recursal/Fanatic-Fandom huggingface dataset:
Navigate

**Example Specializations:** Cartography, Marine Navigation, Direction Sense

**Governing Characteristics:** Intelligence, Perception

The Navigate skill reflects a character’s ability to plot and follow a course from one point to another, as well as the ability to provide directions and lead others along the plotted course. Your GM may ask you to test Navigation when you try to accomplish tasks like the following:

* Find your way out of a dungeon
* Plot a course for a ship
* Create a map of a mountain range
* Lead your party through a forest
Exploit Weakness

These weapons are small and able to slip into gaps in a target’s defenses. Attacks with this weapon treat full armor as partial armor, and partial armor as unarmored (but do not actually reduce the location’s AR). This can be used to trigger effects, such as Slashing, that interact with the level of armor the target is wearing.
Hyper Awareness

**Level 6 ( 800 XP )**

**Requirements:** Perception (50) - (45) if Combat Style or Evade (Expert); Observe(Adept); Observant

When the character passes any Combat Style or Evade skill test they can choose to take the number of degrees of success that they rolled, or take a number equal to their Observe skill rank instead.
Logic

**Example Specializations:** Puzzles, Gambling, Riddles

**Governing Characteristics:** Intelligence, Perception

The Logic skill represents a character’s ability to think logically, solve puzzles, and dissect information rationally and quickly. Your GM may ask you to test Logic when you try to accomplish tasks like the following:

* Solve a puzzle or riddle
* Perform mathematical calculations
* Make sense of a confusing situation
* Realize something simple you may have overlooked
* Improve your odds in a game of chance
Spell Attributes

### Spell Schools

Each spell has one or more associated **Schools of Magic**. These reflect the type of effect the spell generate, and also determine which skill(s) the character must use in order to cast it.

* Alteration
* Conjuration
* Destruction
* Illusion
* Mysticism
* Necromancy
* Restoration

### Spell Level

Each spell’s **Spell Level** is used to determine how much magicka it costs for a character to cast (the specific cost will be listed with the spell). Higher level spells produce more powerful effects. Each level of a spell is its own distinct spell, and must be learned separately. Some spells have fewer than 6 levels.

Learning a spell takes a number of days equal to the level of the spell, and typically requires a character to study from a spell tome or learn from a teacher.

**Spell Level**
 1
 2
 3
 4
 5
 6

### Spell Strength

The **Spell Strength (SS)** of a spell is simply a variable that is used to quantify the strength of the spell in its rules entry, and that is based on the spell level.

### Spell Attributes

Many spells have attributes listed in their profiles that modify their rules or clarify how they function in game terms. The rules for spell attributes apply to all types of spells, and are included in the list below for convenience.

* AoE (Range, Form)
* Direct
* Mage Guard
* Mindlock (x)
* Natural
* Overload
* Ranged/Melee/Direct Attack (Range/Reach)
* Reaction
* Upkeep
* [Variation]
(Unglamoured) Wild Shape

During character creation, the Unglamoured must pick one trait associated with their wild shape:

* Amphibious
* Climber (Ag.B.\*2)
* Crawler
* Dark Sight
* Natural Toughness (1)
* Natural Weapons (Horns or Claws; 1d6 Slashing or Crushing)
* Natural Weapons (Fangs; 1d4 Slashing, Bite)
* Quadruped
* Regeneration (1)
* Swimmer

However, their altered form is also a curse, and they must therefore select one weakness as well:

* Silver-Scarred (2)
* Sun-Scarred (2)
* Weakness (Fire, 2)
* Weak Point (Choose on Hit Location)
Breton

## Province

Bretons (from the Ehlnofex "beratu" meaning half, and once known as the Manmeri) are a human race of elven ancestry that inhabits High Rock. They are united in culture and language, but divided politically, for High Rock is fractious. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms competing for power within High Rock. Bretons are known for proficiency in abstract thinking and have a quick and perceptive grasp of spellcraft, enchantment, and alchemy. Even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies. This natural affinity for the magical arts is attributed to their Elven blood. Bretons, by and large, are pale-skinned and slight humans, less muscular than Nords and Redguards, and possess more defined features such as high cheekbones. Despite their politically fractious society, the Bretons are unified by language, bardic traditions, and heroic tales. Due to their mixed heritage, they are sometimes disparagingly termed a "mongrel race".

### Traits

* Resistance (Magic, 2)
* Power Well (10)

### Other

* During character creation, Breton characters may pick one of the traditional magic skills (Alchemy, Alteration, Conjuration, Destruction, Enchanting, Illusion, Mysticism, or Restoration) to begin trained at Novice rank for free.

You want to learn more about Breton Lore, Culture, History and Society here.
Shield (Spell)

*Eventually, you may slip up. This spell makes sure that your mistakes only cost you your dignity, instead of your life.*

### Spell Effects

Caster gains [SS] temporary bonus HP against physical damage for SL minutes. Any damage the caster takes reduces this HP first.

### Spell Attributes

* Upkeep
* Mage Guard (+Wp Bonus to bonus HP; double the magicka cost)
Alchemical Creation

### General Overview

Creating a potion or poison, is simply a matter of choosing the desired effects, setting the parameters of that effect to determine a final cost, and then writing down the effects of the potion for reference.

Characters can create potions or poisons, that impart multiple effects when consumed. Creating these sorts of potions can prove more difficult for the character, but is not much more complicated than creating a normal one.

A character can use any effect when creating potions, but attempting to use effects of a higher level than the character’s rank in the Alchemy skill can be difficult.

### Creation Process

#### Step 1: Choosing the Ingredient

First, decide on which ingredients you will use for the potion or poison.

Each ingredient included **allows for a single effect** to be added to the potion, and **no more than 3 ingredients** (and thus three effects, which must be unique) can be used in a single potion.

#### Step 2: Pick the Effects and Determine the Parameters

Next, pick the effect(s) (**maximum 3**) that the potion or poison will produce, and decide on their parameters.

Each effect has an associated value, called **Ingredient Level (IL)**, that determines its strength. The chosen ingredient level **may not be higher than the depth** of the chosen ingredient.

#### Step 3: Determine the Effect Cost

Next, simply “plug in” your chosen Ingredient Level (IL) values to the effect cost formula provided for your chosen effect(s). **If the cost of an effect is higher than the strength of the corresponding ingredient, then you must reduce the spell level of that effect.**

#### Step 4: Create the Potion or Poison

To create a potion a character must pass an Alchemy skill test.

This test suffers a -10 penalty for each level by which the potion’s highest Ingredient Level (IL) effect exceeds the Alchemy skill rank of the character, and an additional -10 for potions with more than one effect. Creating a potion takes a number of hours equal to the total of the Ingredient Levels of its effects, and requires a set of alchemical tools. Ingredients are lost on failure.

If a character critically fails this test, or fails normally when creating a potion that either includes multiple effects or an effect with a level above their Alchemy skill rank, the potion backfires. Roll a d4 on the Alchemical Creation Backfires table and add the highest Ingredient Level included in the potion to the result.
Rest and Travel

This section describes the rules for how characters can recover when resting, and how to handle travel across long distances.

### Resting

There are two different types of rests: **long rests**, and **short rests**.

###### Long Rest

A long rest is an 8 hour long period of downtime in which the character performs no strenuous physical activity.

At the end of a long rest, a character removes all levels of fatigue and regains all SP spent, heals an amount of Health Points equal to their Endurance bonus (**as long as they have no untreated wounds**), and regenerates all of their missing Magicka Points.

Many powers also recharge at the end of a long rest.

Their natural healing is doubled if the character is focused entirely on healing themselves (or if another person is caring for them).

**A character cannot benefit from more than one long rest in a 24 hour period, and must be conscious at the start** to gain it benefits.

###### Short Rest

A short rest is an hour long period of downtime in which the character performs no strenuous physical activity. At the end of a short rest, a character regenerates one Stamina Point or removes one level of fatigue, and regains Int. B. Magicka Points.

### Travel

A character, or group of characters, can travel at either a slow, normal, or fast pace. This determines how far they can move in a given period of time, and how taxing the journey is.

**Travel Pace**
 Normal
 Fast

The travel pace assumes that characters travel roughly 8 hours in a day. For each hour traveled beyond this the characters must make an Endurance test (starting at +0 for the first hour) with a stacking -10 penalty for each hour beyond this. On failure, the character loses 1 SP.
Monster Hunter

**Level 5 (500 XP)**

**Requirements:** Strength, Agility (40); Combat Style (Apprentice)

Pikes wielded by this character loses the Unwieldy quality, and gains the Splitting quality.

Additionally, the Pikeman treats creatures of size Large or above as one size category larger for the purpose of Size To-Hit effects while wielding a pike.
Questioning

**Level 3 ( 300 XP )**

**Requirements:** Intelligence (35); Persuade(Apprentice)

When the character passes a Persuade skill test made to try to elicit information from a character through conversation they can choose to take the number of degrees of success that they rolled, or take a number equal to their Persuade skill rank instead.
Conjuration

**Example Specializations:** Atronach Summoning, Spirit Summoning

**Governing Characteristics:** Willpower

This skill influences the use of spells from the school of Conjuration. As a school, Conjuration focuses on calling upon and and interacting with various otherworldly entities. Your GM may ask you to test Conjuration when you try to accomplish tasks like the following:

* Cast a Conjuration spell
* Identify a summoned entity
Power Draw

**Level 5 (500 XP)**

**Requirements:** Strength, Agility (40); Combat Style (Apprentice)

Before making an attack with a longbow the character can choose to spend one Stamina point. If the attack hits the target and deals damage (after mitigation) the target must make a Strength test or be knocked prone. Additionally, the character may use the longbow as if it were an Unwieldy wooden quarterstaff in melee, longbows they wield gain Exploit Weakness, and the character no longer has a -20 to hit prone targets with longbows.
Undead

Characters with this trait are mere walking corpses. They do not breathe, or require organs or correct pressures to function. They are immune to things such as disease, poison, passive wound effects, aging, fatigue, and a number of conditions including but not limited to: dazed, deafened, and organ damage. Use common sense when deciding what can and cannot affect characters with this trait.
Health and Damage

During the course of the players’ adventures, it is very likely that they will suffer injury of some kind. The following rules explain how to handle **damage** and **death**.

Wounds, having their own mechanic, will be treated here.

### Damage, Hit Locations and Damage Types

Damage represents the ability of an attack to harm a character. **Attacks** against a character **always strike a particular hit location** (determined by the 1s digit of the attack roll, or a D10 counting 10 as 0), and the damage of that attack is usually reduced by the **Armor Rating ( AR ) or Magic Armor Rating ( AR )** of that hit location and/or by Traits and other effects that grant resistance or immunity to certain damage types. The characters Health Points (HP) are then reduced by the remaining amount.

**Hit Locations Table**
 6
 7
 8
 9
 0

As mentioned above, there are various **Damage Types** which can be divided into two main groups: Physical and Magical Damage.

**Physical Damage:** Represents physical cuts, jabs, and blows that harm a character through force of impact or blood loss (or both). All normal weapons deal physical damage, and physical damage is reduced by normal AR.

**Magical Damage:** Represents damage dealt by magical or elemental forces, such as burns from a fire ball spell. Poison is included in this category, though it is not always magical in nature. There are sub-types of magic damage, each reduced by a corresponding armor type (and also reduced by generic magic AR).

**Magic Damage Types**
 Fire
 Frost
 Shock
 Poison

### Death

**If a character is reduced to 0 Health Points, then they fall unconscious**. A character who is unconscious at 0 HP must pass an Endurance test on their turn. **If they fail a number of tests in excess of their Luck bonus while unconscious, then they die.** Taking damage at least once causes the character to fail the next test. If an effect would stabilize them (this can be done with a Survival or Profession [Medicine] skill test and a healer’s kit) or bring them above 0 HP, then they stop testing.
Intelligenge

**Intelligence ( Int )** measures a character’s mental prowess, problem solving, reasoning, ability to recall information, and understanding of the mysteries of magicka.

The **Intelligence Bonus ( Int. B. )** is a value equal to the tens digit of the Intelligence score.

*Ex.: A character with an Intelligence Score of 40, will have an Intelligence Bonus of 4.*

**Attributes that are influenced by the Intelligence Characteristic are:**

* Linguistics
* Magicka Points
* Initiative Rating

**Skills whose Governing Characteristic is Intelligence:**

* Alchemy
* Command
* Commerce
* Deceive
* Enchant
* Investigate
* Logic
* Lore
* Navigate
* Subterfuge
* Survival
(Ayleid) Empowered by Starlight

Ayleid characters treat their Willpower Bonus as being 2 higher for the purpose of spell restraint while under direct starlight. The Ayleid can choose to forfeit this bonus as a free action for the rest of the night in order to absorb some of the radiating magicka, regaining 15 Magicka Points instantly.
Point Blank

**Level 5 (500 XP)**

**Requirements:** Agility (40); Combat Style (Apprentice)

When using a shortbow the character never provokes attacks of opportunity when using it to make attacks within melee range of an enemy, and can use the weapon to attempt to parry attacks. Shortbows the character wields gain Exploit Weakness.
Action Points

A character’s **Action Points** **(AP)** maximum, determines how often a character can act in a combat round. Spent AP regenerates at the start of the character’s turn.

The maximum amount of Action Points a character can have, is based on the **sum** of their **Agility**, **Intelligence** and **Perception Bonuses.**

If **Ag. B.** + **Int. B.** + **Prc. B.** is equal or less than 16, then ====> the character has **3 maximum AP**

If **Ag. B.** + **Int. B.** + **Prc. B.** is 17 or greater, then ==========> the character has **4 maximum AP**
War Cry

Nords are able to call on a very simple form of the Thu’um and harness it to frighten their enemies in battle. As an action, they can issue a mighty war cry that forces all enemies who hear it to make a Panic (+30) test. If a character passes this test, they are immune to the effects of this power for the remainder of the encounter. This power may only be used once until after the character’s next long rest.
Living Armor

**Level 6 ( 800 XP )**

**Requirements:** Willpower (40); Conjuration(Expert)

The character can, instead of paying the Magicka cost of Upkeeping all active Conjure Armour and Conjure Weapon effects that affect only the caster, choose to reduce their AP by 1 point instead. If the character ever loses concentration, such as by being Stunned, Dazed, knocked Unconscious, or simply choosing to drop concentration, the spells’ effects immediately end as if they had not paid their Upkeep.
Alchemy

**Example Specializations:** Healing, Fortifying, Poisons

**Governing Characteristics:** Intelligence

Alchemy is the arcane art of brewing potions and poisons by combining ingredients in order to exploit their magical effects. This skill can be used to create a variety of concoctions with dramatic effects ranging from potions of levitation or healing, to magical poisons. Your GM may ask you to test Alchemy when you try to accomplish tasks like the following:

* Brewing a potion or poison
* Identifying magical ingredients
* Identifying the effects of an unknown potion
Conventional Spell

Conventional spells are “tried and true” spells that fall clearly within a single school, and produce only a single effect. They are spells that have been refined over generations by the mages of Tamriel: simple, elegant incantations and patterns that produce reliable effects. This section contains rules for using conventional spells, and a full list of them.

Each conventional spell profile listed in this section, will include the following: the name of the spell, its school, its spell level(s)/strength, corresponding magicka costs, spell attributes, and rules for resolving the spell. The **spell strength (SS)** of a spell is simply a variable that is used to quantify the strength of the spell in its rules entry, and that is based on the spell level.

* Alteration
	+ Armor
	+ Burden
	+ Feather
	+ Jump
	+ Levitate
	+ Lock
	+ Magic Armor
	+ Magic Shield
	+ Open
	+ Repair
	+ Shield
	+ Slowfall
	+ (Type) Armor
	+ (Type) Shield
	+ Ward
	+ Water Breathing
	+ Water Walking
Defender

**Level 3 (300 XP)**

**Requirements:** Endurance, Willpower, Perception (35)

As a 1 AP defensive reaction the character can switch positions with an ally within 1 meter if that ally is attacked, become the new target of the attack, and either block, parry, or counter it (does not require an additional AP to be spent). Counter attacking in this way can be done before the character has their first turn in combat.
Telepathy (x)

Characters with this trait can communicate with others telepathically.

They are capable of “broadcasting” thoughts to other characters within a number of meters equal to one hundred times their Willpower bonus. They must have line of sight to the character to whom they are broadcasting, unless the target character has this trait as well.

Characters with this trait can make a Perception test as a free action to attempt to locate other characters with this trait within their broadcast range, though this test can be opposed by a Willpower test if a character wishes to remain hidden.

The strength X of this trait determines the complexity of the thoughts they can broadcast.

**Telepathy Table**
 2
 3
 4
 5
 6
 7
Jake Short Wiki

**Welcome to the Jake Short Wiki!**
This wiki is for fans of the actor Jake Short.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
The Unofficial Elder Scrolls Tabletop RPG Wiki

**Welcome to the The Unofficial Elder Scrolls Tabletop RPG Wiki!**
Bringing together the love for The Elder Scrolls' universe with the one for tabletop RPGs

This wiki was created in order to make the ruleset for the Unofficial Elder Scrolls RPG, more accessible to anyone, hoping that it may allow it to grow larger and more known.

A huge thanks goes to the original creators of the UESRPG 3e Core Rulebook and its expansions, which constitute the foundations of this wiki. Another thanks goes to the creators and publishers of the games that have contributed to the creation of this amazing and rich universe.

Keep in mind that this is still a work in progress and it's being constantly updated.

## Index of Useful Links

#### Everything about the Character

* Characteristics
* Attributes
* Races
* Skills
* Talents
* Traits
* Birthsigns
* Powers
* Character Creation

#### Everything about the General Mechanics

* Test
* Criticals
* Health and Damage
* Wounds
* Conditions
* Rest and Travel
* Fear and Horror
* Falling
* Jumping
* Holding Breath

#### Everything about Combat

* Round
* Movement
* Actions
* Attacking & Defending
* Advantages
* Grappling

#### Everything about Magic

* Spellcasting
* Magical Backfire
* Spell Attributes
* Conventional Spells

#### Everything about Items

* Encumbrance
* Armor
* Shields
* Weapons

#### Everything about Alchemy

* Alchemical Creation
* Alchemical Backfires
* Potions
* Poisons
* Ingredients

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Traits

Traits are rules that reflect various racial or inherited facts about the character or certain abilities they possess.

Here's a list with all the possible character traits you may encounter:

* (Altmer) Mental Strength
* Amphibious
* (Argonian) Inscrutable
* (Ashlander) Life in the Wasteland
* (Ashlander) Pride and Prejudice
* (Ayleid) Empowered by Starlight
* (Ayleid) Flesh Shaper
* Bestial
* Bite
* Blind
* (Bosmer) Beast Tongue
* (Bosmer) Natural Archers
* Bound
* Climber (x)
* (Colovian Ayleid) North Elf
* Crawler
* Dark Sight
* Deaf
* Disease Resistance (x)
* Diseased (+/-X)
* Flyer
* From Beyond
* Humanoid's Best friend
* Immunity (\*)
* (Imperial) Star of the West
* (Imperial) Voice of the Emperor
* Incorporeal
* Loyalty (x, y)
* (Maormer) Chameleon Skin
* (Maormer) Children of the Sea
* (Maormer) Sorcerous Serpent Speech
* Magic Resistant
* Minion
* Natural Toughness (x)
* Natural Weapons (\*)
* Power Well (x)
* Quadruped
* (Reachman) Accustomed to the Profane
* (Reachman) Fury of the Old Gods
* Regeneration (x)
* Resilient (x)
* Resist Normal Weapons (x)
* Resistance (\*, x)
* Running out of Luck
* Savage
* Silver-Scarred
* Skeletal
* (Sload) Corpulent
* (Sload) Foreigners
* Spell Absorption (x)
* Stubborn (Trait)
* Stunted Magicka
* Summoned
* Sun-Scarred (x)
* Swimmer
* Teamwork
* Telekinesis (x)
* Telepathy (x)
* Terrifying (x)
* Thick Skull
* Tough
* Trained
* Undead
* Undying
* (Unglamoured) One with the Wild
* (Unglamoured) The Beast Within
* (Unglamoured) Wild Shape
* Unnatural Senses (\*, x)
* Unrelenting
* Vicious
* Weak Point (Hit Location)
* Weakness (\*, x)
Unnatural Senses (*, x)

The character with this trait can perceive its surroundings using additional and/or different senses than the usual. Their Senses allow them to detect the things specified by \* within range of X meters (even through solid objects). If \* is “all,” then their Senses have been replaced entirely and they can simply see “normally” through solid objects up to X meters away.
Test

A **Test** is a **D100 roll made to determine whether or not a character has succeeded or failed at a certain action**, and to what degree. Characters will be called to make tests in a variety of scenarios, but it’s important to remember that **tests are not required for every action**.

*Whether to call for a test or not is ultimately the GM's decision, but remember that tests should not be called for routine activities or when there's no real consequence for failing one: **more tests do not necessarily mean more fun**. The **Golden Rule** for calling test should be asking oneself "Which would be the consequences of a failure and would they be relevant somehow?" and "What would the player do after the possible failure?". If the answers are "no real, meaningful consequence" and "the player would simply try it again anyway", then simply skip the test: smoother gameplay leads to a more fun experience.*

The **Test** is performed by making a percentile roll (1D100) and comparing its result to a **Target Number ( TN )**, typically a value between 1 and 99, that is usually determined, according to the GM indication, either by a raw Characteristic Score, or a sum of a Characteristic Score an the modifier granted by a certain Skill Rank ( plus other modifiers that may be applied becouse of Talents, Conditions or other circumstances).

**If the roll is less than or equal to the target number, the character succeeds.** If the roll is higher than the target number, they fail.

If the result is a Lucky or Unlucky Number, than it is said that the character has **Critically Succeeded or Critically Failed.**

### Degrees of Success, Degrees of Failure

In some cases, there's the possibility that one may also want to know how well they performed a particular action. Each successful test also produces a number that represents how well that character succeeded on the task they were attempting.

A character’s **Degrees of Success** **( DoS )** on a test are equal to the 10’s digit (the first number) of the result of their D100 roll. A character always achieves at least one degree of success if they pass a test, even if they roll a single digit result. A character with a **Target Number ( TN ) over 100** adds the 10s digit of their Target Number to their DoS.

*Ex.: A successful roll of 5 has 1 DoS (it always has at least 1 DoS, even when the roll is under 10) ; a roll of 13 has also 1 DoS (1 from 13); a roll of 39 has 3 DoS (3 from 39).*

*Ex.: If the TN is 123 and the successful roll is 35, the DoS are 5 ( 3 from 35 + 2 from 123)*

The exact same rules applies for **Degrees of Failure ( DoF )**.
Unnaturally Agile

**Level 5 (500 XP)**

**Requirements:** Agility (40); Evade (Adept)

If the character successfully evades an area of effect attack then they may immediately move a number of meters equal to their Evade skill rank.

If this move would allow them to escape the affected area, they take no damage from the attack. This movement still counts towards their total movement for the round.
The Ritual

**Month: Morning Star (January)**

Those born under the sign of the Ritual may choose to gain 1 of the following powers at the beginning of each day: Blessed Touch, Blessed Word, Mara’s Gift. They have this power until their next long rest, when they can make another choice if they wish.

**Star-Cursed Ritual**: Instead gain all the powers permanently, but lose 5 Luck.
The Thief

**Month: Evening Star (December)**

Those born under the sign of the Thief roll 1 extra Lucky Number that they never lose regardless of their Luck score.

**Star-Cursed Thief**: As above, but the character replaces their rolled Luck score with 50, gains the Akaviri Danger- Sense power, and the Running Out of Luck trait. Characters cannot spend Luck to choose this birth-sign. Instead, it is available as a choice for any character who naturally rolled the Thief sign.
The Whirling School

**Level 5 (500 XP)**

**Requirements:** Agility (40); Combat Style (Apprentice)

Any bola wielded by the character gains the Concussive quality. The character can now use the **Trip action** as a reaction to anyone moving within the bola’s short range, counting as having the Impaling quality for the purpose of stopping the charge.

Lastly, the character can spend a stamina point to make a Precision Strike aimed for the targets neck, causing the bola to choke the opponent causing it to lose 1 stamina per round. Removing the bola Requires: an action point and a successful -10 Strength test.
Treasure Seeker

The character has a knack for finding treasure, and overcoming the obstacles that protect it. At any time the character can choose to reroll a failed Subterfuge test made to pick a lock or disarm a trap, but only once for a given test. This power may only be used once until after the character’s next long rest.
Willpower

**Willpower ( Wp )** measures a character’s mental control, resilience, and their ability to control and shape magicka.

The **Willpower Bonus ( Wp. B. )** is a value equal to the tens digit of the Willpower score.

*Ex.: A character with a Willpower Score of 41, has a Willpower Bonus of 4.*

**Attributes influenced by the Willpower Characteristic are:**

* Wound Treshold

**Skills whose Governing Characteristic is Willpower:**

* Alteration
* Conjuration
* Destruction
* Illusion
* Mysticism
* Necromancy
* Restoration
Persuade

**Example Specializations:** Charm, Intimidation, Seduction

**Governing Characteristics:** Personality, Strength

Persuade is a measure of the character’s knack for influencing people through strength of personality or threat of intimidation. Persuade tests are most often opposed by Willpower tests if the target wishes to resist. Your GM may ask you to test Persuade when you try to accomplish tasks like the following:

* Impressing others with tales of one’s accomplishments
* Intimidate someone into doing what you want
* Making a new friend, or seducing a person of interest
* Convincing others to agree with you
Survival

**Example Specializations:** Desert Survival, Foraging, Tracking

**Governing Characteristics:** Intelligence, Perception

The Survival skill is a measure of a character’s ability to subsist away from civilization. The difficulty is associated with the local environmental constraints. Your GM may ask you to test Survival when you try to accomplish tasks like the following:

* Gathering food and water from the environment
* Tracking a person or animal through the woods
* Identifying dangerous plants
* Applying first aid to a character in order to stabilize them.
Sun-Scarred (x)

Any damage inflicted on a character with this trait after mitigation by an attack that counts as sunlight is increased by X (round up if X is a percentage) before calculating the effects of the damage.

If this character is exposed to normal sunlight they lose 1 SP each hour. Cloud cover or other such weather halves the rate of SP loss. The character must spend an hour in a dark place before they can remove levels of fatigue/regain SP lost in this manner.
Shiho Kazami

## Shiho Kazami

### Nicknames

Little Lady/Little Ma'am (Draco Brando)Trashy Nobody (Kunio Ishihara)

Sis (Raiden and Ryūjin Inuoe)

### Occupation

High school student (Budo-ga Oka, class 1-B), ex-Allico subject, Mad Fryentist

### Family/Relationships

Masaru Kazami (Brother)Anri Kazami (Sister)

Haruo Ninomiya (Honorary Father)

Suzu Ninomiya (Honorary Sister)

Raiden Inuoe (Honorary Brother)

Ryūjin Inoue (Honorary Brother)

### Status

Alive

Shiho Kazami is a first-year student at Budo-ga Oka.
Saul Weinkauf

Saul Weinkauf is one of Ned M. Esis's uncles. He creates doomsday devices in an attempt to cause the apocalypse for unknown reasons, but often has his plans inadvertently foiled.

## History

Saul's doomsday devices have always failed due to some other scenario destroying them or derailing them from their specific purpose. The end of the Jacian arc and the Seventh Element shenanigans during the Principal King of the Hill both destroyed some of his devices, but his sentient devices often aren't destroyed and end up doing something else instead. His clone of Mordred was unearthed before it was fully grown and is, for all intents and purposes, a mostly normal child, while his doomsday virus accidentally became the sentient Mel O. Ware. Saul has expressed frustration at these failures, and seems to want to start on a new unknown project soon.
Tricky Fighter

**Level 4 (400 XP)**

**Requirements:** Intelligence, Personality (45) - (40) if Deceive (Adept)

When the character passes a Combat Style or Evade skill test made against an opponent in melee range they can choose to take the number of degrees of success that they rolled, or take a number equal to their Deceive skill rank.
Illusion

**Example Specializations:** Visual Illusions, Auditory Illusions, Mental Manipulation, Spell Creation

**Governing Characteristics:** Willpower

This skill influences the use of spells from the school of Illusion. As a school, Illusion focuses on manipulation and deception to affect the minds of targets and the light around them. Your GM may ask you to test Illusion when you try to accomplish tasks like the following:

* Cast an Illusion spell
* Identify the effects of Illusion magic
Wrestler

**Level 4 (400 XP)**

**Requirements:** Strength, Agility (40) - (35) if Athletics (Journeyman); Combat Style (Journeyman)

When the character passes a characteristic or skill test made to grapple, restrain or entangle their opponent they can choose to take the number of degrees of success that they rolled, or take a number equal to their Combat Style skill rank.
Unglamoured

## Province

In the days before the Green Pact, the Bosmer were constantly shape shifting between myriad bestial forms they could not control or sustain. But with the help of Y’ffre, they finally gained the ability to take on their own form, becoming who they are today.

However, their original wild form still lurks underneath the surface, waiting to be unleashed. Most Bosmer however have no visible signs of their original wild form, hidden away by the wild magic of glamour that keeps their form in check. The Glamour however is fickle, and some bosmer do not possess this innate magic, though it is unknown if this is because of divine punishment of Y’ffre, or simply bad luck.

These Bosmer take a myriad of shapes from part mer and part beast, satyrs, redcaps, boggles and other fairy-tale creatures, but they all share one common trait, completely black eyes. Amongst the Bosmer they are viewed upon with scepticism and caution, and are rarely seen outside of Valenwood, but those few who dare venture out soon notice that the rest of the world are as cautious about them as their Bosmeri brethren

### Traits

* Disease Resistance (50%)
* Resistance (Poison, 1)
* (Bosmer) Natural Archers
* (Bosmer) Beast Tongue
* (Unglamoured) One With the Wild
* (Unglamoured) The Beast Within
* (Unglamoured) Wild Shape

If you want to know more about Bosmer Lore, History and Culture, visit this page here.
Unarmed Defender

**Level 5 (500 XP)**

**Requirements:** Strength (50); Agility (45) - (40) if Combat Style (Adept); Unarmed Prowess

While unarmed the character can attempt to parry attacks made with weapons with an equal or longer range than their own (instead of merely longer ones) if they are within their own melee range of the attacker.
The Calling

The Dwemer have developed the capability to form connections with the minds of other Dwemer, allowing silent and instant communication across great distances. A Dwemer may do this at any time, though he may not attempt to contact someone he has not met, and forming a mental connection requires the character to pass a Willpower test or gain a level of fatigue.

Once a connection is formed the two minds may communicate as they see fit. Every minute of communication beyond the first imposes another Willpower test, where failure incurs a level of fatigue. Alternatively, they may form a connection with a number of others equal to their Willpower bonus, but doing so causes them to automatically fail the Willpower tests imposed by normal communication.
Weapons

Conflict and danger are constants in Tamriel, and it is wise for adventurers to arm themselves. Weapons are divided in a number of different ways: First, there are two classes of weapons: **melee and ranged**.

### Weapon Qualities

Many weapons possess special rules, known as **Weapon Qualities**, that represent factors that set them apart from other weapons in some fashion.

Here's a full list of the common Weapon Qualities:

* Arcane
* Complex
* Concussive
* Crushing (x)
* Damaged (x) (Weapons)
* Dueling Weapon
* Entangling
* Exploit Weakness
* Flail
* Focus
* Hand to Hand
* Hooked
* Impaling
* Magic
* Mounted
* Paired
* Primitive
* Proven
* Reload
* Runed
* Shield Splitter
* Silvered
* Slashing (x)
* Small
* Snare
* Spell Focus
* Splitting (x)
* Unwieldy

### Weapon Attributes

All weapons have most of these attributes associated with them:

* **Damage (Dmg)**: The damage dealt by the weapon. Typically expressed as a die roll to which a value may be added (see Weapon Material below).
* **Handedness (H)**: How many hands the weapon requires.
	+ **One Handed (1)**: Weapon can be wielded in one hand.
	+ **Hand and a Half (1.5)**: Weapon may be used with one or two hands (cannot be dual wielded). When using it in two hands, use the larger damage value (in parenthesis).
	+ **Two Handed (2)**: Weapon requires the use of two hands.
* **Reach**: A melee weapons’ range in meters. Represents effective threat range, and not merely the length of the weapon. Weapons with a minimum range (such as 2-3m) cannot attack targets below their minimum range.
* **Range**: A ranged weapon’s short, medium, and long ranges. Attacking targets in **close range provides a +10 bonus** to attack tests with the weapon, while attacking targets at **long range imposes a -20 penalty**.
* **Encumbrance (ENC):** The weapons Encumbrance value.
* **Qualities**: Any weapon qualities the weapon has (see Weapon Material for modifiers).
* **Price**: The base price of the weapon in Drakes (see Weapon Material and Weapon Quality for modifiers)

### Weapon Material

Every weapon is made of something, and the material of a weapon can dramatically improve its effectiveness. When picking a weapon from either the ranged or melee weapon tables, you must pick a material for that weapon as well from the appropriate table here.

The material can influence the following aspects of a weapon:

* **Enchant Level**: The maximum soul energy of any enchantment that can be placed on the weapon.
* **Price Modifier**: Modifies the base price of the weapon to determine the final cost (quality modifies this value).
* Any modifiers to **damage or range** the weapon receives.
* Any **additional qualities** the weapon has.

### Weapon Quality

The overall quality with which a weapon is crafted can have a dramatic impact on how effective it is in combat. The following table details what each quality level does to the weapon profile.

**Weapon Quality**
 Common
 Superior
Marcus Rivera

### Family/Relationships

Joseph Rivera (Father)Sakura Rivera (Mother)Marlene Rivera (Older twin sister)Luke Rivera (Younger Brother)Becca Blake Rivera (younger sister (adopted))Victoria Rivera (Younger Sister)Kiyoshi Rivera (Younger Brother)Shinobu Kawajiri (Maternal Grandmother)"Kosaku Kawajiri" (Maternal Grandfather)Fer Duville (Former Spouse)Mitsu Hagiwara (Fiance)Tea Hagiwara (daughter figure/stepdaughter)Nozomi Hagiwara, sick Hagiwara (Child figure/Stepchild)Minerva Rivera (Daughter)Eileen Grimsbury-Rivera (Daughter (Adopted))Sherry Rivera (Daughter (adopted))Leo Rivera (Son)Jirou Hazashi (close friend, investigative partner)

Marcus is the oldest son of joseph and Sakura Rivera, as well as a homicide prosecutor and user of the stand Paint it black. Like his father and siblings he is also a werewolf, though uses his abilities more for his work. He is also a manga collector though dislikes works by Rohan Kishibe due to "how pretentious he sounds". He is currently engaged to Mitsu Hagiwara, and has a five year old son, Leo, and two six year old adopted daughters, Eileen and sherry.
Summoning of Calamity

#### Description

A reoccurring treacherous event causing extreme bloodshed. It is due to all Seven Gods being present and nearby each other. Once all God-spawns are nearby, the driving force, God Impetus, will cause an extreme agonising process where the Gods are extracted from the host bodies to combine and create Calamity. The God-spawns then die after their Gods are extracted due to their bodies not being able to handle the Gods being forcefully extracted. Calamity will then be left to do whatever it pleases, be it destruction or creation.
Hikari Abe

### Occupation

High school student (Budo-ga Oka, class 1-B), ex-informant, amateur conspiracy theorist

### Family/Relationships

Kurumi Abe (Mother)Reiko Abe (Mother)

Nozomi Hagiwara (Partner)

### Status

Alive

Hikari Abe is a first-year student at Budo-ga Oka.

## Trivia

Hikari's preference in not-men is those who have the capability to kick her ass but wouldn't actually do it.
Spell Mastery

**Level 5 (500 XP)**

**Requirements:** Intelligence(45) - (40) if any Magic Skill (Adept); The character doesn't have the Magicka Cycling talent

**The character cannot take the Magicka Cycling talent**

If the character fails a spellcasting test, they can immediately make an Intelligence test. On a success, the character does not have to pay the magicka cost of the spell. This can only be done once per spell cast.
Unstoppable Might

**Level 5 (500 XP)**

**Requirements:** Strength (50) - (45) if Athletics (Adept)

The character can wield two handed weapons in one hand (but cannot dual wield them), and can dual wield hand and a half weapons using the two handed damage value, but when doing either of these things they may not use those weapons to parry or counter attack.
Bruno M.

## Bruno M.

### Occupation

High school student (Izumi-Ku, class 2-A), Drama Club member, Creepy Twin

### Family/Relationships

Stacy M. (Mother)Dio Brando (Father)

Darius Brando (Adopted brother)

Dario Brando II (Brother)

Kalimera (Brother)

Draco Brando (Brother)

Darla Brando (Sister)

Bonnie M. (Sister)

Emmie M. (Sister)

Ethyl Brando (Sister)

### Status

Alive

Bruno M. is a second-year student at Izumi-Ku.
Ruri Urata

## Ruri Urata

### Occupation

High school student (Izumi-Ku, Class 2-C)

### Family/Relationships

Renée Urata (Mother)Yuji Urata (Father)

Tokiko Urata (Paternal grandmother)

Kensei Urata (Paternal grandfather)

Fumio Urata (Uncle)

Nene Urata (Aunt)

Hirou Urata (Cousin)

Isana Maki (Aunt)

Kouya Maki (Uncle)

Atsuya Maki (Cousin)

Hinami Maki (Cousin)

Moho Maki (Cousin)

### Status

Alive

Ruri Urata is a second-year student at Izumi-Ku.

Ruri....
Ralph Boone

Eijiro Otoishi (Menace)

Ralph Boone is a goofy sloth demon who is glad to spend his days lounging in Morioh.

## Appearance

Ralph is a massive, pink, centaur-shaped being with two faces - one with a salamander like face shape and bright blue teeth and beady eyes and one face with a more humanoid shape on his rear with a blue horn curving up from the top of the "head" and bright green eyes. A darker strip of pink goes up and down his stomach and back and the face on his rear is this darker shade. He is a rather plump individual and holds himself up on four thick limbs. Every nail has the same bright blue color as his teeth and horn and he also wears a dark red wedding band on one of his fingers. He also wears a baggy, light yellow shirt.

## Personality

Despite the common misconceptions about demons, Ralph is a nice man - being content to laze about or share his day with his fellow person. He's gentle and loves to show people the easy ways of life - to let his fellow man take a load off and enjoy the time they have.

## Abilities and Skills

### Demon of Sloth

Along with the natural demonic strength, Ralph can sap the energy and strength from others.

## Background

Being a lower rank demon, Ralph worked around the purgatory districts of hell. He wasn't the happiest, but content enough with his lot. Then he heard Duster play his fiddle and came to Earth, ignoring the screams of the crowd at seeing him to listen to Duster's tune...it was the most beautiful thing he'd ever heard.

Duster and him go steady in hell as Duster studies in Heresy. Ralph gladly shows his beloved around the rings and Duster tells him about Earth. Eventually, they get married in hell - having a traditional nude demonic wedding. Him and Duster even have a son: Tobias. He showered the egg in love and praise and is glad to have him and his darling Duster by his side.
Fang (Huin Song-Gosni)

Fang (Birth name: Huin Song-Gosni) is a world recognized assassin, ranking number 2 overall, and former member of the korean mafia, the geomijul, and holder of the kashmir phenomenon, which allows him to take on the abilities of any arachnid that falls under the given name of "spider". Cureently fang lives on the run with his daughter Haneul, currently residing in morioh.
Weapon Echo

**Level 5 (500 XP)**

**Requirements:** Willpower (45) - (40) if Conjuration (Adept); Bladecaller

When the character casts a Conjure Weapon spell, they may choose to reduce the duration of the spell to 1 round, and allow the weapon to freely float above the ground in an unoccupied space they can see.

When summoned in this way, the conjurer may as a free action, make a single attack with the weapon on their turn (which still counts as one of the total number of attacks they can do each round) using Combat Style (Willpower) for its test. Immediately before or after making this attack, the character can move the weapon their Wp.B. meters in any direction.
Seiko Hagiwara

Mitsu Hagiwara (adopted mother)

I'm so tired of having to put everyone's names over and over we all know he's related to the hagiwara kids

Harumi (platonic partner)

Cherry Shiftwell (casual partner)

Buddy Hagiwara (daughter/stand creation)

### Status

alive

Seiko Hagiwara (birth name Seiko Oba) is a person frequently seen running around Morioh, I guess. I just wrote this to have an excuse to better document his birth last name tbh
(Ashlander) Pride and Prejudice

Any social test except Intimidation made by or towards an Ashlander suffers a -10 penalty unless the other character is familiar with Ashlander customs and traditions.

Additionally, Ashlander characters should keep in mind that most slights are resolved in their society by ritualized duels, often to first blood, but sometimes to the death if the perceived insult is grave enough to warrant it.
Max Reyes

### Family/Relationships

Chrystine Rivera (Former lover)Joseph Rivera (Son, unknowingly)Felicia Reyes (Mother)Roberto Reyes (Father, Deceased)

Max is a man whos very extreme in hos beliefs and ideals and seems to always look out for the less fortunate or people who've been wronged and never got the justice they'd deserved. He works under the table as a sort of fixer, bringing down people or companies to clear the name or bring justice to someone wronged in the past. He's a very quiet man though his stands ability to outmuscle literally anyone or thing he faces causes him to believe the path hes on is truly right
Tobias Boone

Eijiro Otoishi (Scary)

Tobias is a little half-demon who was hatched in Morioh under the loving watch of his two dads Ralph and Duster

## Appearance

Tobias has a centaur-style build with pale purple-pink skin with a lighter shade along the stomach. They have bright blue tusks, a greenish-blue tongue, dark eyes with bright irises, and spikey teal hair. They wear shorts on their hindmost legs and a baggy Luigi shirt over their torso - leaving the middle set of limbs exposed. Sometimes they wear gloves or mittens on each of their hands when they go outside.

## Personality

Toby is a silly little kid who enjoys sugary cereal and taking naps with his parents. He doesn't like math, gravel, vegetables or frogs. They're a carefree little guy.

## Abilities and Skills

Being so young, no abilities have manifested yet...

## Background

The only son between Duster and Ralph, Tobias is new to this world and is looking forward to getting to see it...once that scary little ginger boy stops being scary around their house...