skills within your Specialization, your starting value is increased by one.
Combat: Athletics, Axe, Block, Blunt Weapon, Crafting, Hand-to-hand, Heavy Armor, Long Blade, Spear, Throwing
Stealth: Acrobatics, Marksman, Sneak, Short Blade, Light Armor, Perception, Deception, Streetwise, Speechcraft, Security, Survival
Magic: Unarmored, Conjuration, Illusion, Lore, Alchemy, Enchant, Mysticism, Alteration, Destruction, Restoration
Next, your Favored Attribute. Pick one Favored Attribute, for this your starting value is increased by 2.
Finally, your Major Skills. Pick 4 Major Skills, for these your starting value is increased by 5.
(Todo: Affect experience?)
Your Birthsign can have a range of effects on your character, from trivial to severe.
- Ability: Wayward
- Fortify Attack 2 pts
- Ability: Fay
- Fortify Maximum Magicka 0.5x Intelligence
- Ability: Akaviri Danger-sense
- Sanctuary 2 pts
- Spell: Star Curse
- Poison 3 pts for 5 turns on Touch
- Damage Health 1 pts for 5 turns on Self
- Ability: Lady’s Favor
- Fortify Personality 1 pts
- Ability: Lady’s Grace
- Fortify Endurance 1 pts
- Ability: Charioteer
- Fortify Speed 2 pts
- Spell: Blood of the North
- Restore Health 3d6 pts for 4 turns on Self (Cost 1)
- Ability: Trollkin
- Weakness to Fire 25%
- Ability: Elfborn
- Fortify Maximum Magicka 1.5x Intelligence
- Weakness to Magicka 50%
- Ability: Wombburn
- Spell Absorption 10 pts
- Fortify Maximum Magicka 2x Intelligence
- Stunted Magicka (Magicka does not regenerate naturally)
- Spell: Blessed Word
- Turn Undead up to level 25 for 5 turns on Target (Cost 1)
- Spell: Blessed Touch
- Turn Undead up to level 25 for 5 turns on Touch (Cost 1)
- Greater Power: Mara’s Gift
- Restore Health 80 pts on Self
- Ability: Mooncalf
- Fortify Agility 1 pts
- Greater Power: Lover’s Kiss
- Paralyze 10 turns on Target
- Damage Fatigue 10 pts on Self
- Greater Power: Moonshadow
- Invisibility 10 turns on Self
- Spell: Beggar’s Nose
- Detect Life & Magic for 10 turns in 200 ft on Self (Cost 1)
- Greater Power: Tower Key
- Open 10 pts on Touch
Your Base Health value is your Endurance value times 4. When you gain a level, you gain Endurance on 2 Base Health.
Your Health regenerates at a rate of Endurance pts per Hour.
Your Maximum Magicka is determined by your Intelligence, plus any Birthsign or Racial effects.
Your Magicka regenerates at a rate of Willpower on 4 pts per Hour.
Your Maximum Fatigue is based in many stats. Is is Strength on 4, Willpower on 4, Agility on 4, Endurance on 4, all added.
Your Fatigue regenerates at a rate of Endurance on 4 pts per Turn.
Strength Affects maximum Fatigue (and the damage done by weapons?)
Intelligence Affects total Magicka, and Alchemy and Enchating results
Willpower Affects the rate Magicka regenerates, Spell cast success rate, and maximum Fatigue
Agility Affects evasion, success rate of Sneaking, Pickpocketing, and Lockpicking, and maximum Fatigue
Speed Affects movement speed and combat order
Endurance Affects base health, heath gained on level up, health regeneration, Fatigue regeneration, and maximum Fatigue
Personality Affects success rate of Speechcraft and Deception
Heavy Armor governs the use of Heavy Armors
Spear governs the use of spears
Throwing governs the use of thrown weapons, like darts, throwing stars, and javelins
Axe governs the use of axes, both war axes and battle axes
Blunt Weapon governs the use of blunt weapons, like clubs, staves, and warhammers
Long Blade governs the use of long blade weapons, one-handed (longswords, broadswords) and two-handed (claymores, katana)
Acrobatics governs how far you can jump, along with other feats of acrobatics
Block governs how effective you are at using shields
Hand-to-hand governs how effective you are at fighting without any weapon
Marksman governs the use of bows, both normal bows and crossbows
Sneak governs your stealth, along with pickpocketing
Athletics affects how quickly you can run and stay running, and other athletic feats
Short Blade governs the use of short bladed weapons, like daggers, shortswords, and wakizashi
Light Armor governs the use of light armors
Unarmored governs how effective you are without wearning any armor
Deception governs how adept you are at lying or otherwise decieving others, and how well you can spot others doing the same
Speechcraft affects how well you can persuade, rouse, or otherwise sway others, including haggling
Conjuration The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor, and summoning of Daedric or undead servants and powers to serve and protect the caster (TODO: rewrite not from UESP)
Illusion The effects of the College of Illusion spells alter the perceptions and thoughts of living beings. Illusion effects include blindness, illumination, paralysis, silence, calmness, enragement, charm, distract, camouflage, and invisibility (TODO: rewrite not from UESP)
Security governs lockpicking and less reputable knowledge
Alchemy governs the creation of potions
Enchant governs the creation and use of magical items
Mysticism The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, teleport the caster’s body, manipulate the world with telekinesis, absorb or reflect magical energies, and sense unseen objects at a distance (TODO: rewrite not from UESP)
Survival affects how well you can survive in the wilderness
Alteration Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical and elemental damage
Destruction The Destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects (TODO: rewrite not from UESP)
Restoration Adepts of the College of Restoration heal, restore, and fortify the body’s attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment strength, endurance, intelligence, agility, and other bodily attributes (TODO: rewrite not from UESP)
|Strength||Axe||Blunt Weapon||Long Blade||Crafting||Acrobatics|
|Speed||Athletics||Short Blade||Light Armor||Unarmored|
- Ability: Argonian Water Breathing
- Water Breathing on Self
- Greater Power: Beast Tongue
- Command Creature up to lvl 5 for 10 turns on Target
- Greater Power: Dragon Skin
- Shield 50 pts for 10 turns on Self
- Greater Power: Ancestor Guardian
- Summon Ancestor Guardian for 10 turns on Self
- Greater Power: Star of the West
- Absorb Fatigue 5 pts on Touch
- Greater Power: Voice of the Emperor
- Charm up to lvl 5 for 5 turns on Target
- Greater Power: Eye of Fear
- Demoralize up to lvl 25 for 5 turns on Target
- Spell: Eye of Night (Make constant effect?)
- Night Eye for 30 seconds (0 cost)
- Greater Power: Nordic Frost
- Frost Damage 25 pts on Touch
- Greater Power: Woad
- Shield 30 pts for 10 turns on Self
- Greater Power: Berserk
- Fortify Health 20 pts for 10 turns on Self
- Fortify Fatigue 10 pts for 10 turns on Self
- Fortify Attack 20 pts for 10 turns on Self
- Drain Agility 20 pts for 10 turns on Self
- Greater Power: Adrenaline Rush
- Fortify Agility 10 pts for 10 turns on Self
- Fortify Endurance 10 pts for 10 turns on Self
- Fortify Speed 10 pts for 10 turns on Self
- Fortify Strength 10 pts for 10 turns on Self
- Fortify Health 25 pts for 10 turns on Self
Abilities are passive spell effects, they are always active.
Greater Powers are only able to be used once per day, always succeed, and cost no Magicka.
Lesser Powers can be used as often as you want, always succeed, and may or may not cost Magicka.
Spells are the most common and standard spell, which are covered in the following section.
Rituals are a class of magic with casting times longer than one action.
Runes, Ward ← Enchant
Any given spell has a Spell Difficulty, which you must overcome to successfully cast. The Spell Difficulty is a base of 20, plus double the Spell Cost.
When casting a spell, roll a d20 and add your Spell Skill doubled plus your Willpower on 4. If you meet or exceed the Spell Difficulty, the spell cast is successful. On a failed cast, the Magicka is still expended.
For example, a wizard with a Destruction skill of 9 and a Willpower of 10 wants to cast a spell that costs 5 Magicka. The Spell Difficulty is then 20 + 5 * 2 → DC 30, and their Spell Cast Modifier for Destruction is 9 * 2 + 10/4 → +20; the wizard rolls a d20 and gets a 7, 7+20 is less than the required DC 30, so the spell fails.
The Spell Cost is the Magicka required to cast a spell. To calculate, multiply the Magnitude and Duration, then add in the Area, then multiply by the Spell Effect’s Base Cost, finally divide by 60 for Self and Touch spells, 48 for Target spells. Round the Spell Cost up
You can learn new spells in a variety of ways. You might find a spellbook that can teach you a spell, or learn a spell from an NPC - either through barter or other means. Characters can take an hour to teach another a spell, given the teacher has an Intelligence of 15 or higher or has a 15 or higher in the school of the spell being taught. Spells can also be created, either for a fee from NPCs or through a perk.
When creating spells, you must know a spell with the effect you want to use to be able to create a spell with that effect, whether you are paying an NPC or creating a spell yourself. The standard fee for spellmaking is 100 times its Magicka point cost.
When casting a spell at a target at range, you must overcome the Target’s Evasion in addition to the Spell Difficulty. (-> Two separate rolls?)
Enchanted Items have their own Magicka pools. This is determined by the soul size of the soul used to create the item.
When an enchantment is used, it requires Magicka points from the item’s pool equal to the Enchantment Cost.
Cast on Use items require a bonus action to use - you can only use one Cast on Use enchantment per Turn. Cast on Strike enchantments take effect whenever the item strikes a target. For bows and crossbows, they take effect when the ammunition hits a target.
Items recharge Magicka naturally, at a rate of one per hour (Change?), or can be recharged using soul gems. (Recharge using Magicka?)
Cast on Use enchantments take a bonus action to use, and only one Cast on Use enchantment can be used per Turn. Cast on Use enchantments can be Self, Touch, or Target effects. For Self, the effect is applied to the user. For Touch and Target, the one who uses item casts the spell successfully.
Cast on Strike enchantments activate whenever the item strikes a target. For bows and crossbows, they take effect when the ammunition strikes a target. Cast on Strike enchantments can be either Self or Touch effects. For Self, the effect is applied to whoever has the item equipped. For Touch, the effect is applied to the target that was struck.
Cast on Condition enchantments activate on a condition set at creation time, for example casting when someone enters a room, casting when a certain word is said, or casting when someone steps on the item. The target must also be specified, work with the GM to make sure a created condition is specific enough.
Constant Effect enchantments are always active when an item is equipped, and do not need to be used. Constant Effect enchantments can only be Self effects. The effect is applied to whoever has the item equipped.
The Enchantment Cost is equivalent to the Spell Cost of the magic effects.
The Enchantment Difficulty is a base of 20, plus four times the Enchantment Cost of the effects.
A soul of sufficient size is necessary to perform an enchantment. The size of the soul must meet or exceed the Enchantment Cost.
The base cost of an Enchantment is 100 times the Enchantment Difficulty.
To Enchant an item yourself, roll a d20, add your Enchant skill plus your Intelligence on 4. If you meet or exceed the Enchantment Difficulty, the Enchantment is a success. The soul used is still consumed on a failed Enchantment. You must know a spell with the effect to be enchanted in order to enchant and item with a given effect.
A Rune is a single use enchantment on an item, requiring no soul gem to be created. A Rune may have any casting type as described in Types of Enchantments, besides Constant Effect. Besides their single cast nature, they function the same as an equivalent enchantment.
To create a Rune, you must succeed on an Enchant check - Enchant plus Intelligence / 4 - against the Enchantment Difficulty of the effect. Enchantment Difficulty is calculated the same way as for normal enchantments. Rather than requiring a soul gem of sufficient size, creating a Rune requires the creator to use Magicka points equal to the Enchantment Cost. You must know a spell with the effect to be enchanted in order to create a rune with a given effect.
On your turn, you may drink a potion as a bonus action. You may only drink one potion per turn.
For poisons, you may use a bonus action to apply a poison to a weapon. This poison affects whatever target is next hit with that weapon successfully. You may not stack poisons on a weapon and the poison lasts for only one successful hit.
Creating a Potion requires at least a Mortar & Pestle, any other alchemical tools (Calcinator, Retort, Alembic) are optional. A Potion also requires at least two ingredients, and a maximum of four ingredients. The spell effects of the potions are whatever effects are shared by all the ingredients. If no effects are shared, potion creation automatically fails.
If a d20 roll plus your Alchemy plus your Intelligence on 4 meets or exceeds 20, a potion is successfully created.
The Magnitude of potion effects is determined by your Alchemy multiplied by 2, plus your Intelligence on 4, plus the quality of your Mortar & Pestle plus your Alembic, the total divided by the effect Base Cost. Each effect is calculated separately, having multiple effects does not reduce the strength of the other effects. (Ingredient potency?)
((Alchemy * 2) + (Intelligence / 4) + Mortar & Pestle + Alembic + Ingredient Potency) / Base Cost
The Duration of potion effects in Turns is determined by your Alchemy multiplied by 2, plus your Intelligence on 4, plus the quality of your Calcinator plus your Retort, the total divided by 4. Each effect is calculated separately, having multiple effects does not reduce the duration of the other effects.
((Alchemy * 2) + (Intelligence / 4) + Calcinator + Retort + Ingredient Potency) / 4
Note: Both Strength and Duration use your Alchemy times 2 plus your Intelligence on 4. The number before division for Magnitude and Duration calculations are constant when equipment and stats do not change. It may be useful to write down these numbers if you create potions often.
Your Armor Class is simply the armor values of all the items you wearing added, plus your current armor type’s skill on 2. For example, a character with Iron Boots (1.5), Iron Gauntlets (1.5), Iron Helmet (2), Steel Greaves (3), and a Chainmail Cuirass (3), with a Heavy Armor skill of 11 (⌊11/2⌋ = 5), has an Armor Class of 16.
Your Armor Class value determines the damage reduction when you are hit by a non-magical attack. The incoming damage is reduced by points equal to your Armor Class, with minimum damage being 1/5 the incoming value. (Change to 1/10?)
The base evasion value for characters is 10, plus your Agility on 4. Skill modifiers are determined by what kind of armor set you are wearing.
For Unarmored characters, add your Unarmored on 2.
For characters in Light Armor, add your Light Armor on 4.
For characters in Heavy Armor, no modifiers are added.
The overall armor type of the character is determined by what the majority of the main slots (Boots, Legs, Chest, Hands, Helmet) contain. For each non-conforming item your armor skill is reduced by two for the purposes of Evasion calculation. (Change? Mixed calculation?)
Before making an Attack Roll, you must decide how much Fatigue you are investing in the attack. Different weapon types require and allow different amounts of Fatigue to be used (See table). Each extra Fatigue used beyond the minimum required increases the damage, depending on the material and weapon type (See table). Finally, your Strength score is added to the Damage.
Your Attack Roll is equivalent to your weapon skill plus your Agility on 4. Make a roll with a d20, if the roll plus your Attack Roll meets or exceeds the target’s Evasion value, the attack hits.
Making an Attack with a Ranged Weapon is no different from any other weapon, however you must be aware of Ammunition and Range.
Throwing weapons are their own Ammunition, and can be recovered after they have hit something.
Bows use Arrows and Crossbows use Bolts, their damage is added to the normal Attack damage. Arrows and bolts may be recovered, but not always. A good guideline is recovering half of arrows that hit a target, though this is up to the GM. Arrows which miss can always be recovered, if you can find them.
All Ranged weapons have an effective range, outside of this range you subtract one from your Attack Roll for every 5ft.
Spears and Staves have more reach than other weapons. They can reach enemies up to 10ft away, rather than the 5ft of normal weapons.
Attacking an enemy within 5ft with a Spear or Staff, however, reduces your Attack Roll by 10.
A Round consists of the Turns of all characters involved in some situation, most often combat. Outside of combat, Rounds are not required, but can be used if the GM finds it fit.
The first part of the Round is Declaration, wherein characters declare what they will attempt to do on their Turn. Declaration moves in reverse Turn Order (i.e. higher Speed declares last, lower Speed declares first).
After all characters have Declared, the Turns are taken in Turn order. Characters attempt to do whatever they Declared.
Turn Order is determined by Speed. Characters with higher Speed act first, characters with lower Speed last. Ties may be broken with a d20 challenge or agreement between players.
(Change to use a roll as well?)
Declaration moves in reverse Turn Order (i.e. higher Speed declares last, lower Speed declares first). This allows characters with a higher Speed to decide their actions based on the Declaration of lower Speed characters, giving a significant advantage.
For example, a goblin declares that they are going to run over and attack a wizard. The wizard has a higher Speed, and makes their declaration after the goblin. They see that the goblin is going to attack them, and so decides to cast a Fire Shield spell.
On a character’s Turn, they attempt to enact whatever they decided in their Declaration. For example, a rogue sees a health potion sitting on a table, and in their declaration states they’re going to run over and drink it. On their Turn, they begin to run over, but knock right into an invisible wall. They cannot get to the potion, and so their turn ends.
In the goblin example from the Declaration section, the wizard acts first, and on their Turn successfully casts their Fire Shield spell. The goblin, as they declared, runs to the wizard and attacks, only to get a heavy dose of fire damage, and our wizard remains unscathed.
Your movement speed is a base of 10ft per Turn, plus your Athletics on 4 added with your Speed on 2 times 5ft. E.g. A character with a Speed of 13 and an Athletics of 9 has a movement speed of 10ft + ((13/2 + 9/4) * 5ft) → 50ft.
You can move once per Turn (Fatigue cost? Half speed free?), plus one additional time for 2 Fatigue.
Actions encompass many thing you might want to do on a Turn. The most common are making an Attack and Casting a Spell.
You have only one Action per Turn.
Many things do not take up a full action, and instead are bonus actions, which can be taken in addition to normal actions. Examples would be drinking a Potion, using an Enchantment on an item, dropping an item, or shouting something.
Most bonus actions can only be taken once per Turn, e.g. you can only drink one potion per Turn. This is the default for any bonus action unless otherwise specified.
Speaking is an example of a bonus action which can be done multiple times in a Turn, the limits are up to the GM.
Equipping a weapon is a bonus action, however if you store your current weapon it takes a full Action. If you drop your current weapon, equipping a new weapon remains a bonus action.
An Attribute increases by 1 when there have been 2 increases in Skills it governs, either one Skill increasing by two or two Skills increasing by one. The maximum base value of an Attribute is 20, it cannot be raised further with Skill increases.
A Skill increases by one when a player reaches 2x the value being increased to in Experience points. The maximum base value for a Skill is 20.
When the GM feels a player has used a Skill a significant amount, has used a Skill in a particularly clever way, or a way that fits the character very well from a roleplay perspective, the GM awards the player an Experience point in that Skill. When a player has gained enough Experience points in a Skill, the Skill increases.
A player using Light Armor and a Spear has finished a long combat, or a series of smaller fights. The GM awards an Experience point in each.
A mage has used a new Destruction spell for the first time. The GM awards an Experience point in Destruction.
A thief managed to open a moderately difficult lock. The GM awards an Experience point in Security.
A player used an enchanted item to save themselves from a dangerous situation. The GM awards an experience point in Enchant.
A warrior in Heavy Armor tanks and holds off a horde of enemies, fighting to the last breath to buy time for the party to think of a way to escape. The GM awards 2 Experience points in Heavy Armor.
A mage managed to cast a Conjuration spell far beyond their normal skill, achieving a key objective for the party’s, or their own, quest. The GM awards 3 Experience points in Conjuration.
A slick-talking player manages to buy an item at a price significantly below what the seller was originally asking. The GM awards an Experience point in Speechcraft.
The points at which GMs award Experience are up to them, though they should not be too reserved with them - many Experience points are needed to advance.
Experience points required for Skill increase is 2x the value you are increasing to.
|0 → 1||2|
|1 → 2||4|
|2 → 3||6|
|3 → 4||8|
|4 → 5||10|
|5 → 6||12|
|6 → 7||14|
|7 → 8||16|
|8 → 9||18|
|9 → 10||20|
|10 → 11||22|
|11 → 12||24|
|12 → 13||26|
|13 → 14||28|
|14 → 15||30|
|15 → 16||32|
|16 → 17||34|
|17 → 18||36|
|18 → 19||38|
|19 → 20||40|
You gain Perks for each Skill as you increase it, one at the Apprentice level 5, one at the Expert level 10, one at the Master level 15. You can find a list of the Perks here. (Higher values for Expert and Master perks?)
You gain a level when you have had an Attribute increase. On gaining a level, your base HP increases by half your Endurace value. Also used for a few spell effects rn and that’s about it... might have perks interact with it, idk
|Attack Fatigue Cost||Weapon Type|
|0 Base Fatigue (1 Max)||Short Blade||Club||Staff||Throwing|
|1 Base Fatigue (3 Max)||Long Blade (1h)||Spear||War Axe||Bows & Crossbow|
|2 Base Fatigue (5 Max)||Warhammer||Battle Axe||Long Blade (2h)|
|Axe||Battle Axe||War Axe|
|Long Blade||Long Blade (1h)||Long Blade (2h)|
|Short Blade||Short Blade|
|Bow||Iron, Steel, Silver||60ft|
|Throwing||Iron, Steel, Silver||20ft|
|Light Iron Shield||3.5|