recursal/Fanatic-Fandom huggingface dataset:
A.J.C Officer

The **A.J.C Officer** was a human male who served as a member of the Adequate Job Controller organization during the early reign of the Empire. Following the rise of the regime, the officer participated in a thorough and relentless mission to record and verify the professions of every sentient citizen. Ruthless and laser-focused, the officer carried out the task with utter coldness and confidence, immediately threatening and dispatching of any in-compliant individuals, going as far as imprisoning those who went too far. In 19 BBY, the A.J.C officer was assigned to inspect pop-singer Si Snittles, who broke out into a mockery of the empire, as well as So Snootles and Se Snettles, with each encounter ending in unfortunate ways, for either the interrogated individual or the A.J.C himself. A few weeks later, the Empire ordered the A.J.C officer to go to the planet Lola Sayu and eliminate fugitives Su Snuttles and So Snootles, along with the rebel fugitives that had assembled there. The mission ultimately failed, however, and the A.J.C officer was decapitated by rebel nightsister Daka.
Bruiser

**Level 5 (500 XP)**

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

The character increases their damage with thrown axes by their Strength bonus, this replaces the Agility bonus added by Dart Thrower if applicable. Making throwing attacks with hand axes does not provoke attacks of opportunity, and thrown axes can be retrieved as a free action if the character is able to make their way to where they landed. Drawing hand axes does not provoke attacks of opportunity.

Additionally, maces the character wields gain the Concussive quality and their All Out Attacks cause the target to lose 1 stamina if they successfully hit.
Loyalty (x, y)

This creature has been domesticated , and willingly follows the will of its owner, at least to a certain extent . It is loyal to its owner (X), and if its loyalty is tested , it must roll its combined Intelligence + Willpower score (Y)or revert to its natural behavior until calmed .

A Companion's Loyalty is tested when:

* Asked to act against its nature;
* When mistreated;
* When very hungry;
* Taking a Wound;
* Having lost 3/4th of its health.
Nord

## Province

The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned soldiers, warriors and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords were known for a time for their nautical prowess when they migrated from Atmora. Seafaring merchants or smugglers are not unheard of, as was the case with Tobias.

### Traits

* Tough
* Resistance (Frost, 2)
* Resistance (Shock, 1)

### Powers

* War Cry

If you want to find more in-depth Lore about Nord Histori, Culture and Society, visit this page here.
Orsimer

## Province

Orcs, also called Orsimer or "Pariah Folk" in ancient times, are the elves of the Wrothgarian Mountains, Dragontail Mountains, Valenwood, Skyrim and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. Orcs have elven blood, but are usually considered to be both Beastfolk and Goblin-ken.

In the past, Orcs were widely feared and hated by the other nations and races of Tamriel and were seen as nothing more than uncivilized beasts,The Orcs are as civilized as any of the other races, having worked hard to be seen as actual people. They have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Many Orcs in the Third Era have actually received an Imperial education as a benefit of serving the Imperial Legion. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage.

Orcs have a lifespan similar to that of humans, possibly because of Shor passing a curse Orkey had placed on the Nords onto them. While many Imperial citizens regard Orc society as rough and cruel, the Orcs consider themselves to be stern, fair, and just. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.

### Traits

* Resilient (3)
* Tough
* Resistance (Magic, 1)

### Other

* During character creation, Orsimer characters may choose to begin with the Profession [Smithing] skill trained to Novice rank for free.

If you want to find more in-depth Lore about Orc History, Society and Colture, visit this page here.
Deceive

**Example Specializations:** Blathering, Impersonation

**Governing Characteristics:** Personality

Deceive measure’s a character’s aptitude for fooling others into believing something that is not true. A Deceive test should only be required if the character believes that they are lying. This test can be opposed by a Logic test or an Observe test, depending on the nature of the deception. Your GM may ask you to test Deceive when you try to accomplish tasks like the following:

* Pretend to be someone you are not
* Talk your way out of trouble
* Lie about something
* Pretend to be an expert on a subject
Criticals

Sometimes a character succeeds or fails a test in particularly spectacular ways. Such dramatic successes, or abysmal failures, are referred to as **Critical Successes** or **Critical Failures**.

A character’s chance of rolling a critical success depends on their **five Lucky and Unlucky numbers**. If a character rolls one of their **Lucky Numbers** then the test is considered a **critical success** (regardless of the target number), and the character is **awarded 1 extra Luck Point** for that session (this can exceed the character’s max Luck Point value).

If the character rolls one of their **Unlucky Numbers** then the test is a **critical failure** (regardless of the target number), and the character **loses 1 Luck Point** for that session(if the character has no remaining Luck Points, they burn 1 Luck).

Below, a table will be found to help the GM by simplifying the rules about criticals when it comes to manage **NPCs**.
Kensai

**Level 5 (500 XP)**

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

The character has become a master of shock and awe, stopping charges dead in their tracks, and breaking enemy morale. Nodachi wielded by the character gain the Impaling quality to represent their focus as an anti-charge weapon. Should the character deal a wound with an attack of opportunity against a closing enemy, all enemies who witness this must roll a +10 Panic Test, which if failed resolves as normal.
Command

**Example Specializations:** Battlefield Commander, Inspiration.

**Governing Characteristics:** Intelligence, Personality, Strength

Command measures a character’s skill at coordinating allies, inspiring them and, if necessary, instilling fear in order to motivate them. Your GM may ask you to test Command when you try to accomplish tasks like the following:

* Giving effective orders during a battle
* Organizing civilians to defend their homes
* Riling up a crowd with an inspiring speech
* Convincing cowards to stand and fight
Armored Agility

**Level 5 (500 XP)**

**Requirements:** Agility (45) - (40) if Acrobatics (Adept)

The character can ignore the penalty imposed by armor when using Acrobatics.

For every level of the Acrobatics Skill above Novice, the character ignores the penalties imposed upon Acrobatics tests by the relevant Weight Class, starting with Light at (Apprentice) Acrobatics and stopping with Super-Heavy at Expert.
Alteration

**Example Specializations:** Shields, Flight, Weight Manipulation, Spell Creation

**Governing Characteristics:** Willpower

This skill influences the use of spells from the school of Alteration. As a school, Alteration focuses on altering the physical and magical properties of things. Your GM may ask you to test Alteration when you try to accomplish tasks like the following:

* Cast an Alteration spell
* Identify the effects of Alteration magic
One with All

**Level 5 (500 XP )**

**Requirements:** Perception (45) - (40) if Observe (Adept); Honed Senses

**Replaces Honed Senses**

The character has honed their senses so that they can entirely compensate for the loss of one with the others. Negates all penalties imposed on any tests by the loss or impairment of one sense (blindness, deafness, and so on) as long as they have the others to fall back on.
Bearded Warrior

**Level 5 (500 XP)**

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

When the character makes a melee attack with a battle axe or war axe that their opponent successfully blocks, then the character can spend a Stamina point to immediately make an opposed Strength test against the target. If the character wins, the target drops their shield to the ground. Additionally, when the character deals at least one damage after mitigation with either a battle or war axe then they may choose to move the target one meter closer to themself.
Alchemical Backfires

Backfire effects for potions are divided into two types: **creation backfires** and **potion backfires**. By default you should roll a d4 on the appropriate table to determine the effect. You will typically be called to add the level of the backfiring effect to this result. The exact amount will be specified in the relevant section.

**Alchemical Creation Backfires**
 3
 4
 5
 6
 7
 8
 9
 10
 11+

Some results on the above table indicate that the potion itself has backfired: this means that the potion has gained some additional (typically negative) effect beyond what the alchemist intended.

Mark the potion as “backfired” on the character’s sheet and **roll 1d10 on the potion backfire table below** when it is consumed.

**Alchemical Potion Backfire**
 4
 5
 6
 7
 8
 9
 10+
Crippled (Body Part)

A piece of the character’s body has been rendered temporarily useless. Multiple instances of this condition can affect a character at once as long as each affects a different hit location and/or the body parts associated with that hit location. **Any body part that has been crippled suffers all the same penalties as if it had been lost**, using lost eye if the head location has been crippled, and the organ damage condition if the body location has been crippled.
Bosmer

## Province

The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap people is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Bosmer live two to three times as long as humans; with a 200-year-old Bosmer being old and a 300-year-old Bosmer being very, very old. Though they are considered less influential than some of their Elven brethren, the Bosmer are also relatively prone to producing offspring with 12 being considered average number of children in the family. As a result, they outnumber all other Mer on Tamriel.

The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. Many in the forests of Valenwood follow the tenets of the Green Pact. These "Green Pact Bosmer" are religiously carnivorous and cannibalistic, and do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.

### Traits

* Disease Resistance (50%)
* Resistance (Poison, 1)
* (Bosmer) Natural Archers
* (Bosmer) Beast Tongue

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

**Level 5 ( 500 XP )**

**Requirements:** Willpower(40); The character doesn't have the Spell Mastery talent

**The character cannot take the Spell Mastery talent**

The character can choose before casting a spell to double the amount of magicka that will be conserved via spell restraint, but if they do this then the spell automatically backfires if they fail. Roll a D4 on the appropriate magical backfire table and add the spell level to the result.
Incorporeal

Incorporeal characters are spirits, faintly visible and capable of moving through objects. They gain the Flyer (Speed) trait and may use it to freely move through solid objects. They can be targeted by attacks, but cannot suffer damage except for magic damage, or damage from attacks with the Magic quality.

Incorporeal characters do not normally affect the world, but they can use magic and make attacks that are capable of damaging non-incorporeal beings. Attacks from Incorporeal characters ignore all AR from any armor that does not have the Magic quality, and cannot be blocked by shields without that quality.
Magical Backfire

If a character critically fails when casting a spell, or fails normally when casting either an unconventional spell or any spell with a spell level above their skill rank in the cooresponding school, then they suffer a **Magical Backfire**.

By default you should roll a D4 on the appropriate table below and add the spell level to the result of the roll to determine the effect.

**Magical Backfire = 1D4 + Spell Level**

**Alteration Backfire**
 2
 3
 4
 5
 6
 7
 8
 9
 10+

**Conjuration Backfire**
 2
 3
 4-6
 7
 8
 9
 10+

**Destruction Backfire**
 2
 3
 4
 5
 6
 7
 8
 9
 10+

**Illusion Backfire**
 2
 3
 4
 5
 6
 7
 8
 9
 10+

**Mysticism Backfire**
 2
 3
 4
 5
 6
 7
 8
 9
 10+

**Restoration Backfire**
 2
 3
 4
 5
 6
 7
 8
 9
 10+
Dusdine Egoran

## Description:

### Appearance:

Dusdine Egoran is an elderly man with thinning hair, and a large bushy mustache. He also has large pointed ears and is rather small in stature.

### Personality:

He didn't seem to like the group very much, and was quite short tempered with us. Understandable really, as we did try to rob him. He was nice enough though.

### Information:

He held the party for the Abjucationer's in his tower.
Fatigued

When a chracter gains a level of fatigue, they acquire the Fatigued condition. If they gain additional levels of fatigue, the effects worsen. Fatigue is most typically gained when a character falls to 0 SP, or spends/loses SP when they are at 0.

**Fatigue Table**
 Exausted (2)
 Drained (3)
 Unconscious (4)
 5+
Lore

**Example Specializations:** Art, Daedra, History, Magic, Legends, The Black Marsh, Warfare, Altmer

**Governing Characteristics:** Intelligence

Lore represents a character’s ability to recall information of all types. This includes any knowledge that they would possess due to their education or experience and is meant to represent a character’s general knowledge.

Specializations in this skill reflect a character’s focus on one particular subject. Remember that “general knowledge and education” is a relative term: no matter how smart a character is, they shouldn’t be able to roll to recall an obscure fact about unless they would have reasonably encountered the fact before. Your GM may ask you to test Lore when you try to accomplish tasks like the following:

* Remember specific details about something you learned
* Identify a creature that you have only read about
* Reconcile new information with what you already know
* Find similarities between two ancient legends
Conditions

Conditions are things that externally affect the character and their capabilities instead of features of the character’s nature.

Here's a list with all the possible conditions one may encounter:

* Bleeding (x)
* Blinded
* Burning (x)
* Chameleon (x)
* Charmed
* Crippled (Body Part)
* Dazed
* Deafened
* Diseased (Condition)
* Fatigued
* Frenzied
* Hidden
* Immobilized
* Invisible (Cond.)
* Lost (Body Part)
* Muffled (x)
* Paralyzed
* Proned
* Restrained
* Silenced
* Slowed
* Stunned
* Unconscious
Knife Fighter

**Level 5 (500 XP)**

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

The character can draw daggers and shortswords for free at any time without provoking attacks of opportunity, and does not provoke them when throwing daggers. The character can also choose to use their Agility bonus in place of their Strength bonus for the purpose of the Slashing quality when wielding daggers or shortswords.
(Imperial) Voice of the Emperor

Imperials can replace their spellcasting capability with their natural personality. They can use Personality in place of Willpower for the purpose of tests and overloading spells. This does alter the skills’ governeing characteristics for the purpose of favored characteristics when spending experience on skills, but does not alter them when spending experience on talents.
Mindlock (x)

Mindlock (x) is a spell trait used **for controlling summoned minions**. A spell that causes Mindlock reduces the caster’s max AP by x, to a minimum of 0, while the caster controls a minion that is successfully Bound with a summoning spell.

The maximum amount of AP is restored when the summoned creature is destroyed, banished, or released.
Round

**Encounters** are broken down into **Rounds**: periods of time in which characters take Actions, **representing roughly six seconds of “real” time**. During a round the GM counts down from highest to lowest **initiative**, giving each character a turn to act when their initiative step is reached, until every character has had a turn. During a Turn, the active character spends at least 1 AP to perform an action and resolves its effects.

### Step 1: Determine Initiative

To determine the order in which characters take their turns during each round of the combat, all characters involved must make an **Initiative Roll**, using the characters Initiative Rating and then Luck bonus (meaning PCs beat NPCs) to break ties, in that order. The GM rolls initiative for any NPCs involved, and should roll once for larger groups of similar NPCs.

**Initiative Roll:** 1D6 + Initiative Rating

Characters that aren’t surprised and that haven’t started their turn yet may still take up to three reactions excluding Attacks of Opportunity and Counter Attacking.

### Step 2: Round Start

**Starting with the character with the highest initiative**, each character takes one turn. During each turn, the active character gains 3 AP, and spends at least 1 AP to perform a combat action and resolves its effects. If they have no AP left to spend, they do not get a turn this round.

**Even if the character does nothing, they still lose the AP.**

Once their turn is over, the character with the next highest initiative takes their turn, and so on until all characters have taken a turn.

### Step 3: Round End

Once all characters have had a turn, the round is over. Any effects or Conditions that specify a duration of “until the end of the round” end now.

### Step 4: Encounter Ends

Repeat steps 2 and 3 until the combat is finished, or the event that triggered the switch into structured time is resolved.
Mighty Cleave

**Level 4 (400 XP)**

**Requirements:** Strength (45) - (40) if Combat Style (Adept)

While wielding a weapon in two hands the character can, as part of an All Out Attack choose to forsake the +20 attack bonus and instead strike two viable targets within their melee range. Each target must be within 2 meters of another target. The character still only rolls once for the attack, but each defender has an opportunity to defend normally. Roll damage separately for each target hit. This attack cannot gain advantages, and only counts as a single attack for the round.
Endurance

**Endurance ( End )** measures a character’s physical health, stamina and toughness, and their resistance to damage.

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

*Ex.: A character has an Endurance score of 36, then his Endurance Bonus is 3.*

**Attributes influenced by the Endurance Characteristic:**

* Health Points
* Stamina Points
* Carry Rating
* Wound Treshold

**Strength is the Governing Characteristic for these Skills:**

* Athletics
Investigate

**Example Specializations:** Canvassing, Research

**Governing Characteristics:** Intelligence, Perception

Investigate reflects the character’s skill at conducting an investigation. This encompasses everything from simple inquiries to coordinating a complex investigation and searching through piles of clues to find an answer. Your GM may ask you to test Investigate when you try to accomplish tasks like the following:

* Gather information from a crowd
* Sift through an archive searching for information
* Locate a person or place in a large city
* Use clues to solve a mystery
Combat Style

**Characters may not acquire specializations for this skill.**

**Governing Characteristics:** Agility, Strength

Fighting skills are packaged into Combat Styles, which represent the complete package of training, tactics, and experience that constitutes a specific style of combat. Combat Styles can be associated with culture, careers, or even schools of combat.

Specifically, individual Combat Styles are represented by the Combat Style [Field] skill, where the field represents the name of the combat style. This skill **is used to make melee (or ranged) weapon attack and defense tests in combat** when using the equipment associated with the style. The character may use either their Strength or Agility as a base for the skill test when making melee weapon attack or defense tests, but must use their Agility for the test when making ranged weapon attacks. Players and GMs are free to invent their own combat styles to more accurately reflect the characters they wish to portray. Each combat style should be accompanied by a list of equipment it incorporates.

Each Combat Style has an associated set of weapon, armor, and shield types. A character with that Combat Style is capable of using that equipment effectively in the situations the style is designed for. **Combat Styles may encompass up to five different types of equipment to start**. Unarmed combat is included in this category as well, reflecting that the character is trained to fight without weapons. Armor is divided into types using the associated weight class quality: light, medium, heavy, or super heavy. Armor without a quality requires no training.

Each style’s associated trained equipment is chosen when the character learns the style, and it **can be expanded to a maximum of ten different types of equipment**. Expanding a combat style by adding a weapon, armor, or shield type to the list of a style’s trained equipment costs 25 XP.
Bound

This creature is bound to this world, or simply bound together by magic.

It must obey the commands of their master unless it is to defend themselves. Items with this trait use their creators Willpower score when forced to roll any relevant test (except Combat Style), and are practically weightless, counting as having an effective ENC rating of 0.
Observe

**Example Specializations:** Awareness, Scrutiny, Searching, Hearing, Smell, Sight

**Governing Characteristics:** Perception

Observe represents a character’s general awareness of their surroundings and their ability to notice things that others might dismiss. Your GM may ask you to test Observe when you try to accomplish tasks like the following:

* Spot an ambush before it happens
* Identify when someone is acting strangely
* Locate a hidden switch or trap in a room
* Notice a strange creature in the distance
Races

Each **Race** comes with their own characteristic baseline used to generate characteristics for members of that race, and many races have bonus powers, starting skills, or traits. You should ask your GM which races are allowed in the campaign before you pick one.

Here's a list of all the available races you may pick from:

* Altmer
* Argonian
* Ashlander
* Ayleid
* Bosmer
* Breton
* Colovian Ayleid
* Crown
* Dunmer
* Dwemer
* Falmer
* Forebears
* Imperial
* Maormer
* Nibanese
* Nord
* Orsimer
* Reachman
* Redguard
* Sload
* Unglamoured
Shadow Strike

**Level 5 (500 XP)**

**Requirements:** Agility (45) - (40) if Stealth (Expert); Stealth (Adept); Sneak Attack

If the character makes a ranged attack while hidden, then they can attempt a Stealth test opposed by the Observe of any enemies who would reasonably be able to notice the attack.

On success, or if they roll more degrees of success, they remain hidden from those enemies. Alternatively, if the attack is a melee attack, the character can forgo the advantage gained by being hidden to use this talent.
Falling

Falling even a relatively short distance can be quite dangerous if a character is unlucky.

Falling inflicts **1d8+[meters fallen beyond 2]** damage to the body. This damage ignores armor.

As long as a character is in control of their body when falling (not tied up / paralyzed / unconscious / surprised etc.), they do not take damage from falling any distance that either naturally or due to spells/talents equal to less than 3 meters.
Altmer

## Province

The Altmer, or self-titled "Cultured People", are a tall, golden-skinned race, hailing from Summerset Isle. They are also known as High Elves by the denizens of Tamriel, or the more obscure term Salache, High Elves are generally viewed as being proud or snobbish. Altmer live two to three times as long as humans; with a 200-year-old Altmer being old and a 300-year-old Altmer being very, very old. Altmer consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions.

The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to magicka, fire, frost, and shock, which makes them very weak against their strongest point - magic. They are among the longest living and most intelligent races of Tamriel, and they often become powerful magic users due to both their magical affinity and the many years they may devote to their studies.

### Traits

* Disease Resistance (50%)
* Power Well ( 20 )
* Weakness (Magic, 2)
* (Altmer) Mental Strength

### Other

* During character creation, Altmer 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.

To get more in depth information about Altmer Lore, like History, Society and Politics, click here.
Agility

**Agility ( Ag )** measures a character’s physical speed, reflexes, and coordination, reflecting their overall ability to move quickly and gracefully.

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

*Ex.: A character has an Agility score of 28, then his Agility Bonus is 2.*

**Attributes influenced by the Agility Characteristic:**

* Speed
* Initiative Rating

**Strength is the Governing Characteristic for these Skills:**

* Acrobatics
* Combat Style
* Evade
* Ride
* Stealth
* Subterfuge
Feather

*All that loot gets pretty heavy. And now it’s not. Even further proof that Alteration is the best school of magic.*

### Spell Effect

Caster lowers their Encumbrance level by one for 3 minutes and treats their armor as being one weight class lighter (character counts as being trained to wear this type of armor even if they normally would not be).
Encumbrance

**Encumbrance** represents the mass and bulk of the items the character is wearing, wielding, or carrying on their person. The **Encumbrance Value (ENC)** of an item is a single digit number that represents this. Items with an ENC of zero are, on their own, inconsequential. But if a character is carrying a large number of these items, treat every 10 zero ENC items as having a total ENC of one.

If a character is carrying an item in such a way that the space it takes up isn’t an issue (such as inside a pack or container), its ENC is halved (round down).

**When worn, the ENC of a given piece of armor is halved (round down)**. Shields do not benefit from this effect.

### Encumbrance Level

The **number of times** that a character’s **total ENC** (the sum of the ENC of all the equipment they are carrying) e**xceeds their Carry Rating** determines their Encumbrance Level.

**Encumbrance Levels**
 Moderate (1)
 Severe (2)
Attributes

**Attributes** are statistics derived from a character’s characteristics that represent more specific measurements of a character’s capabilities.

While characteristics reflect general aptitude in a certain area, attributes measure specific values with very precise meanings used for particular game mechanics.

There are 12 attributes that are relevant for a character:

* **Action Points ( AP )**
* **Carry Rating**
* **Health Points ( HP )**
* **Initiative Rating ( IR )**
* **Linguistics**
* **Luck Points**
* **Lucky and Unlucky Numbers**
* **Magicka Points ( MP )**
* **Size Category**
* **Speed**
* **Stamina Points ( SP )**
* **Wound Treshold ( WT )**
Beast of Steel

**Level 5 (500 XP)**

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

When wielding a flail or great flail the character can spend either an action or a Stamina point to wind up Momentum as they begin to spin the flail. Maintaining momentum is a free action.

On the first attack the character makes with momentum, they roll an additional d4 (flail) or d6 (great flail) for damage. Flails the character wields gain the Concussive quality, and the character gains a +10 to Persuade (Strength) checks when wielding a flail or great flail.
Cleaver of Men

**Level 5 (500 XP)**

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

When wielding a greatsword this character may choose to replace the weapon’s Slashing quality with Crushing (2). When making All Out Attacks with a greatsword the character may strike one additional target within 2 meters of the original target. This only requires one attack test, and both targets defend normally. Roll damage separately for each target hit. This attack cannot win advantages. This talent can stack with Mighty Cleave.
Destruction

**Example Specializations:** Spell Creation

**Governing Characteristics:** Willpower

This skill influences the use of spells from the school of Destruction. As a school, Destruction focuses on harming targeted objects and beings through the use of various kinds of elemental and magical attacks. Your GM may ask you to test Destruction when you try to accomplish tasks like the following:

* Cast a Destruction spell
* Identify the effects of Destruction magic
Daisho

**Level 5 (500 XP)**

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

Having mastered the art of Akaviri Blade-Dancing, the character has become intimately familiar with using his weapons in perfect harmony, treating them like extensions of his own limbs. Any Katana wielded in two hands increases their damage value to 1d10.

Additionally, if the character is wielding a Katana in one hand and a Wakizashi in the other he may use the two-handed damage value of each respective weapon(Katana 1d8; Wakizashi 1d6) instead of their one-handed damage value.

The normal rules for Dual Wielding apply while wielding the weapons in this way, including the effects of the Dual Fighter talent.
Blessed Touch

This character can speak the word of the divines for an hour in order to remove a single wound and all of its effects (not including lost limbs) from another character. This also restores an amount of HP equal to the amount of damage dealt to cause the wound.

The character may choose to burn 2D6 Luck in order to allow this power to also restore lost limbs. The target character must remain still for the entire duration while the character performs the ritual. This power can only be used once until after the character’s next long rest.
Staff Mastery

**Level 5 (500 XP)**

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

When the character takes the defensive stance action while wielding a quarterstaff they receive a free action point that can also be used for that purpose. They also make Precision Strikes with a quarterstaff at only a -10 penalty, and quarterstaffs they wield gain Crushing.
Ancestor Guardian

The Dunmer can, once per Long Rest, cast Sanctuary (Spell Level 3) on themselves that lasts for 3 minutes as a free action that costs no Magicka Points, and requires no test.

Additionally, the Dunmer can perform a ritual that costs 10 drakes worth of incense and powders during a Long Rest to consult with their ancestor, asking up to D4+1 questions. The ancestor replies only with a disembodied voice only the Dunmer can hear, or sends imagery or signs to be interpreted. This is up to GM’s arbitration. The ancestor can only share knowledge and wisdom it would reasonably have had while they were alive.
Speed

A character’s **Speed**, equal to the sum of their **Strength bonus** and twice their **Agility bonus**, is a character’s movement ‘budget” for each combat round. During their turn, a character can move before or after taking their action (or both), though they may not move further than their Speed in meters during a single round, which means that every meter that they move comes out of this total, and once a character has used all of their movement for the round they cannot voluntarily move any further, unless they take the **Dash** action.

**Speed = Str. B. + 2 Ag. B.**

Characters move at half speed through difficult terrain (water, climbing, dense forest, etc).
Powers

Powers are magic abilities inherent to certain people that cost no magicka, but whose use is limited. They are typically granted by virtue of a character’s race, or the sign under which they were born. Some provide passive effects, while others are activated abilities.

Here's a list of all the powers you're going to encounter:

* Adrenaline Rush
* Akaviri Danger Sense
* Ancestor Guardian
* Blessed Touch
* Blessed Word
* Mara's Gift
* Moonshadow
* The Calling
* Treasure Seeker
* War Cry
Subterfuge

**Example Specializations**: Lockpicking, Sleight of Hand, Traps

**Governing Characteristics:** Agility, Intelligence, Personality

The Subterfuge skill is a measure of the character’s ability to use artifice, guile, and manual dexterity to circumvent normal limits and restrictions. Your GM may ask you to test Subterfuge when you try to accomplish tasks like the following:

* Disguising yourself as someone else
* Picking a lock on a door
* Palming a small object unnoticed
* Disarming a trap
Rip and tear

**Level 5 (500 XP)**

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

Countless hours of training has perfected the characters technique with Hooked weapons, to the point that he can use them to tear armor asunder. Hook Swords wielded by this character replaces the Slashing (2) quality with the Slashing quality.

If the character hits an armored hit location, he can spend a stamina point to make a Strength Test as a free action, which if successful removes any piece of Partial Armor (or counts as partial due to Advantage) on the hit location struck as the character pries it off.

Lastly, the penalties inflicted by the Hooked trait can be increased to -20 by spending a stamina point.
Thunder Charge

**Level 2 (200 XP)**

**Requirements:** Strength, Agility (35)

The character can make an All Out Attack without the usual +20 bonus whenever they take the dash action if their movement would carry them into melee range with someone they did not begin his turn within melee range of, and as long as they move at least half of their base Speed towards the target in that turn.

This All Out Attack only costs 1 AP instead of the usual 2.
Hammerblow

**Level 5 (500 XP)**

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

When the character lands a hit with a warhammer or maul they can choose to either cause their target to lose 1 Stamina point, or to force the target to make an Endurance test opposed against the result of the original attack roll. If the target fails this test, they gain the Dazed condition. The target may attempt one Endurance test on their first turn each round to remove the condition.
Flail

Weapons of this type are able to strike unpredictably. These weapons cannot be parried or countered, but cannot be used to parry or counter attack either.

If an attacker with this weapon and a defender blocking with a shield both pass their respective tests, and the attacker’s degrees of success exceed those of the defender, then the defender does not block the attack as they normally would and the attack is resolved as if the attacker had won. If a character critically fails an attack with a flail they hit themselves.
Exploit Advantage

**Level 4 (400 XP)**

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

As long as no other characters are within melee range of you or your opponent, whenever you succeed on a defensive reaction test against an attacker that failed its attack test, you immediately regain one AP. This can only be done once per round.
Lost (Body Part)

The character loses a part of their body. A character can have multiple instances of this condition at once, each affecting a different body part. **If an attack would hit a body part that has been entirely lost, the attack hits the body location instead**. This condition applies additional penalties that vary based on the body part. In the case of the head, there is a choice between an ear or an eye (GM’s decision).

* **Lost Ear:** The character has had their ear removed or destroyed, and their hearing damaged. They suffers the following penalties:
	+ All tests that rely on hearing are made with a -20 penalty
	+ If both ears are lost, the character gains the deafened condition permanently.
* **Lost Eye:** The character has had their eye removed or destroyed and suffers the following penalties:
	+ All tests that rely on sight are made with a -20 penalty.
	+ If both eyes are lost, the character gains the blinded condition permanently.
* **Lost Foot/Leg:** The character has had their leg severed somewhere between the ankle and the hip, and suffers the following penalties.
	+ Gain the slowed condition permanently.
	+ All tests that rely on the use of two legs are made with a -20 penalty.
	+ If both legs are lost, gain the Immobilized condition permanently and fail any tests that rely entirely on movement.
* **Lost Hand/Arm:** The character has had their arm severed somewhere between the wrist and the shoulder, and suffers the following penalties:
	+ Can no longer use two-handed weapons, shields (if the whole arm is missing), or one handed weapons in that arm.
	+ All tests that rely on the use of two hands are made with a -20 penalty.
	+ If both hands are lost, the character cannot wield weapons and automatically fails all tests that rely on the use of hands.
* **Organ Damage (Lost Body Part: Body):** The character has had an internal organs damaged. Characters with this condition heal damage at half speed and reduce their SP maximum and WT by 1.
Halberdier

**Level 5 (500 XP)**

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

The character can choose to replace their halberd’s Splitting quality with the Crushing quality instead. Additionally, when the character successfully hits a target with a halberd they can spend a Stamina point. If they do so they may move the target and themself up to one meter in any single direction.
Advantages

**Advantages** reflect ways that an attacking character has gained a upper hand in melee or ranged combat by scoring a critical success, and is able to apply an additional effecton top of their normal attack. A character can gain multiple advantages if for example a defender fails by rolling a critical failure. These advantages can stack with themselves if their effects allow for it.

A character can also gain an advantage if they manage to score a hit on a target that is unaware of the incoming attack.

Below is provided a list of all possible effects one may choose when resolving an advantage:

* **Forceful Impact:** The character can apply the Damaged(x) quality to any armor on the hit location. This may only be done if the weapon the character is using has the Crushing quality (x is equal to half the Strenght bonus, rounded up). This advantage can stack the Damaged quality if applied on the same hit location multiple times.
* **Fortunate Hit**: The character can add half of their Luck Bonus to the damage of the attack. This damage has a minimum of 1, and is rounded up.
* **Penetrate Armor**: The character can treat any armor they are hitting as one class lower, so for example full armour is reduced to partial, and partial is reduced to unarmoured. This does not lower AR of the hit location.
* **Precision Strike**: The character is able to choose the specific hit location of the attack.
* **Wounding Cleave**: The character can cause the opponent to gain a Bleeding(x) condition (x is equal to half the Strenght bonus, rounded up). This may only bedone if the weapon the character is using has either the Slashing or Splitting quality.
Acrobatics

**Example Specializations**: Contortion, Balance, Jumping.

**Governing Characteristics:** Agility, Strength

Acrobatics covers the spectrum of physical activities involving explosive body movements and feats of flexibility and balance.

Your GM may ask you to test Acrobatics when you try to accomplish tasks like the following:

* Leaping deftly between rooftops or over an enemy
* Escaping from bonds
* Squeezing into a small space
* Balancing on the edge of a cliff
Ashlander

## Province

The Ashlanders of Morrowind isolate themselves from most of “modern” Dunmer society, and have become nomads that travel the wastes. They are very distrusting of outsiders, and are traditionalist in their way of life.

After the Tribunal rose to power directly following the Battle of Red Mountain, these Dunmer refused to accept the new Tribunal, believing that they betrayed and killed Lord Nerevar at the Battle of Red Mountain. They follow the traditional old ways of ancestor worship as well as worshipping Daedra, specifically Boethiah, Azura, and Mephala.

The Ashlanders were slowly forced into the most dangerous and inhospitable parts of Morrowind by the Great Houses. This, their nomadic lifestyle, and their clan based culture caused them to become more hardy and adaptable in the hot wilderness around the slopes of Red Mountain.

### Traits

* Resistance (Fire, 3)
* (Racial) Life in the Wasteland
* (Racial) Pride and Prejudice

### Other

* During character creation, Dunmer characters may choose to begin with the Destruction skill trained to Novice rank for free.
* During character creation, Ashlanders may choose to begin with the Survival skill trained to Novice rank for free, instead of Destruction.

To get more in depth information about Ashlanders Lore, like History, Society and Politics, click here.
Pugilist

**Level 5 (500 XP)**

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

While utilizing Unarmed combat, upgrade the damage die of the characters Natural Weapon by one step, and increase the Slashing or Crushing value of Hand to Hand weapons by 1. The character also removes the -10 penalty to actions that require open hands while wielding weapons with the Hand to Hand Quality.
Potions

Alchemists can also create **potions** which can be drank in order to gain several types of effects

This requires a single unit of  ingredients, 1 hour, and an Alchemy test to create (see the Alchemical Creation page for a detailed explanation). Potions can be drank using the Drink Potion action.

Here's a list of possible potions a character might be able to brew:

* Armor Potion
* Chameleon Potion
* Cure Disease Potion
* Cure Paralysis Potion
* Detect (Type) Potion
* Dispel Potion
* Elemental Armor (Type) Potion
* Elemental Resistance (Type) Potion
* Elemental Shield (Type) Potion
* Ethereal Form Potion
* Feather Potion
* Fortify Potion
* Heal Potion
* Invisibility Potion
* Jump Potion
* Levitate Potion
* Light Potion
* Magic Armor Potion
* Magic Resistance Potion
* Magic Shield Potion
* Mark Potion
* Muffle Potion
* Night Eye Potion
* Physical Shield Potion
* Recall Potion
* Reflect Potion
* Rejuvenate Potion
* Replenish Potion
* Resist Disease Potion
* Resist Paralysis Potion
* Sanctuary Potion
* Slowfall Potion
* Spell Absorption Potion
* Telekinesis Potion
* Telepathy Potion
* Water Breathing Potion
* Water Walking Potion
Character

When it comes to playing tabletop RPGs, one of the two founding stones of a playthrough, beside the story, is the Character, but what is it?

Well, in game terms, it's nothing more than a collection of nubers and information needed to represent the personality and capabilities of an actor within the game world. This large amount of data is referred to as "**Character Profile**"

### Character Profile

Each character profile is made up of the following elements:

* **Characteristics:** 8 values that represent the broad physical and mental capabilities of the character.
* **Attributes:** these are values that are usually derived from the above mentioned Characteristics and give a more accurate representation of a character's capabilities and resources.
* **Skills:** A set of categories and associated ranks that reflect a character’s ability to perform certain actions.
* **Talents:** A set of unique abilities the character has come to possess through training or experience.
* **Traits:** Rules that reflect inherent physical facts about the character, certain abilities they naturally possess, or particular features of their personality.
* **Magic:** The set of all magical abilities the character possesses.

### Character Growth

Just like in real life, a Character is not immutable and is subjected to change and development; in game terms, this means that the data and information contained within the Character Profile, is most certainly going to change throughout your game, be it becouse of the narrative that result from the interaction between players and game master, or through character progres.

The primary means by which characters progress is through the accumulation and use of **Experience Points (XP)** awarded by the Game Master. XP can be spent by the players between game sessions in order to improve or change their character’s profile in a number of ways.
Grappling

In place of making a normal attack a character can choose to attempt to **grapple** their opponent. This requires a Combat Style test (the style must include unarmed combat) opposed against either a Combat Style (with unarmed), Athletics, or Evade test.

On success, the target gains the restrained condition. The target may attempt to escape by using the resist action. On success they break free.

Characters suffer a **-30 penalty** when attempting to grapple characters of **larger size** than them, and cannot grapple characters of two or more sizes larger. While they have an opponent restrained, the character may not move normally but may take the following actions (**each is a** **primary action that costs 1 AP**)

* **Attack:** The character may make a normal attack against their restrained victim, who cannot defend themself. They must use a weapon with a 1m range or less. If the target is both prone and restrained, and the character is armed, this can be a coup de grâce. If the character is unarmed, then they can choose to instead cause the target to lose Stamina points equal to their Strenght bonus.
* **Move:** The character may move themself and their victim a number of meters up to their Strength bonus in any direction.
* **Takedown:** The character may render their victim, and themself, prone. They suffers no prone penalties in relation to any tests made against they target.