Académique Documents
Professionnel Documents
Culture Documents
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)