Vous êtes sur la page 1sur 10

The Elder Scrolls V

SKYRIM FIVE YEARS LATER

Rules and Other Shit you need to know

Introduction
The year is 4E 206. It has been five years since the Dovahkiin destroyed Alduin the World-Eater. Though the Dragon attacks have become much less frequent, the war between the Empire and the Stormcloaks still continues; the Empire now weakened after the Emperor, Titus Mede II, was assassinated on his trip to Skyrim by the Dark Brotherhood. The Thalmor have become more aggressive in their hunts for Talos Worshipers; arresting people on the spot who they suspect of disobeying the White-Gold Concordat. Political tension has never been higher in the war than it is now. On the 31st of First Seed, many adventurers have gathered in Whiterun after all receiving a mysterious letter from an anonymous individual. Now at the Bannered Mare, they wait for their host to reveal themself.

Rules
Okay, first you have to make a character sheet (an example will be on the page after the next). You create can werewolves and vampires but they will have no effect on gameplay and werewolves cannot transform unless it is stated by the Game Master (GM). To be a werewolf though, you must also be a member of the Companions. Your character can carry one set of armour/robes and either two 1-handed weapons and a 2-handed weapon or two 2-handed weapons. Shields take up a 1handed slot and Bows and Staffs/Staves are counted as 2-handed weapons. Attack are calculated as follows: Daggers - 1d6, 1-h -1d8, Offensive Magic - 1d10, Bows - 1d12, 2-h - 1d20. To attack, you roll the die and whatever number you end up with is the initial damage. You then roll the die a second time and if you hit the highest number, inflict critical damage which doubles the initial damage. Magic cannot crit. If on the second die you roll a 1 for a dagger, a 1 or 2 for a 1-handed, a 1-3 for a spell, a 1-4 for a bow, or a 1-6 for a 2-handed, the attack will miss. To block an enemy attack, simply state that you are and roll a d6. You will absorb as much damage from the attack as you land. You must have a shield to block. All other skills that need a roll such as Restoration, Lockpicking, Sneak, Pickpocketing and Speech require a roll from a d20 unless specified. Robes increase the effectiveness of a school of magic. They add an additional point to the spell. The schools of magic are Alteration, Conjuration, Destruction, Illusion and Restoration. Adept robes add 1 point, Expert add 2 points and Master add 3 points. See the races and skills pages to see how these affect gameplay. You cannot have enchantments and improvements on equipment at the same time.

Starting Out
Starting out in this game, the following rules apply to your characters. The best material you can start with for weapons is steel. The best material you can start with for light armour is leather. The best material you can start with for heavy armour is iron. The best set of robes you can start with is adept level. You start with 50 pieces of gold. You may have one potion or poison. All players start with 100 points of health. Health does not regenerate.

Once you have started the game, you may upgrade your equipment if youre an enchanter or blacksmith or purchase some new equipment from the blacksmiths. However, you must sell your current armour or weapon(s) to carry your new one(s). Equipment type adds points to attack and defence as follows. Elvish/Dwarfen - +1 point to attack and -1 point of damage taken. Glass/Orcish - +2 points to attack and -2 points of damage taken. Any enchantments or improvements you add/make to your armour and/or weapons will be lost if you sell it or lose it.

Character Sheets
Text in bold is an example of my character Name: This is the name of your character. (Andy) Race: A list of available races is on the next page. State here if youre a werewolf or vampire. (Bosmer) Gender: Self-explanatory really. Only male or female. (Male) Age: Same as above. (20) Equipment: As discussed before. (A hunting bow, steel dagger, steel sword, leather armour) Abilities: You will pick four skills from the available 15 from the list on the next page. Two adept level, one expert and one master. More details of how they work will also be on the next page. (Adept: Alchemy and Light Armour. Expert: Sneak. Master: Archery) Main Class: Pick between four different classes that have different effects on your roles. Warrior +3 to all damage/strength rolls. Mage +3 to all Speech and Magic related rolls. Thief +3 to luck/stealth rolls. Defensive Warrior -3 to all damage taken. (Thief) Occupation: What job you have. (Archer) Backstory: Where you come from and why you came to the Bannered Mare. (Coming from Markarth, Andy has arrived at the Bannered Mare intent on gathering a team of adventurers to come with him on quest)

Races and Skills


Races Humans - Breton (Manmer), Imperial (Cyrodiils), Nord and Redguard (Yokudans). Mer (Elves) - Altmer (High Elves), Bosmer (Wood Elves), Dunmer (Dark Elves), Orc (Orsimer or Pariah Folk). Beasts Argonian or Khajiit Skills Combat Archery, Block, Heavy Armour, One-Handed, Smithing, Two-Handed. Magic Alteration, Conjuration, Destruction, Enchanting, Illusion, Restoration. Stealth Alchemy, Light Armour, Lockpicking, Pickpocket, Sneak, Speech. Skills all get additional points added to rolls depending on your rank. Adept adds 1 point, Expert 2 points and Master 3 points. For Archery, One-Handed, Two-Handed and Destruction, add points to damage. Alteration, Conjuration and Illusion adds how many turns the spell is effective for. Normally, a spell is effective for two turns. Smithing adds damage to weapons and defence to armour depending on skill level to one item. Materials are needed. They are sold by blacksmiths. No roll.

Races and Skills (Cont.)


Combat Archery, Block, Heavy Armour, One-Handed, Smithing, Two-Handed. Magic Alteration, Conjuration, Destruction, Enchanting, Illusion, Restoration. Stealth Alchemy, Light Armour, Lockpicking, Pickpocket, Sneak, Speech. Enchanting adds extra damage to a weapon with a spell. Soul Gems are needed. No roll. Restoration restores health to yourself or others. At master level, a spell restores both. Heavy and Light Armour decrease damage taken dependant on skill level but only if you are wearing the corresponding armour. No roll. Alchemy lets you create more effective potions and poisons. Potions bought will restore 5 points of health and poisons add 1 point of damage to your next attack. Any potions or poisons you create will add points to those values depending on your level. The maximum amount of potions and poisons you carry around is three. Lockpicking, Pickpocket, Sneak and Speech are all affected by chance. However, if you are trained in them, you will again a better chance of success. Block allows the player to absorb extra damage from an attack.

Race Descriptions and their Powers


The Imperials (or Cyrodiils) are the natives of Cyrodiil, the centre of the now crumbling Empire. Their keen-minds and charismatic skills have made them into shrewd diplomats and traders who always seem to find more money than others. The Bretons (or Manmer) are the natives of High Rock descended from the Altmer-Nedic Manmer of the Merethic Era. Because of their Elven ancestry, they have high magical potential that often allows them to train to become strong battlemages. Their magical background grants the race with a resistance to magic, taking 25% less damage from a spell than any other race. The Nords are the natives of Skyrim who are renowned for their incredible. resistance to the cold and any frost magic, only taking half the damage that any other race. Their natural strength has made them excellent warriors. Redguard (formerly known as Yokudans) are the natives of Hammerfell whose skill in battle and fierce sense of independence have made them great scouts, skirmishers and adventurers who arent known for being rank-and-file soldiers. Their higher than average adrenaline rushes in battle means they miss less often, adding an extra 1 point to each critical roll except for daggers. Orcs (also known as Orsimer and Pariah Folk in earlier times) are the people who were native to Orsinium, though after it was destroyed in the early Forth Era, many fled to Skyrim. Noted for being some of the best smiths in Tamriel and having a natural ability that allows them to cause double the usual damage in one attack per day without missing but cannot crit.

Race Descriptions and their Powers


The High Elves (or Altmer in Aldmeri tongue) are the natives of the Summerset Isles, now known as Alinor under the Aldmeri Dominion. The most naturally gifted race in the arcane arts, the Altmer pride themselves on their culture and tend to look down on lesser races. Because of their gifts, once per day, Altmer are able to cast a spell at double the normal effectiveness. The Wood Elves (or Bosmer in Aldmeri tongue) are the natives of Valenwood; a densely forested, sub-tropical province where cities are hidden in the trees. They are widely regarded as being one with nature and experts with a bow. Their affinity with the wild makes them able to form bonds with animals. The Dark Elves (or Dunmer in Aldmeri tongue) are the natives of Morrowind, a province now in ruins but slowly rebuilding after the Red Mountain incident. Well known for being expert spellswords and assassins, their blood grants them a resistance to fire, only taking half the damage any other race would. Khajiit are the cat people of Elsweyr; a region with arid badlands in its North and lush sub-tropical environments in the South. Their keen minds and agile bodies have made them known for being skilled acrobats, thieves and assassins, often making them targets for being discriminated against. They have the ability to see in the dark, making them great explorers. Argonians are the formerly enslaved lizard people of the Black Marsh; a swampland region that is home to a sentient race of trees known as the Hist. Their natural ability to breath underwater has made them great fishers whilst their other skills tend to involve thievery at their core.

Character Sheet for Andy


Name: Andy Race: Bosmer Gender: Male Age: 20 Equipment: A hunting bow, steel dagger, steel sword, leather armour Abilities: Adept: Alchemy and Light Armour. Expert: Sneak. Master: Archery Main Class: Thief Occupation: Archer Backstory: Hailing originally from Rorikstead to two Bosmers from Valenwood, Andy moved to Markarth when he heard need of archers to man the walls against the Forsworn attacks on the city. Eventually he settled down but after recent events, he is now off to seek his fortune. His first stop is Whiterun, the central city of Skyrim, to form a group that will lead him to his prize.

Vous aimerez peut-être aussi