Character Creation
Step 1 Characteristics
All characteristics start at 5. You my reduces a characteristic as low as 2. However at 2/3 reflect debilitating deficiency, IE; Agility lame leg, Intelligence mental retardation, Power being highly susceptible to supernatural effects, Dexterity having Cerebral Palsy, Constitution an auto-immune deficiency, Willpower being clinically depressed. You have [[7d8r1r2]] points to spread between the characteristics using the chart below.
| Characteristics | Total Cost | Physical Classification | Mental Classification |
|---|---|---|---|
| 2 | +4 | Subhuman | Subhuman |
| 3 | +2 | Subhuman | Subhuman |
| 4 | +1 | Human | Human |
| 5 | 0 | Human | Human |
| 6 | -1 | Human | Human |
| 7 | -2 | Human | Human |
| 8 | -4 | Human | Human |
| 9 | -5 | Human | Human |
| 10 | -7 | Human | Human |
| 11 | -9 | Human | Human |
| 12 | -10 | Inhuman | Inhuman |
| 13 | -12 | Inhuman | Inhuman |
| 14 | -13 | Inhuman | Inhuman |
| 15 | -15 | Zen | Inhuman |
| 16 | -17 | Zen | Zen |
| 17 | -18 | Zen | Zen |
| 18 | -20 | Zen | Zen |
| 19 | -21 | Zen | Zen |
| 20 | -23 | Zen | Zen |
| 21+ | -25 | Zen | Zen |
Step 2 Ancestry
You may pick any Ancestry listed below
Step 3 Pick a Destiny
Choose a destiny, Main Story, Guild Master, Chosen of a Deadric Prince/Aedra, or some other prophecy.
Step 4 Birthsign
Each greater being has a boon they grant their chosen at birth, but most only bear the favor of a greater celestial sign.
- The Apprentice: +100 Magicka per level, Spells function as if 50% more magicka was used to cast them when determining their effect on you. The Incomplete Gift, buying the gift cost 1 cp instead of 2.
- The Atronach:
- Stunted Recovery: The sign block all natural recovery of Magicka, you have the Magic Blockage Disadvantage.
- Magicka Absorption: You absorb the magicka of spells cast upon you, half the magicka spent on a spell to determine its effect on you, that you did not cast. If a spell would not have enough magicka to work as a basic spell it does nothing. You add the magicka absorbed to your current magicka pool.
- Magicka Void: Your maximum magicka increases by 200 per level.
- The Lady: +20 Vigor skills, +20 leadership, +1 Willpower and Constitution (max 11), Vigor skills and Leadership always cost 1 DP regardless of class.
- The Lord: Your level of regeneration is 6 higher, Your regeneration works during combat a -6 regeneration levels. Fire Vulnerability x2
- The Lover
- Mooncalf: +40 style,
- Lover's Kiss: This functions identically to Manipura (Dominus Exxet pg 122).
- The Mage: +50 Magicka per level, +10 magic knowledge per level, the Incomplete Gift, buying the gift cost 1 cp instead of 2.
- The Ritual: +40 Summoning skills, Summoning skills cost 1 less DP per +1, you learn a random DC 200-300 difficulty summon, invocation, or incarnation usable 1/day
- The Serpent: On touch, deliver a contact poison magically manifesting the poison in your target. Level 50-70 poisons cost 1 fatigue to manifest, +1 fatigue per 10 levels.
- The Shadow: +40 initiative, 1/day gain invisibility for 1 minute.
- The Steed: +4 move speed, worn equipment does not count as weight carried
- The Thief: +40 subterfuge skills +40 style, and both cost 1 less DP to advance.
- The Tower: On touch unlock any moderate unlocks. Once per day, on touch unlock a Absurd difficulty lock.
- The Warrior: +10 Attack, Dodge, and Block. +50 Wear Armor
Step 5 Class
Choose a class from the list below or make your own, you have 600 DP to spend.
Step 6 Finishing Touches
- Starting level: 1
- Genosis: 25
- Starting Knowledge: If you don't have ranks in any intellectual skills then your knowledge is very limited. You mostly know superstitions and stories you were told growing up. If you expect to be a world traveler you will want to invest in intellectual skills.
Ancestry
Altmer
Commonly known as High Elves
- Characteristics: +1 Intelligence, and +1 Willpower, - 1 Constitution, -1 Strength
- Disease Resistance: +75% on checks vs Disease.(3cp)
- Poison Immunity: You are immune to Poisons.(4cp)
- Water Breathing: You can breathe water and air equally well.(1cp)
- Natural Skill: +10 Swim, +10 Attack, +5 Lockpicking, +5 Stealth, +5 hide,
- Strong Heritage:
Argonian, Adzi-Kostleel
The tribe of Murkmire that's claimed to be the bearer of an oral tradition of the Argonian creation myth, collected by researcher Solis Aduro.
Argonian, Agacephs
Most have needle-like faces and vary in color from bright green to orange. Found in inner Argonia near the Hist.
Argonian, Archeins
During the time when other races tried to put plantations in Black Marsh, Archeins were very powerful and made fortunes by selling other Argonians into slavery (at the expense of being branded as traitors). They also served as the advisors of Imperial governors in Black Marsh, and were in charge of the more rural districts as well. Since other races have realized that Argonia is unfit for plantations, they have gone bankrupt
Argonian, Copper-Eyes
A tribe native to Murkmire, they fell victim to the depredations of Mazzatun.
Argonian, Gee-Rusleel
An introspective and pious tribe. They have a deep connection to the Hist, naming a "Sap-Speaker" who is said to work as a direct intermediary between the Hist and the Argonian people. They are also obsessed with games and inveterate gamblers.
Argonian, Hee-Tepsleel
A tribe that raises crops which the Black-Tongues use in their alchemical brews.
Argonian, Kota-Vimleel
A tribe native to Murkmire. They are accomplished alchemists and ardent Sithis worshippers, able to modify the hatching time of their eggs so that most hatch under the sign of the Shadow, providing a large amount of Shadowscales.
- Characteristics: +1 Agility, and +1 Dexterity, +1 Intelligence, - 1 Constitution, -1 Will Power
- Disease Resistance: +75 on checks vs Disease. (2cp)
- Immune to Natural Poisons: No natural poison can affect the creature. However, any harmful substance that comes from a being with a Gnosis greater than 15, or that has been created through mystic means, will continue to affect it normally. (3cp)
- Water Breathing: You can breathe water and air equally well. (1cp)
- Teeth and Claws: Your unarmed attacks deal 10 more damage than usual if using your claws or biting. (1cp)
- Natural Skill: +10 Swim, +15 Alchemy, +5 Poison, +5 Stealth, +5 Hide, +10 Acrobatics, +5 Athleticism (1cp)
- Strong Heritage:
Argonian, Moss-Skins
A tribe native to Murkmire and long-time allies of the Bright-Throats. They have a tendency to follow the path of least resistance.
Argonian, Naga-Kur
A tribe native to Murkmire. Described as having "huge mouths filled with dripping needle-like fangs". They are usually seven to eight feet tall. They are not friendly towards outsiders, and are known to use the bones of their fallen in weapons and armor. The majority of the native brigands and highwaymen are tribeless Naga.
Argonian, Paatru
Described as "toad-like", they live in the inner part of Argonia.
Argonian, Sarpa
Described as being "winged", though it's unclear if this is meant literally or not. They live in the interior of Black Marsh.
Argonian, Su-Zahleel
The most prevalent type of Argonian outside black marsh due to being common for slave stock. The peaceful tribe of Shadowfen that were abducted and pressed into slavery by the Xit-Xaht tribe.
- Characteristics: +1 Agility, +1 Dexterity, - 1 Constitution, -1 Will Power (20+20+20)
- Disease Resistance: +75 on checks vs Disease. (2cp)
- Immune to Natural Poisons: No natural poison can affect the creature. However, any harmful substance that comes from a being with a Gnosis greater than 15, or that has been created through mystic means, will continue to affect it normally. (3cp)
- Water Breathing: You can breathe water and air equally well. (1cp)
- Teeth and Claws: Your unarmed attacks deal 10 more damage than usual if using your claws or biting. (1cp)
- Natural Skill: +15 Swim, +10 Attack, +5 Lock Picking, +5 Stealth, +5 Hide, +10 Acrobatics, +10 Athleticism (1cp)
- Strong Heritage:
Argonian, Tum-Taleel
A tribe native to Murkmire. They do not create anything on their own, relying solely on other tribes to provide for their needs. This even applies to residence, leading them to often raze entire towns for themselves. They destroy what they no longer need to keep the other tribes creating things.
Argonian, Veeskhleel-Tzel
A tribe native to Murkmire. They have pale white scales, and are known to steal the dead of other tribes and perform necromantic rituals on them. They are unable to lay eggs themselves, and are forced to steal them from other tribes, as well.
Argonian, Wasseek-haleel
A tribe native to Murkmire. Their tribe is composed of cheerful artisans who have enjoyed a fruitful relationship with both outsiders and deep-swamp Argonians. The Bright-Throats are famous for their rich music and dance tradition, as well as their preternatural talent as woodcarvers.
Argonian, Xit-Xaht
Tribe of warrior fanatics that have been driven mad by their psychotic Hist in Shadowfen.
Atmoran
Bosmer
Commonly known as Wood Elves
Breton
- Characteristics: +1 Intelligence, +1 Willpower, +1 Power, -1 Agility, -1 Dexterity, -1 Constitution
- Gifted: Gain the Gift
- Summoners: Gain +20 to Bind, Summon, Banish, and Control
- Elf Born: You have 30 magic levels to distribute no more than 10 in a single path.
- Dragon Blood: +50 Magicka(Zeon)
- Dragon Born: Magic resistance +50%
- Dragon Skin: 1/day as an active action, gain AT 5 to all types for 5 rounds.
Breton, Reachmen
- Characteristics: +1 Intelligence, +1 Willpower, +1 Power, -1 Agility, -1 Dexterity, -1 Constitution
- Gifted: Gain the Gift
- Summoners: Gain +20 to Bind, Summon, Banish, and Control
- Elf Born: You have 30 magic levels to distribute no more than 10 in a single path.
- Dragon Blood: +50 Magicka(Zeon)
- Dragon Born: Magic resistance +50%
- Dragon Skin: 1/day as an active action, gain AT 5 to all types for 5 rounds.
Dovkin
- Characteristics: +1 Constitution, +1 Strength, -1 Intelligence
- Thu'um Trained: Gain Breath of Kyne as a free advantage.
- Ancestral Skill: +10 Attack, +10 Block, +10 Wear Armor, +10 Forge, +10 Alchemy, +10 Athleticism, +10 Thu'um (1cp)
- Cold Immunity: Dovkin take no damage from cold sources. (4 cp)
- Dragonborn Heritor: Your learning level increases by 2 for Thu'um.
Dunmer
Commonly known as Dark Elves
- Characteristics: +1 Agility, -1 Willpower
- Flame Talent: Dunmer with the gift automatically gains 10 magic levels in the Destruction Path.
- Mysticism Talent: Dunmer with the gift automatically gains 5 magic levels in anyone Path other than Destruction.
- Ashlander: Heat damage deal 50% less to a Dunmer
- Ancestral Guardian: Gain one spell level 1-20 usable 1/day.
- Natural Skill: +5 Etiquette, +5 Athleticism, +10 Persuasion, +5 Law, +5 History, +10 Composure, +10 Art,
Falmer
Commonly known as Snow Elves
Giant
Half-Giant
Imperial, Colovian
Imperial, Nebinese
Khajiit, Sanche
Khajiit, Sanche-raht
Khajiit, Pahmar
Khajiit, Phamar-raht
Khajiit, Cathay
Khajiit, Cathay-raht
Khajiit, Tojay
Khajiit, Tojay-raht
Khajiit, Ohmes
Khajiit, Ohmes-raht
Khajiit, Suthay
Khajiit, Suthay-raht
Khajiit, Alfiq
Khajiit, Alfiq-raht
Khajiit, Dagi
Khajiit, Dagi-raht
Kothringi
Maormer
Commonly known as Sea Elves
Nord
- Characteristics: +1 Constitution, +1 Strength, -1 Intelligence
- Ancestral Skill: +15 Attack, +10 Block, +15 Wear Armor, +10 Forge, +10 Feats of Strength, +10 Athleticism, +10 Intimidate (1cp)
- Woad: As active action, spend 1 ki to gain a 30 LP physical damage shield for 1 minute. A physical damage shield absorbs all cut, thrust, and impact damage, up to the listed amount. (1 cp)
- Touch of the Atmora: Nords may make a secondary attack at the cost of 1 Ki dealing cold damage instead of the weapons normal damage. (1 cp)
- Cold Immunity: Nords take no damage from cold sources. (4 cp)
Orsimer
Commonly known as Orcs.
Red Guards (Yakudan)
These humans that inhabit the sands of Hammerfell come form the lost land of Yakuda.
- Characteristics: +1 Power, +1 Constitution, -1 Intelligence, -1 Willpower
- Ancestral Skill: +15 Attack, +10 Dodge, +10 Athleticism, +10 Trading
- Adrenaline: As active action, for up to 1 minute treat all actions as if you had spen. (1 cp)
- Hearty Survivalist: 75% chance to be immune to natural poisons and diseases
Sinistral Elves
- Characteristics: +1 WillPower, +1 Constitution, -1 Strength, and
- Ancestral Skill: +15 Magic Projection, +10 Stone Shaping, +10 Athleticism, +10 Trading
- Hiradirge Heritage: Gain (1 cp)
- Hearty Survivalist: 75% chance to be immune to natural poisons and diseases
Classes
Each Class is worth 45 Points
Classes
Each Class is worth 45 Points
Base
- Archetype: Choose One
- Primary Characteristics: Increase the chosen characteristic by 2
- Secondary Characteristics: Increase the chosen two characteristic by 1
- Combat Ability Limit: 50%
- Supernatural Ability Limit: 50%
- Life Point Multiple: 20 DP
- Life Points: +5/level
- Initiative: +5/level
- Martial Knowledge: +10/level
- Ki Accumulation Multiple: 30 DP
- Magicka(zeon) Accumulation Multiple: 70 DP
- 3 DP: All
- 2 DP: none
- 1 DP: none
- +5 per level: -
- +10 per level: -
- Magicka(zeon) per level: 0
Acrobat
Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture.
- Archetype: Stealth (Acrobatics, Stealth, Climb, Hide, Appraisal)
- Primary Characteristics: Increase Agility characteristics by 2
- Secondary Characteristics: Increase Constitution and Dexterity characteristics by 1
- Combat Ability Limit: 50%
- Supernatural Ability Limit: 50%
- Life Point Multiple: 20 DP
- Life Points: +5/level (.5 DP)
- Initiative: +15/level (4 CP)
- Martial Knowledge: +20/level (4 CP)
- Ki Accumulation Multiple: 25 DP (.5 CP)
- Magicka(zeon) Accumulation Multiple: 70 DP
- 3 DP: All
- 2 DP: Attack (2 CP), Dodge (2 CP), Armor (2 CP), Social (2 CP), Perceptive (2 CP), Creative (2 CP)
- 1 DP: Athletics (4 CP), Subterfuge (4 CP), Appraisal (2 CP), Trading (1 CP)
- +5 per level: Dodge[+50 Cap] (3 CP)
- +10 per level: Athletics (3 CP), Subterfuge (3 CP), Appraisal (1 CP), Trading (1 CP), Notice (1 CP), Search (1 CP)
- Magicka(zeon) per level: 0
Bard
Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.
- Archetype: Stealth (Alchemy, Stealth, Climb, Hide, Jump)
- Primary Characteristics: Increase Dexterity characteristics by 2
- Secondary Characteristics: Increase Agility and Intelligence characteristics by 1
- Combat Ability Limit: 60%
- Supernatural Ability Limit: 50%
- Life Point Multiple: 20 DP
- Life Points: +5/level (.5 DP)
- Initiative: +15/level (4 CP)
- Martial Knowledge: +20/level (4 CP)
- Ki Accumulation Multiple: 25 DP (.5 CP)
- Magicka(zeon) Accumulation Multiple: 70 DP
- 3 DP: Wear Armor, Block
- 2 DP: Attack (2 CP), Dodge (2 CP), Social (2 CP), Perceptive (2 CP), Creative (2 CP)
- 1 DP: Athletics (4 CP), Subterfuge (4 CP), Alchemy (2 CP), Attack (1 CP)
- +5 per level: Attack[+50 Cap] (3 CP)
- +10 per level: Athletics (3 CP), Subterfuge (3 CP), Alchemy (1 CP), Trading (1 CP), Notice (1 CP), Search (1 CP)
- Magicka(zeon) per level: 0
Greybeard
Named for the ancient order of monks who followed the way of the voice, these are the truest masters of the voice.
Innate Bonuses
- Archetype: Magic
- Primary Characteristics: Increase Power characteristics by 2
- Secondary Characteristics: Increase Intelligence and Willpower characteristics by 1
- Life Points: +5/level
- Initiative: +5/level
- Martial Knowledge: +10/level
- Magic Knowledge: +0/level
- Magicka(zeon) per level: 0
- Psychic Points: +1/3 level
Innate Abilities
- Life Point Multiple: 20
Combat Ability
- Limit: 50% DP
- +1 Attack: 3
- +1 Block: 3
- +1 Dodge: 3
- +1 Attack: 3
- Ki Accumulation Multiple: 30 DP
- +5 Martial Knowledge Levels: 3
Supernatural Ability
- Limit: 60% DP
- +5 Magicka(zeon): 3
- Magicka(zeon) Accumulation Multiple: 70 DP
- Magicka(zeon) Regeneration: 35 DP
- +5 Magic Knowledge Levels: 5 (to cap of 10% DP)
- +1 Magic Projection: 3
- +1 Summon: 3
- +1 Control: 3
- +1 Bind: 3
- +1 Banish: 3
Psychic Ability
- Limit: 50% DP
- Psychic Points: 20
- +1 Psychic Projection: 3
Secondary Abilities Fields
- +1 Athletics: 3
- +1 Social: 3
- +1 Perceptive: 3
- +1 Intellectual: 3
- +1 Vigor: 3
- +1 Subterfuge: 3
- +1 Creative: 3
Secondary Abilities
- +1 Athleticism: 3
Special
- Bonus Advantage: Gain Kyne's Gift as a free advantage.
Rogue
Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.
- Archetype: Stealth (Alchemy, Stealth, Climb, Hide, Jump)
- Primary Characteristics: Increase Dexterity characteristics by 2
- Secondary Characteristics: Increase Agility and Intelligence characteristics by 1
- Combat Ability Limit: 60%
- Supernatural Ability Limit: 50%
- Life Point Multiple: 20 DP
- Life Points: +5/level (.5 DP)
- Initiative: +15/level (4 CP)
- Martial Knowledge: +20/level (4 CP)
- Ki Accumulation Multiple: 25 DP (.5 CP)
- Magicka(zeon) Accumulation Multiple: 70 DP
- 3 DP: Wear Armor, Block
- 2 DP: Attack (2 CP), Dodge (2 CP), Social (2 CP), Perceptive (2 CP), Creative (2 CP)
- 1 DP: Athletics (4 CP), Subterfuge (4 CP), Alchemy (2 CP), Attack (1 CP)
- +5 per level: Attack[+50 Cap] (3 CP)
- +10 per level: Athletics (3 CP), Subterfuge (3 CP), Alchemy (1 CP), Trading (1 CP), Notice (1 CP), Search (1 CP)
- Magicka(zeon) per level: 0
Class Creation
Archetypes
- Combat: +10% max Combat Ability limit
- Magic: +10% max Supernatual Ability limit
- Skill: +10 to 5 different Secondary Abilities
Characteristics
Choose a primary and two secondary characteristics. You gain +2 to the primary and a +1 to the two secondary characteristics. This cannot raise you above normal maximums, IE if the characteristic is not inhuman then the limit is 10.
Class Points
You have 40 class points(CP) to spend. As these are custom classes they have less structured training leading to a lower mastery.
| CP Cost | Archetype | Category | Effect | Limit |
|---|---|---|---|---|
| 2 | None | Special | +10% max Combat Ability limit | 60% Combat Ability limit |
| 2 | None | Special | +10% max Supernatural Ability limit | 60% Supernatural Ability limit |
| .5 | Combat | Innate | +5 Life Points per level | Max +20 LP per level |
| 1 | Combat | DP | -5 LP multiple | LP multiple 10 |
| 2 | Combat | Innate | +5 Initiative per level | Max +15 Initiative per level |
| 2 | Combat | Innate | +5 Martial Knowledge per level | Max +50 MK per level |
| 2 | Combat | DP | -1 DP to Attack | Min 1 DP |
| 2 | Combat | DP | -1 DP to Block | Min 1 DP |
| 2 | Combat | DP | -1 DP to Dodge | Min 1 DP |
| 2 | Magic | DP | -1 DP to Magic Projection | Min 1 DP |
| 2 | Combat | DP | -1 DP to Wear Armor | Min 1 DP |
| 1 | Combat | DP | -1 DP per Ki Point | Min 1 DP |
| 1 | Combat | DP | -5 DP to Ki Accumulation Multiplier | Min 10 DP |
| 1 | Magic | DP | -1 DP per 5 Magicka(Zeon) | Min 1 DP |
| 1 | Magic | DP | -10 DP to Magicka Accumulation Multiple | Min 40 DP |
| 1 | Magic | DP | -1 DP to Bind | Min 1 DP |
| 1 | Magic | DP | -1 DP to Summon | Min 1 DP |
| 1 | Magic | DP | -1 DP to Banish | Min 1 DP |
| 1 | Magic | DP | -1 DP to Control | Min 1 DP |
| 1 | Skill | DP | -1 DP to any one Secondary Ability | Min 1 DP per Secondary Ability |
| 3 | Skill | DP | -1 DP to Athletics, Social, or Subterfuge Secondary Ability | Min 1 DP |
| 2 | Skill | DP | -1 DP to Perceptive or Vigor Secondary Ability | Min 1 DP |
| 6 | Skill | DP | -1 DP to Intellectual or Creative Secondary Ability | Min 1 DP |
| 3 | Combat | Innate | +5 to Attack per level, Max +50. | +5 per level |
| 3 | Combat | Innate | +5 to Block per level, Max +50. | +5 per level |
| 3 | Combat | Innate | +5 to Dodge per level, Max +50. | +5 per level |
| 3 | Magic | Innate | +5 to Magic Projection per level, Max +50. | +5 per level |
| 1 | Combat | Innate | +5 to Wear Armor per level | +10 per level |
| 1 | Magic | Innate | +25 to Magicka(zeon) per level | +100 per level |
| .5 | Magic | Innate | +5 to Banish per level | +10 per level |
| .5 | Magic | Innate | +5 to Bind per level | +10 per level |
| .5 | Magic | Innate | +5 to Control per level | +10 per level |
| .5 | Magic | Innate | +5 to Summon per level | +10 per level |
| 1 | Magic | Innate | +5 to any one magic path per level, Max +50. | +5 per level |
| 2 | Magic | Innate | +5 to magic levels per level. | +25 per level |
| .5 | Skill | Innate | +5 to any one Secondary Ability per level | +10 per level per Secondary Ability |
Name
- Fluff
- Effects: What this does
- Restriction: What are the limitations if any.
- Special: Odd rules that are not immediately obvious.
- Cost: This is the amount of CP needed to level up.
Advantages
Hiradirge Talent
- Hiradirge are mages that attune themselves to the very world.
- Effects: The character can see and use magic. He also adds a special bonus of +10 to his MR, since his supernatural nature better resists mystical effects.
- Restriction:
- Special:
- Cost: 1
Kyne's Gift
- Those who have trained to become Tongues, are said to bear Kyne's Gift.
- Effects: You gain the ability to learn Thu'um, purchase magicka based improvements, purchase magic knowledge.
- Restriction: 1 year study at with a Tongue(can be chosen)
- Special: This does not allow you to learn spells.
- Cost: 1
Disadvantages
New Combat Abilities
Shihai
New Supernatural Abilities
Thu'um
Similar to spells Thu'um, or colloquially called Shouts/Dragon Shouts, are used at specific levels of power. These levels are broken up into the 3 words that form the Thu'um. A person who uses Thu'um, or The Voice, is a called a Tongue.
Learning Shouts
Each shout requires magic knowledge to learn based on the complexity of the shout.
New Psychic Abilities
Hiradirge
Secondary Abilities
Enchanting
Equipment
Weapons
| Name | Cost | Weight | Presence |
|---|---|---|---|
| Halberd | 12 GC | 7 lbs. | |
| Harpoon | 50 SC | 4 lbs. | |
| Chain | 50 SC | 4 lbs. | |
| Cestus | 3 GC | 1 lb. | |
| Scimitar | 10 GC | 2 lbs. U | |
| Dagger | 50 SC | 1 lb. | |
| Parrying Dagger | 10 GC | 1.5 lb. U | |
| Broadsword | 4 GC | 3 lb. | |
| Bastard Sword | 20 GC | 4 lbs. U | |
| Short Sword | 2 GC | 1.5 lbs. | |
| Long Sword | 5 GC | 3 lbs. | |
| Stiletto | 60 SC | 1 lb. | |
| Rapier | 25 GC | 2.5 lbs. U | |
| Scourge | 3 GC | 4 lbs. | |
| Foil | 15 GC | 2 lbs. U | |
| Hook | 1 GC | 1 lb. | |
| Club | 50 SC | 3 lbs. | |
| Great Warhammer | 15 GC | 11 lbs. | |
| Scythe | 20 SC | 5.5 lbs. | |
| Two-handed Axe | 40 GC | 11 lbs. | |
| Battle Axe | 15 GC | 3 lbs. U | |
| Hand Axe | 2 GC | 2 lbs. | |
| Javelin | 2 GC | 2 lbs. | |
| Lance | 4 GC | 7 lbs. | |
| Cavalry Lance | 20 GC | 4 lbs. U | |
| Whip | 5 GC | 2 lbs. | |
| Lasso | 20 SC | 0.5 lbs. | |
| Two-handed Sword | 50 GC | 7 lbs. U | |
| Large Multi-headed Flail | 15 GC | 2 lbs. | |
| Warhammer | 4 GC | 2.5 lbs. | |
| Flail | 12 GC | 2.5 lbs. | |
| Mace | 2 GC | 4 lbs. | |
| Heavy Mace | 15 GC | 5.5 lbs. | |
| Gladiator’s Net | 1 GC | 1 lb. | |
| Saber | 20 GC | 2 lbs. U | |
| Trident | 3 GC | 4 lbs. U | |
| Staff | 40 SC | 2 lbs. | |
| War Fan | 5 GC | 0.5 lb. U |
| Name | Cost | Weight | Presence |
|---|---|---|---|
| Raven | 5 GC | 1 lb. U | |
| Three-section Glaive | 15 GC | 6.5 lbs. | U |
| Katana | 50 GC | 2 lbs. | U |
| Double-bladed Katana | 75 GC | 4 lbs. | U |
| Kusari-Gama | 10 GC | 2 lbs. | U |
| No-Dachi | 70 GC | 3 lbs. | U |
| Nunchakus | 2 GC | 1.5 lbs. | U |
| Sai | 1 GC | 1 lb. | U |
| Shuriken | 50 SC | 0.25 lb. | U |
| Shuko | 3 GC | 0.5 lb. | U |
| Tanto | 20 GC | 1 lb. | U |
| Tonfa | 1 GC | 1 lb. | U |
| Boomerang | 3 GC | 1.5 lb. | U |
| Claws | 3 GC | 1 lb. | U |
| Sword Breaker | 30 GC | 2 lbs. | U |
| Katar | 40 GC | 1.5 lbs. | U |
| Arquebus | 500 GC | 10 lbs. | R |
| Short bow | 5 GC | 1.75 lbs. | |
| Longbow | 20 GC | 3 lbs. | |
| Composite Longbow | 80 GC | 4 lbs. U | |
| Pistol Ball | 20 SC | N/A | U |
| Cannonball | 10 GC | 35 lbs. | R |
| Light Ballista | 100 GC | 250 lbs. | |
| Heavy Ballista | 250 GC | 700 lbs. | U |
| Crossbow | 50 GC | 5.5 lbs. | U |
| Miniature Crossbow | 250 GC | 3 lbs. | U |
| Repeating Crossbow | 200 GC | 9 lbs. | R |
| Heavy Crossbow | 70 GC | 6.5 lbs. | U |
| Spiked Ball | 1 GC | 0.5 lb. | |
| Bolas | 2 GC | 2 lbs. | |
| Cannon | 5,000 GC | 800 lbs. | R |
| Blowgun | 1 GC | 1 lb. | |
| Blowgun Dart | 20 SC | 0.25 lb. | |
| Darts (hand) | 50 SC | 0.25 lb. | |
| Standard Arrow | 2 SC | 0.25 lb. | |
| Flight Arrow | 1 SC | 0.25 lb. | |
| Armor-piercing Arrow | 50 SC | 0.25 lb. | |
| Matchlock pistol | 600 GC | 4 lbs. | R |
| Gunpowder (2 shots) | 10 GC | 0.25 lb. | R |
| Gunpowder (10 shots) | 100 GC | 1 lb. | R |
| Name | Cost | Weight | Presence |
|---|---|---|---|
| Crossbow Bolt | 1 SC | 0.25 lb. | U |
| Miniature-crossbow Bolt | 2 SC | 0.25 lb. | R |
| Heavy-crossbow Bolt | 1 SC | 0.5 lb. | U |
| Chakram | 5 GC | 1.75 lbs. | U |
| Light Quarrel | 10 SC | 4 lbs. | |
| Heavy quarrel | 50 SC | 11 lbs. | U |
Shields
| Name | Cost | Weight | Presence |
|---|---|---|---|
| Shield | 20 GC | 4 lbs. | |
| Full Shield | 50 GC | 13 lbs. | |
| Buckler | 5 GC | 2 lbs. |
Armor
| Name | Cost | Weight | Presence |
|---|---|---|---|
| Padded | 1 GC | 7 lbs. | |
| Byrnie | 50 GC | 20 lbs. | |
| Full Plate | 400 GC | 40 lb. | U |
| Complete Leather | 5 GC | 15 lb. | |
| Full Field Plate | 800 GC | 45 lbs. | R |
| Full Heavy Plate | 700 GC | 65 lbs. | R |
| Leather Coat | 1 GC | 7 lbs. | |
| Hardened Leather | 15 GC | 9 lbs. | |
| Studded leather | 25 GC | 10 lbs. | |
| Scale Mail | 120 GC | 20 lbs. | U |
| Armored Longcoat | 5 SC | 3 lbs. | U |
| Chainmail | 70 GC | 30 lbs. | |
| Breastplate | 40 GC | 9 lbs. | U |
| Fur | 5 GC | 4 lbs. | |
| Partial Plate | 40 GC | 13 lbs. | U |
| Light Plate | 300 GC | 40 lbs. | |
| Half Plate | 100 GC | 30 lbs. |
Soul Gems
| Name | Effect | Weight | Cost | Presence |
|---|---|---|---|---|
| Minor Soul Gem | Can hold white souls up to Gnosis 0. | 0.1 | 10 | 10 |
| Petty Soul Gem | Can hold white souls up to Gnosis 5. | 0.1 | 30 | 10 |
| Lesser Soul Gem | Can hold white souls up to Gnosis 10. | 0.2 | 100 | 10 |
| Common Soul Gem | Can hold white souls up to Gnosis 15. | 0.3 | 80 | 10 |
| Greater Soul Gem | Can hold white souls up to Gnosis 25. | 0.4 | 100 | 40 |
| Grand Soul Gem | Can hold white souls up to Gnosis 35. | 0.5 | 200 | 50 |
| Black Soul Gem | Can hold black and white souls of up to Gnosis 35. | .5 | 500 | 50 |
| Divine Soul Gem | Can hold any soul, of any Gnosis. | 10 | 100000 | 100 |
| Soul Gem Fragment | Cannot hold souls. | 0.1 | 5 | 5 |
Materials
| Materials | Difficulty Modifier | Maximum Quality | Cost per Lb. | Weight | Rarity |
|---|---|---|---|---|---|
| Aetherium | +160 | +25 | 1g | - | Legendary |
| Bog Iron | +10 | +0 | 10g | x1 | Rare |
| Bone | -60 | +0 | 1g | x.2 | Ubiquitous |
| Bronze | -20 | +0 | 5g | x1.2 | Common |
| Chitin | -40 | +5 | 12.5g | x.5 | Uncommon |
| Deadric | +80 | +25 | 1g | x1.5 | Legendary |
| Dragon Bone | +25 | +25 | 1g | x1 | Legendary |
| Dragon Scale | +25 | +25 | 1g | x1 | Legendary |
| Dragon Steel | +25 | +25 | 1g | x1 | Legendary |
| Dwarven Alloy | +0 | +15 | 1g | x1.3 | Exotic |
| Ebony | +80 | +20 | 1g | x1.2 | Exotic |
| Greater Bone | -20 | +5 | 1g | x.4 | Common |
| Iron | +10 | +0 | 7g | x1 | Common |
| Malachite | +0 | +15 | 1g | - | Exotic |
| Moon Stone | +0 | +10 | 1g | - | Uncommon |
| Orichalcum | +0 | +10 | 1g | - | Uncommon |
| Quicksilver | +0 | +20 | 1g | - | Uncommon |
| Quicksilver Alloy | +0 | +15 | 1g | - | Uncommon |
| Silver Tracy | +40 | +5 | 1g | - | Uncommon |
| Skyforged Metal | +0 | +15 | 1g | - | Legendary |
| Stalhrim | +0 | +25 | 1g | - | Legendary |
| Steel | -20 | +5 | 1g | x1 | Common |
| Stone | -80 | +0 | 1g | x.3 | Ubiquitous |
| Treated Bone | -60 | +10 | 1g | x.2 | Uncommon |
Material Name
- Rarity: Ubiquitous, Common, Uncommon, Exotic, Legendary, or Unique
- Value: Cost per pound
- Difficulty Modifier: This number is applied to the difficulty required to craft an item made from the material. If there is a number in parenthesis the material requires special training to work.
- Maximum Quality: The highest quality the material can reach before magical enhancement is required to improve.
- Description: The fluff.
- Traits: What effects the material has on items made from it.
Adamantium
- Rarity: Unique
- Value: 10000g/lb.
- Difficulty Modifier: +10
- Maximum Quality: +10
- Description: Although, there is Black Iron, which is iron that apparently fell from the sky. It was used to forge a mighty blade for The Iron Son, an ancient ruler of Camlorn.
- Traits: Black Iron items reduce the artifact rank(level) requirement of powers applied to it by 1. +100 Presence.
Bog Iron
- Rarity: Rare
- Value: 10g/lb.
- Difficulty Modifier: +10
- Maximum Quality: +0
- Description: Bog Iron can be found as small nodules in ferrous peat, and is prized for its resistance to rust.
- Traits: While close to steel, bog iron has fortitude 2 lower than its steel counterparts. Additionally has +50 vs corrosion and oxidation.
Bone
- Rarity: Ubiquitous
- Value: 1g/lb.
- Difficulty Modifier: -60
- Maximum Quality: +0
- Description: Like stone, bone has been used to make all sorts of useful items since the dawn of civilization. The bone referred to here comes from common animals.
- Traits: Any weapon made of stone that does not do deal impact damage has a breakage
Bronze
- Rarity: Common
- Value: 5g/lb.
- Difficulty Modifier: -20
- Maximum Quality: +0
- Description: Bronze was was one of the earliest alloys from which objects were forged because of its high malleability, its light weight, and the ease with which it was produced. Unfortunately, it is not very tough.
- Traits: Any weapon made of stone that does not do deal impact damage has a breakage
Chitin
- Rarity: Common
- Value: 5g/lb.
- Difficulty Modifier: -20
- Maximum Quality: +0
- Description: Bronze was was one of the earliest alloys from which objects were forged because of its high malleability, its light weight, and the ease with which it was produced. Unfortunately, it is not very tough.
- Traits: Any weapon made of stone that does not do deal impact damage has a breakage
Deadric
- Rarity: Rare
- Value: 50g/lb.
- Difficulty Modifier: +10
- Maximum Quality: +0
- Description: Cold Iron is found in the mountains of Skyrim; it retains a chill even after forging, and holds enchantments very well. An alloy made of cold iron and ebony is used in Coldharbour architecture, notably in the forging of the Dark Anchors.
- Traits: While close to steel iron has fortitude 2 lower than its steel counterparts. Cold enchantments are 1 artifact level lower. Cold Iron weapons with a cold secondary attacks take no penalty on the attack roll.
Dragon Bone
- Rarity: Rare
- Value: 50g/lb.
- Difficulty Modifier: +10
- Maximum Quality: +0
- Description: Cold Iron is found in the mountains of Skyrim; it retains a chill even after forging, and holds enchantments very well. An alloy made of cold iron and ebony is used in Coldharbour architecture, notably in the forging of the Dark Anchors.
- Traits: While close to steel iron has fortitude 2 lower than its steel counterparts. Cold enchantments are 1 artifact level lower. Cold Iron weapons with a cold secondary attacks take no penalty on the attack roll.
Dragon Steel
- Rarity: Rare
- Value: 50g/lb.
- Difficulty Modifier: +10
- Maximum Quality: +0
- Description: Cold Iron is found in the mountains of Skyrim; it retains a chill even after forging, and holds enchantments very well. An alloy made of cold iron and ebony is used in Coldharbour architecture, notably in the forging of the Dark Anchors.
- Traits: While close to steel iron has fortitude 2 lower than its steel counterparts. Cold enchantments are 1 artifact level lower. Cold Iron weapons with a cold secondary attacks take no penalty on the attack roll.
Dwarven Alloy
- Rarity: Exotic
- Value: 200g/lb.
- Difficulty Modifier: -20
- Maximum Quality: +20
- Description: Dwarven Metal refers to heavy, exotic metals used primarily by the Dwemer. It is usually copper in color, although it can also be yellow, grey, or green. The Dwemer used the metal extensively, from architecture to cutlery, most notably for Dwemer Animunculi. To the other races of Tamriel, it is primarily of interest for use in smithing weapons and armor.
- Dwarven weapons are prized for their ability to resist corrosion and retain their edge, while Dwarven armor has distinctive impact-absorbing qualities. For this reason, Dwemer artifacts are highly prized by adventurers and collectors. The metal itself is rare and precious, scraps of which are prized both by collectors of antiquities and students of metals and enchantments. Only the most skilled blacksmiths have the ability to emulate ornate Dwarven craftsmanship, although the metal is often incorporated into cultural designs. True Dwarven metal was made using an unknown process that many metallurgists have tried to replicate unsuccessfully. The only way to obtain the metal is to melt down existing Dwemer items made from the substance
- Traits: Dwarven metal has a +100 to any save against corrosion. Dwemer metal has a breakage and fortitude 4 higher than other items of its type. Dwarven Metal.
Ebony
- Rarity: Common
- Value: 7g/lb.
- Difficulty Modifier: +10
- Maximum Quality: +0
- Description: Iron is the most commonly used metal in Tamriel. It is dark grey in color, and has a wide range of uses in blacksmithing. Its abundance makes the metal ideal for creating mundane items like nails or containers. Weapons and armor made from iron are easy to produce, but vastly inferior to equipment made from most other metals. Iron can be converted to steel, either through refinement of high-quality ore or through the creation of an alloy when combined with corundum. It can also be used in alchemy to produce a slowfall effect or magically transmuted into silver.
- Traits: While close to steel iron has fortitude 2 lower than its steel counterparts.
Greater Bone
- Rarity: Common
- Value: 7g/lb.
- Difficulty Modifier: +10
- Maximum Quality: +0
- Description: Iron is the most commonly used metal in Tamriel. It is dark grey in color, and has a wide range of uses in blacksmithing. Its abundance makes the metal ideal for creating mundane items like nails or containers. Weapons and armor made from iron are easy to produce, but vastly inferior to equipment made from most other metals. Iron can be converted to steel, either through refinement of high-quality ore or through the creation of an alloy when combined with corundum. It can also be used in alchemy to produce a slowfall effect or magically transmuted into silver.
- Traits: While close to steel iron has fortitude 2 lower than its steel counterparts.
Iron
- Rarity: Common
- Value: 7g/lb.
- Difficulty Modifier: +10
- Maximum Quality: +0
- Description: Iron is the most commonly used metal in Tamriel. It is dark grey in color, and has a wide range of uses in blacksmithing. Its abundance makes the metal ideal for creating mundane items like nails or containers. Weapons and armor made from iron are easy to produce, but vastly inferior to equipment made from most other metals. Iron can be converted to steel, either through refinement of high-quality ore or through the creation of an alloy when combined with corundum. It can also be used in alchemy to produce a slowfall effect or magically transmuted into silver.
- Traits: While close to steel iron has fortitude 2 lower than its steel counterparts.
Malachite
- Rarity: Exotic
- Value: 100g/lb.
- Difficulty Modifier: +20
- Maximum Quality: +15
- Description: Malachite, commonly known as glass, is a rare, volcanic, milky translucent green crystal, used in creating strong but lightweight metallic Altmer armor and weapons. It is similar to ebony, but is less durable and more lightweight. It bears no relation to the common, brittle glass used in windows and ornaments, as it is far stronger and has a much higher melting point. It is most commonly found in Morrowind on the volcanic island of Vvardenfell, but ore veins can also be found in Skyrim.
- The knowledge of working with glass started in Summerset, and was once a closely guarded secret within the isle, but a Dunmer slave who worked under the isle's master smith escaped and as an act of revenge, revealed the secrets of its creation to the rest of Nirn. Thanks to his contribution, it is now known that glass armor is made using rare metals such as moonstone in order to give it the right strength, and is studded with malachite to create an armor stronger than steel due to its ability to absorb and distribute shocks. Similarly, glass weapons are created using rare metals and volcanic glass to produce blades of virtually unparalleled sharpness and light weight. Glass weapons wear down quickly, however, and require frequent repair.[5] Raw glass has also been used in alchemy. Malachite ore must be smelted down into ingots of refined malachite before it can be used in smithing, and even then only skilled glass smiths can work with the material. Hammer blows struck across the grain run the risk of shattering the armor.[3] Malachite mining is very profitable. In Morrowind, the East Empire Company had sole authority to trade in raw glass, although it appears that no such limits exist in Skyrim, and settlements such as Kynesgrove depend on the mining of malachite ore.[6] Malachite is sometimes stylistically integrated into arms and armor of a different base material to give the items the appearance of glass equipment, although such practice is merely cosmetic.
- High Elves often stylize their glass equipment with avian imagery. Vivec's Buoyant Armigers use spiky glass equipment, an appearance inspired by the lessons in Vivec's sermons. There is a variant of glass called sunglass, but smithing is a privately taught craft in Sunhold.
- Traits: Any item made of Malachite weighs 60% of its normal weight. Armors made of Malachite have their wear armor requirement reduced by 50. Thrust and Cutting attacks with malachite weapons deal +10 base weapon damage. When an edged malachite weapon beats the target's defense but fails to deal damage the weapon's fortitude decreases by 1.
Meteoric Iron
- Rarity: Legendary
- Value: 1000g/lb.
- Difficulty Modifier: +30
- Maximum Quality: +25
- Description:
- Traits: It has the effect of Regaining 5 pp per hours spent basking in the night sky, and is a +15 quality material.
Moonstone
- Rarity: Uncommon
- Value: 100g/lb.
- Difficulty Modifier: +20
- Maximum Quality: +15
- Description:
- Traits: Any item made of Malachite weighs 60% of its normal weight. Armors made of Malachite have their wear armor requirement reduced by 50. Thrust and Cutting attacks with malachite weapons deal +10 base weapon damage. Malachite weapons take damage
Orichalcum
- Rarity: Ubiquitous
- Value: 1g/lb.
- Difficulty Modifier: -80
- Maximum Quality: +0
- Description: Stone has been one of the most frequently used materials for making tools since the beginning of history due to its wide availability and simplicity of use.
- Traits: Any weapon made of stone that does not do deal impact damage has a breakage
Pig Iron
- Rarity: Ubiquitous
- Value: 3g/lb.
- Difficulty Modifier: +10
- Maximum Quality: -5
- Description: Pig Iron is a brittle iron created during the smelting process.
- Traits: While close to steel, iron has fortitude 2 lower than its steel counterparts, min 1. On any fumble they lose 1 fortitude.
Quicksilver
- Rarity: Ubiquitous
- Value: 1g/lb.
- Difficulty Modifier: -80
- Maximum Quality: +0
- Description: Stone has been one of the most frequently used materials for making tools since the beginning of history due to its wide availability and simplicity of use.
- Traits: Any weapon made of stone that does not do deal impact damage has a breakage
Quicksilver Alloy
- Rarity: Ubiquitous
- Value: 1g/lb.
- Difficulty Modifier: -80
- Maximum Quality: +0
- Description: Stone has been one of the most frequently used materials for making tools since the beginning of history due to its wide availability and simplicity of use.
- Traits: Any weapon made of stone that does not do deal impact damage has a breakage
Silver Tracy
- Rarity: Ubiquitous
- Value: 1g/lb.
- Difficulty Modifier: -80
- Maximum Quality: +0
- Description: Stone has been one of the most frequently used materials for making tools since the beginning of history due to its wide availability and simplicity of use.
- Traits: Any weapon made of stone that does not do deal impact damage has a breakage
Skyforged Metal
- Rarity: Ubiquitous
- Value: 1g/lb.
- Difficulty Modifier: -80
- Maximum Quality: +0
- Description: Stone has been one of the most frequently used materials for making tools since the beginning of history due to its wide availability and simplicity of use.
- Traits: Any weapon made of stone that does not do deal impact damage has a breakage
Stalhrim
- Rarity: Ubiquitous
- Value: 1g/lb.
- Difficulty Modifier: -80
- Maximum Quality: +0
- Description: Stone has been one of the most frequently used materials for making tools since the beginning of history due to its wide availability and simplicity of use.
- Traits: Any weapon made of stone that does not do deal impact damage has a breakage
Steel
- Rarity: Common
- Value: 20g/lb.
- Difficulty Modifier: -20
- Maximum Quality: +0
- Description: Of all the common metals, steel is without doubt the best due to its quality and resistance. It can be made either using high iron ore or an alloy of Iron and Corundum.
- Traits: The listed statistics of most items assume steel was used.
Stone
- Rarity: Ubiquitous
- Value: 1g/lb.
- Difficulty Modifier: -80
- Maximum Quality: +0
- Description: Stone has been one of the most frequently used materials for making tools since the beginning of history due to its wide availability and simplicity of use.
- Traits: Any weapon made of stone that does not do deal impact damage has a breakage
Treaded Bone
- Rarity: Ubiquitous
- Value: 1g/lb.
- Difficulty Modifier: -80
- Maximum Quality: +0
- Description: Stone has been one of the most frequently used materials for making tools since the beginning of history due to its wide availability and simplicity of use.
- Traits: Any weapon made of stone that does not do deal impact damage has a breakage
Enchantments
Charged
Enchantments have a Magicka(Zeon) pool that is used to maintain the effects of the enchantment. This pool does not naturally recover and is depleted each time the item is utilized. Each power defines how much energy it cost in the description. This pool is equal to the filled soul gem's presence x enchantment roll total.
Absorb Health
This power gives a weapon the ability to steal the LP from those it hits. Any attack that deals damage applies the effect of Absorb Health. After determining the damage of the attack, the target of the attack takes extra damage based on the enchantment and the wielder gains an equal amount of LP. Whenever this power draws LP from a target the weapon loses 15 times the enchantment value.
| Absorption | AP | Level |
|---|---|---|
| 5 | 75 | 1 |
| 10 | 100 | 1 |
| 15 | 25 | 2 |
| 20 | 50 | 2 |
| 25 | 75 | 2 |
| 30 | 100 | 2 |
| 35 | 25 | 3 |
| 40 | 50 | 3 |
| 45 | 75 | 3 |
| 50 | 100 | 3 |
| 55 | 25 | 4 |
| 60 | 50 | 4 |
| 65 | 75 | 4 |
| 70 | 100 | 4 |
| 75 | 25 | 5 |
| 80 | 50 | 5 |
| 85 | 75 | 5 |
| 90 | 100 | 5 |
| 95 | 125 | 5 |
| 100 | 150 | 5 |
Absorb Magicka
This power gives a weapon the ability to steal the Magicka (Zeon) from those it hits. Any attack that deals damage applies the effect of Absorb Magicka. After determining the damage of the attack, the target of the attack looses Magicka based on the enchantment and the wielder gains an equal amount of Magicka. Whenever this power draws Magicka from a target the weapon loses 1/5 the enchantment value.
| Absorb | AP | Level |
|---|---|---|
| 25 | 50 | 1 |
| 50 | 100 | 1 |
| 100 | 50 | 2 |
| 125 | 100 | 2 |
| 150 | 50 | 3 |
| 200 | 100 | 3 |
| 350 | 25 | 4 |
| 400 | 50 | 4 |
| 450 | 75 | 4 |
| 500 | 100 | 4 |
| 750 | 50 | 5 |
| 1000 | 100 | 5 |
Absorb Stamina
This power gives a weapon the ability to steal the fatigue from those it hits. Any attack that deals damage applies the effect of Absorb Stamina. After determining the damage of the attack, the target of the attack takes extra damage based on the enchantment and the wielder gains an equal amount of fatigue. Whenever this power draws life from a target the weapon loses 15 times the enchantment value.
| Absorb | AP | Level |
|---|---|---|
| 1 | 75 | 1 |
| 2 | 50 | 2 |
| 3 | 25 | 3 |
| 4 | 100 | 3 |
| 5 | 75 | 4 |
| 6 | 50 | 5 |
| 7 | 125 | 5 |
| 8 | 200 | 5 |
| 9 | 275 | 5 |
| 10 | 350 | 5 |
Banish
Weapons with this power attempts to banish any valid target they deal damage to. The weapon makes a banish check using the bonus on the chart, and pays the normal cost from its own magicka pool.
| Bonus | AP | Level |
|---|---|---|
| +40 | 40 | 1 |
| +80 | 80 | 1 |
| +120 | 40 | 2 |
| +160 | 80 | 2 |
| +200 | 40 | 3 |
| +240 | 80 | 3 |
| +280 | 40 | 4 |
| +320 | 80 | 4 |
| +360 | 40 | 5 |
| +400 | 80 | 5 |
Fear
Weapons with this power inflict fear in their victims. If the weapon deals damage, the target must make a Psychic Resistance (PsR) check. The difficulty is determined by the enchantment. On failed check they are inflicted with the Fear effect. Unlike normal the duration of the fear effect is 1 round per 20 points of difference between the resistance difficulty and the roll. Whenever a weapon with this power hits, the weapon loses difficulty in Magicka.
| Difficulty | AP | Level |
|---|---|---|
| 20 | 20 | 1 |
| 40 | 60 | 1 |
| 80 | 100 | 1 |
| 120 | 40 | 2 |
| 140 | 80 | 2 |
| 180 | 20 | 3 |
| 240 | 60 | 3 |
| 280 | 100 | 3 |
| 320 | 40 | 4 |
| 440 | 80 | 4 |
Fire Damage
This power gives a weapon extra heat damage. The damage is calculated against Heat AT separately, using the attack and defense rolls. Whenever an attack with the weapon hits the weapon loses magicka listed on the chart.
| Damage | AP | Level | Magicka |
|---|---|---|---|
| +10 | 40 | 1 | 50 |
| +20 | 100 | 1 | 80 |
| +30 | 70 | 2 | 100 |
| +40 | 20 | 3 | 120 |
| +50 | 70 | 3 | 140 |
| +60 | 20 | 4 | 160 |
| +80 | 60 | 4 | 180 |
| +100 | 100 | 4 | 200 |
Frost Damage
This power gives a weapon extra cold damage. The damage is calculated against Cold AT separately, using the attack and defense rolls. Whenever an attack with the weapon hits the weapon loses magicka listed on the chart.
| Damage | AP | Level | Magicka |
|---|---|---|---|
| +10 | 40 | 1 | 50 |
| +20 | 100 | 1 | 80 |
| +30 | 70 | 2 | 100 |
| +40 | 20 | 3 | 120 |
| +50 | 70 | 3 | 140 |
| +60 | 20 | 4 | 160 |
| +80 | 60 | 4 | 180 |
| +100 | 100 | 4 | 200 |
Magicka Damage
Weapons with this power also deals damage to Magicka (Zeon). The damage is calculated against Energy AT separately, using the attack and defense rolls.
| Damage | AP | Level |
|---|---|---|
| +25 | 40 | 1 |
| +50 | 100 | 1 |
| +75 | 70 | 2 |
| +100 | 20 | 3 |
| +125 | 70 | 3 |
| +150 | 20 | 4 |
| +175 | 60 | 4 |
| +200 | 100 | 4 |
| +300 | 30 | 5 |
| +400 | 60 | 5 |
| +500 | 90 | 5 |
Paralyze
Weapons with this power inflict fear in their victims. If the weapon deals damage, the target must make a Magic Resistance (MR) check. The difficulty is determined by the enchantment. On failed check they are inflicted with the Paralysis effect. Unlike normal the duration of the fear effect is 1 round per 20 points of difference between the resistance difficulty and the roll.
| Difficulty | AP | Level |
|---|---|---|
| 20 | 20 | 1 |
| 40 | 60 | 1 |
| 80 | 100 | 1 |
| 120 | 40 | 2 |
| 140 | 80 | 2 |
| 180 | 20 | 3 |
| 240 | 60 | 3 |
| 280 | 100 | 3 |
| 320 | 40 | 4 |
| 440 | 80 | 4 |
Shock Damage
This power gives a weapon extra electricity damage. The damage is calculated against Electricity AT separately, using the attack and defense rolls. Whenever an attack with the weapon hits the weapon loses magicka listed on the chart.
| Damage | AP | Level | Magicka |
|---|---|---|---|
| +10 | 40 | 1 | 50 |
| +20 | 100 | 1 | 80 |
| +30 | 70 | 2 | 100 |
| +40 | 20 | 3 | 120 |
| +50 | 70 | 3 | 140 |
| +60 | 20 | 4 | 160 |
| +80 | 60 | 4 | 180 |
| +100 | 100 | 4 | 200 |
Spell on Hit
Weapons with this power inflict fear in their victims. If the weapon deals damage, the target must make a Magic Resistance (MR) check. The difficulty is determined by the enchantment. On failed check they are inflicted with the Fear effect. Unlike normal the duration of the fear effect is 1 round per 20 points of difference between the resistance difficulty and the roll.
| Difficulty | AP | Level |
|---|---|---|
| 80 | 50 | 1 |
| 120 | 100 | 1 |
| 140 | 50 | 2 |
| 180 | 100 | 2 |
| 240 | 50 | 3 |
| 280 | 100 | 3 |
| 320 | 50 | 4 |
| 440 | 100 | 4 |
| Modifiers | ||
| Minutes | - | +1 |
| Hours | - | +2 |
| Days | - | +3 |
| Permanent | - | +4 |
- Minutes: The duration is measured in minutes instead of rounds.
- Hours: The duration is measured in hours instead of rounds.
- Days: The duration is measured in days instead of rounds.
- Permanent: The effect does not end.
Stamina Damage
This power gives a weapon extra cold damage. The damage is calculated against electricity AT separately, using the attack and defense rolls.
| Damage | AP | Level |
|---|---|---|
| 1 | 40 | 1 |
| 2 | 100 | 1 |
| 3 | 70 | 2 |
| 4 | 20 | 3 |
| 5 | 70 | 3 |
| 6 | 20 | 4 |
| 8 | 60 | 4 |
| 10 | 100 | 4 |
Turn Undead
Weapons with this power inflict fear in undead. If the weapon deals damage, the target must make a Magic Resistance (MR) check. The difficulty is determined by the enchantment. On failed check they are inflicted with the Fear effect. Unlike normal the duration of the fear effect is 1 round per 10 points of difference between the resistance difficulty and the roll.
| Difficulty | AP | Level |
|---|---|---|
| 40 | 20 | 1 |
| 80 | 60 | 1 |
| 120 | 100 | 1 |
| 160 | 40 | 2 |
| 200 | 80 | 2 |
| 240 | 20 | 3 |
| 280 | 60 | 3 |
| 320 | 100 | 3 |
| 360 | 40 | 4 |
| 400 | 80 | 4 |
| 440 | 20 | 5 |
Magic Schools
Magic Knowledge Levels
You may spend magic knowledge on one of the schools of magic, to unlock the ability to learn spells of the appropriate level. Some spells can be of multiple schools, but the mage must only meet the level requirement in one of the schools. Learning a new spell requires 2 magic knowledge levels unspent and instruction. Instruction can be in either the form of a spell tome or the guiding hand of a teacher. Research can replace instruction but doubles the cost and increases the learning time.
Alteration
Alteration spells alter the physical and magical properties of the target. Alteration spells harm the target by making the objects it is carrying heavier and augments the target by making the objects it is carrying lighter, granting it elemental and physical shields and the ability to breath and walk on water as well as opening locks.
Spell List: Blinding Flash, Cleanliness, Create Light, Jump, Move Objects, Opening, Stop Fall, Tie, Undo Writing,
Conjuration
Conjuration spells call upon otherworldly entities through telepathy, certain skilled Conjuration mages can develop telepathic links with each other. Conjuration spells augment the caster by granting them Daedric and Undead guardians, Daedric weapons and armor, and the ability to repel the undead and banish Daedra.
Spell List: Banish Undead, Banish Daedra, Summon Imp, Summon Clannfear, Summon Two-handed Sword, Summmon Dagger, Summon Flmae Atronach
Destruction
Destruction spells harm the target by damaging its health with either elemental or magical attacks, draining and damaging its attributes, skills, health, magic, and fatigue, making it weak to the elements, poisons and magic, and corroding its armor and weapons.
Spell List: Create Fire, Magic Beam, Book of Destruction spells
Illusion
Illusion spells affect light and a sentient target's mind. Illusion spells harm the target by commanding, demoralizing, paralyzing, silencing, and causing it to frenzy, as well as augmenting it by rallying, charming, calming it, granting it invisibility, night-vision, translucency and illuminating it.
Spell List: Change Color, Create Light, Create Music, Imbue Calm, Blinding Flash, Book of Illusion spells
Mysticism
Mysticism is an obscure school, though its spells seem to manipulate magicka itself. Due to its spells that bind the target's soul, this school is closely related to necromancy. Mysticism spells augment the target by granting it the ability to detect life, reflect damage, absorb and reflect spells as well as harm it by dispelling its magical effects and trapping its soul, including the ability to move objects through space with telekinesis. The nature of the School of Mysticism is the subject of much scholarly debate.
Spell List: Magic Detection, Move Objects, Drain Life
Necromancy
Necromancy, also called the Necromantic Arts, Dark Arts, or Dark Practice, is the manipulation of the souls or corpses of the dead. Dragons know it as alok-dilon. Different groups and cultures have varying positions on what exactly constitutes necromancy. In its broadest sense, necromancy can be understood as any form of soul manipulation. Some might consider it a subset of the conjuration school of magic, as both involve the summoning of spirits and utilizing the powers of Oblivion. However, necromancy is more generally understood to connote the manipulation of the souls of mortals and the reanimation of their corpses. Typically, this soul manipulation is accomplished by binding a soul to a physical form which has been prepared by the necromancer.
Necromancy has generally been considered immoral and illegal in most cultures, as it is believed to contravene the natural process of life and death and violate the sanctity of spirits. However, there have been significant exceptions, and various disreputable groups have employed necromancy as a tool of war throughout history. Much of the knowledge of it is often attributed to Daedric influences, specifically Molag Bal. Molag Bal is also the father of vampires, undead creatures who often practice and have a heightened affinity for necromancy, or work alongside necromancers. Vampirism is often understood to be a form of necromancy.
Spell List: Book of Necromancy spells, Book of Curse spells
Restoration
Restoration spells augment the target by restoring its health, attributes, stamina, and magicka, fortifying its health, attributes, skills, stamina, and magicka, granting it resistances to the elements, magic, disease, paralysis, poison, and un-enchanted weapons, curing it of disease, poison and paralysis as well as harming the target by absorbing its health, magicka, stamina, attributes and skills.
Spell List: Shield of Light, Book of Essence Spells, Book of Light Spells, Book of Blessing spells
Thaumaturgy
Thaumaturgy does not change the appearance or structure of a force or object, but can manipulate laws temporarily.
Spell List: Imbue Calm
Beggar's Nose
- Action: Active Type: Detection |Casting Level| Base| Intermediate| Advanced| Arcane |:---:|:---:|:---:|:---:|:---:| |Magicka |60 |100 |140 |200 |Req. Int |6 |9 |12 |15
- Effect: This spell enables the caster to locate any source of heat in an radius. The caster can feel intensity level and size of the Animal/Key/Enchantment, and can even perceive heat coming from warm-blooded creatures, but not from inanimate or immaterial beings – such as golems or undead. Living creatures can resist this spell by passing a MR Check.
- Base: 25m area / MR120.
- Intermediate: 50m area / MR150.
- Advanced: 100m area / MR180.
- Arcane: 250m area / MR220.
- Maintenance: 10 / 10 / 15 / 15.
Whatchamacallit
- Action: Active
- Type: See Rolled Spell.
| Casting Level | Base | Intermediate | Advanced | Arcane |
|---|---|---|---|---|
| Magicka | 60 | 100 | 140 | 200 |
| Req. Int | 6 | 9 | 12 | 15 |
- Effect: This spell rolls a random spell from all other spells and casts that spell at the chosen level.
- Base: Can roll low magic 1d20*2.
- Intermediate: Can roll any non high magic 1d40*2.
- Advanced: Can Roll High Magic 1d45*2
- Arcane: Can roll Divine Magic 1d50*2
- Maintenance: See Rolled Spell.
| Roll | Path |
|---|---|
| 1 | Free Spells |
| 2 | Essence Path |
| 3 | Water Path |
| 4 | Earth Path |
| 5 | Creation Path |
| 6 | Darkness Path |
| 7 | Necromancy Path |
| 8 | Light Path |
| 9 | Destruction Path |
| 10 | Air Path |
| 11 | Fire Path |
| 12 | Illusion Path |
| 13 | Void Sub-Path |
| 14 | Umbra Sub-Path |
| 15 | Time Sub-Path |
| 16 | Dreams Sub-Path |
| 17 | Blood Sub-Path |
| 18 | Knowledge Sub-Path |
| 19 | Sin Sub-Path |
| 20 | Peace Sub-Path |
| 21 | Nobility Sub-Path |
| 22 | Music Sub-Path |
| 23 | Death Sub-Path |
| 24 | Literature Sub-Path |
| 25 | War Sub-Path |
| 26 | Chaos Sub-Path |
| 27 | Summons |
| 28 | Invocations |
Hiradirge
This lost magic art was long ago mastered by ancient Yakudan and Sinestral Elf mystics. The fall of Yakuda was also said to be the event that ended the practice of Hiradirge. Hiradirge is actually the Psychic Discipline Terrakinesis.
Modifier: +20 Psychic Potential while under ground. -20 Psychic Projection while not in contact with the ground.
Detect Minerals
- Level: 1
- Action: Active
- Maintenance: No
- Description: This power detects a particular mineral’s location within the radius of the power, provided it is not behind an energy barrier. This allows you to gather information about the location, relative size, and purity of the material, but not it’s shape.
- Effect:
| 20 | Routine | Fatigue 4 |
| 40 | Easy | Fatigue 2 |
| 80 | Medium | Fatigue 1 |
| 120 | Difficult | 30ft radius |
| 140 | Very Difficult | 80ft radius |
| 180 | Absurd | 150ft radius |
| 240 | Almost Impossible | 300ft radius |
| 280 | Impossible | 1500ft radius |
| 320 | Inhuman | 1 mile radius |
| 440 | Zen | 3 mile radius |
Entomb
- Level: 1
- Action: Active
- Maintenance: No
- Description: The vary earth binds itself around your target. The rolls determines the maximum size that can be entombed. If the target is larger than the maximum size, you may cause total paralysis of that size worth of a body part or partial paralysis of their entire body. If head is entombed it may cause suffocation. If the entomb meets or exceeds their size they are effected by total paralysis.
- Effect:
| 20 | Routine | Fatigue 2 |
| 40 | Easy | Fatigue 1 |
| 80 | Medium | Size 5 |
| 120 | Difficult | Size 10 |
| 140 | Very Difficult | Size 15 |
| 180 | Absurd | Size 20 |
| 240 | Almost Impossible | Size 25 |
| 280 | Impossible | Size 30 |
| 320 | Inhuman | Size 35 |
| 440 | Zen | Size 40 |
Forge Minerals
- Level: 1
- Action: Active
- Maintenance: No
- Description: The hiradirge is capable of reshaping earthen materials into a new form. The hiradirge can change a lump of iron into a dagger or stone wall into steps, but could not change sand to steel. The hiradirge must still make a Art or Forge check to determine the accuracy of the shaping.
- Effect:
| 20 | Routine | Fatigue 1 |
| 40 | Easy | 2.5 lbs./PhR 60 |
| 80 | Medium | 5 lbs./PhR 80 |
| 120 | Difficult | 25 lbs./PhR 100 |
| 140 | Very Difficult | 125 lbs./PhR 120 |
| 180 | Absurd | 625 lbs./PhR 140 |
| 240 | Almost Impossible | 3,125 lbs./PhR 160 |
| 280 | Impossible | 15,625 lbs./PhR 180 |
| 320 | Inhuman | 78,125 lbs./PhR 200 |
| 440 | Zen | 390,625 lbs./PhR 220 |
Minor Terrakinesis
- Level: 1
- Action: Active
- Maintenance: Yes
- Description: This power detects a particular mineral’s location within the radius of the power, provided it is not behind an energy barrier. This allows you to gather information about the location, relative size, and purity of the material, but not it’s shape.
- Effect:
| 20 | Routine | Fatigue 1 |
| 40 | Easy | 5 lbs. / Flight 4 |
| 80 | Medium | 10 lbs. / Flight 6 |
| 120 | Difficult | 20 lbs. / Flight 8 |
| 140 | Very Difficult | 40 lbs. / Flight 10 |
| 180 | Absurd | 80 lbs. / Flight 12 |
| 240 | Almost Impossible | 200 lbs. / Flight 14 |
| 280 | Impossible | 400 lbs. / Flight 16 |
| 320 | Inhuman | 1,000 lbs. / Flight 18 |
| 440 | Zen | 10,000 lbs. / Flight 20 |
Ballistics
See Psychokinesis power of the same name.
Shatter
See Psychokinesis power of the same name.
Ground Control
See Psychokinesis power of the same name.
Major Terrakinesis
- Level: 3
- Action: Active
- Maintenance: No
- Description: The hiradirge is capable of reformatting the very ground beneath their feet. This can change the structure and molecular make up of any minerals in the area. The mass of the starting material and ending material must be equal but, you could transmute the entire area into gold ore, salt the earth, or make a desert region fertile.
- Effect:
| 20 | Routine | Fatigue 24 |
| 40 | Easy | Fatigue 20 |
| 80 | Medium | Fatigue 16 |
| 120 | Difficult | Fatigue 12 |
| 140 | Very Difficult | Fatigue 8 |
| 180 | Absurd | Fatigue 4 |
| 240 | Almost Impossible | 500 tons / Flight Value 4 |
| 280 | Impossible | 10,000 tons / Flight Value 6 |
| 320 | Inhuman | 100,000 tons / Flight Value 8 |
| 440 | Zen | 1,000,000 tons / Flight Value 10 |
Terraform
- Level: 3
- Action: Active
- Maintenance: No
- Description: The hiradirge is capable of reformatting the very ground beneath their feet. This can change the structure and molecular make up of any minerals in the area. The mass of the starting material and ending material must be equal but, you could transmute the entire area into gold ore, salt the earth, or make a desert region fertile.
- Effect:
| 20 | Routine | Fatigue 24 |
| 40 | Easy | Fatigue 20 |
| 80 | Medium | Fatigue 16 |
| 120 | Difficult | Fatigue 12 |
| 140 | Very Difficult | Fatigue 8 |
| 180 | Absurd | Fatigue 6 |
| 240 | Almost Impossible | Fatigue 4 |
| 280 | Impossible | 500 ft. radius sphere |
| 320 | Inhuman | 1 mile radius sphere |
| 440 | Zen | 5 mile radius sphere |
Thu'um
Similar to spells Thu'um, or colloquially called Shouts/Dragon Shouts, are used at specific levels of power. These levels are broken up into the 3 words that form the Thu'um. A person who uses Thu'um, or The Voice, is a called a Tongue.
Learning Shouts
Each shout requires magic knowledge to learn based on the complexity of the shout.
Mastery Trees
Each Thu'um is considered mastered upon learning all 3 words, but true mastery comes through the mastery tree.
Animal Allegiance
A Shout for help from the beasts of the wild, who come to fight in your defense.
Raan (Animal)
- Cost: 10 Magic Knowledge
- Effect: All animals in 75 feet radius with a presence of 40 or less become friendly and will fight on the Tongue's behalf. This lasts 30 seconds(10 rounds).
- Recovery: 50 sec
Mir (Allegiance)
- Cost: 10 Magic Knowledge
- Effect: All animals in 150 feet radius with a presence of 55 or less become friendly and will fight on the Tongue's behalf. This lasts 45 seconds(15 rounds).
- Recovery: 60 sec
Tah (Pack)
- Cost: 10 Magic Knowledge
- Effect: All animals in 250 feet radius, with a presence of 70 or less become friendly and will fight on the Tongue's behalf. This lasts 45 seconds(15 rounds).
- Recovery: 70 sec
Masteries
Domineering
- Cost: 2 Magic Knowledge
- Effect: Increase the presence limits by 5.
- Special: This may be taken multiple times, raising the presence limit by 5 each time.
Enduring
- Cost: 2 Magic Knowledge
- Effect: Increase the duration by 1 round.
- Special: This may be taken multiple times, raising the duration by 1 each time.
Armageddon
Jiid (Moon)
So (Sorrow)
Daan (Doom)
Aura Whisper
Laas (Life)
Yah (Seek)
Nir (Hunt)
Battle Fury
Mid (Loyal)
Vur (Valor)
Shaan (Inspire)
Become Ethereal
Feim (Fade)
Zii (Spirit)
Gron (Bind)
Bend Will
Gol (Earth)
Hah (Mind)
Dov (Dragon)
Call Dragon
Unlike other shouts this is more of a template, each individual dragon has its own name that can be mastered to call that dragon.
Call of Valor
Hun (Hero)
Kaal (Champion)
Zoor (Legend)
Clear Skies
Lok (Sky)
Vah (Spring)
Koor (Summer)
Cyclone
Ven (Wind)
Gaar (Unleash)
Nos (Strike)
Devour Soul
Zii(Spirit)
Los(is)
Dii(Mine)
Du(Devour)
Disarm
Zun (Weapon)
Haal (Hand)
Viik (Defeat)
Dismay
Faas (Fear)
Ru (Run)
Maar (Terror)
Dragon Aspect
Mul (Strength)
Qah (Armor)
Diiv (Wyrm)
Dragonrend
Joor (Mortal)
Zah (Finite)
Frul (Temporary)
Drain Vitality
Gaan (Stamina)
Lah (Magicka)
Haas (Health)
Elemental Fury
Su (Air)
Grah (Battle)
Dun (Grace)
Fire Breath
Yol (Fire)
Toor (Inferno)
Shul (Sun)
Frost Breath
Fo (Frost)
Krah (Cold)
Kiin (Freeze)
Ice Form
Iiz (Ice)
Slen (Flesh)
Nus (Statue)
Kyne's Peace
Kaan (Kyne)
Drem (Peace)
Ov (Trust)
Marked for Death
Krii (Kill)
Lun (Leech)
Aus (Suffer)
Opening
Bex (Open)
Return to Nirn
Nahl (Living)
Dal (Return)
Vus (Nirn)
Phantom Form
Fiik (Mirror)
Lo (Deceive)
Sah (Phantom)
Resurrection
Slen (Flesh)
Tiid (Time)
Vo (Un)
Soul Cairn Summon
Diil (Undead)
Qoth (Tomb)
Zaam (Slave)
Soul Fog
Ven (Wind)
Mul (Strong)
Riik (Gale)
Soul Tear
Rii (Essence)
Vaaz (Tear)
Zol (Zombie)
Slow Time
Tiid (Time)
Klo (Sand)
Ul (Eternity)
Storm Call
Strun (Storm)
Bah (Wrath)
Qo (Lightning)
Throw Voice
Zul (Voice)
May (Fool)
Gut (Far)
Unrelenting Force
Fus (Force)
- Cost: 10 Magic Knowledge
- Effect: Everything in a 30ft cone must make a
- Recovery: 15 sec
Ro (Balance)
- Cost: 10 Magic Knowledge
- Effect: All animals in 250 feet radius, with a presence of 70 or less become friendly and will fight on the Tongue's behalf. This lasts 45 seconds(15 rounds).
- Recovery: 20 sec
Dah (Push)
- Cost: 10 Magic Knowledge
- Effect: All animals in 250 feet radius, with a presence of 70 or less become friendly and will fight on the Tongue's behalf. This lasts 45 seconds(15 rounds).
- Recovery: 45 sec
Whirlwind Sprint
Wuld (Whilwind)
Nah (Fury)
Kest (Tempest)
Factions
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Companions
| Rapport Less Than 50 | |
|---|---|
| Roll over 150 on attack or defense¹ | +1 |
| Roll over 200 on attack or defense¹ | +5 |
| Complete Quest in Whiterun | +3 |
| Complete Quest for a Jarl | +1 |
| Complete Quest for the Jarl of Whiterun | +5 |
| Rapport 50+ | |
| Roll over 200 on attack or defense¹ | +1 |
| Roll over 300 on attack or defense¹ | +3 |
| Complete Quest in Whiterun | +1 |
| Complete Quest for a Jarl | +1 |
| Complete Quest for the Jarl of Whiterun | +3 |
| Complete Quest for the Companions | +3 |
| Rapport over 80 | |
| Roll over 300 on attack or defense¹ | +1 |
| Complete Quest for the Jarl of Whiterun | +1 |
| Complete Quest for the Companions | +1 |
| Rapport over 50 | |
| Treat others poorly¹ | -2 |
| Abuse other companions¹ | -10 |
| Use magic in a Duel¹ | -10 |
| Consort with Hagravens¹ | -20 |
- ¹ Things that must be done in a companions presence.
Gifts
Training
- Requirement: Rapport 10
- Cost: 5
- Effect: Learn one Module, Ars Magnus, or Ki Technique from a companion. This is not lost if your rapport drops below 10, but the person who taught you considers your an enemy.
- Special: You may chose this multiple times gaining a new Module, Basic Ars Magnus, or Ki Technique of MK 25 or less. The new technique must come from a different teacher.
Become a Companion
- Requirement: Rapport 50
- Cost: 10
- Effect: You may take jobs for the companions. You also gain +25 to social checks when speaking to nords.
Skyforged Steel
- Requirement: Rapport 50, Become a Companion
- Cost: 10
- Effect: Gain a weapon, shield, or armor forged of skyforge steel. The base item's cost cannot exceed 70g before being skyforged. You may spend an additional 5 rapport to increase the maximum by 35g.
- Special: This may be taken multiple times, granting a new item each time.
Advanced Training
- Requirement: Rapport 50, Become a Companion
- Cost: 5
- Effect: Learn one Module, Ars Magnus, or Ki Technique from a companion. This is not lost if your rapport drops below 10, but the person who taught you considers your an enemy.
- Special: You may chose this multiple times gaining a new Module, Basic Ars Magnus, or Ki Technique of MK 25 or less. The new technique must come from a different teacher.
The Circle
You are now responsible for the the big decisions and keeping everyone on the right path. Only the Harbinger is higher ranked than you.
- Requirement: Rapport 80
- Cost: 10
- Effect: You may requisition any equipment available to the companions and call lower ranked companions to preform quests.
The Harbinger
You are now the leader of the companions.
- Requirement: Rapport 100
- Cost: 10
- Effect: You may requisition any equipment available to the companions and call lower ranked companions to preform quests.
Patrons
Patron's Name
Mark
The ability automatically granted upon choosing this Patron.
Mark Name
Description of Mark Effect
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Universal Gifts
The Following are gifts all Patrons grant.
Ordained
- Requirement: Rapport 60
- Cost: 0
- Effect: Your Gnosis becomes 20
Favored
- Requirement: Rapport 70, Ordained
- Cost: 0
- Effect: Your Gnosis becomes 25
Chosen
- Requirement: Rapport 80, Favored
- Cost: 0
- Effect: Your Gnosis becomes 30
Child
- Requirement: Rapport 90, Chosen
- Cost: 0
- Effect: Your Gnosis becomes 35
Avatar
- Requirement: Rapport 100, Child
- Cost: 0
- Effect: Your Gnosis becomes 40
Ansei
Mark
The ability automatically granted upon choosing this Patron.
Mark Name
Description of Mark Effect
| Rapport Less Than 50 and 10+ Power | |
|---|---|
| Per Shehai Difficulty | +5 |
| Power 11 | +40 |
| Power increase | +10 |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Pankratosword
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: 10
- Effect: What this gift does.
Universal Gifts
The Following are gifts all Patrons grant.
Shehai
- Requirement: Rapport 40
- Cost: 40
- Effect: Your Gnosis becomes 20
Shehai
- Requirement: Rapport 40
- Cost: 40
- Effect: Your Gnosis becomes 20
Ordained
- Requirement: Rapport 60
- Cost: 0
- Effect: Your Gnosis becomes 20
Favored
- Requirement: Rapport 70, Ordained
- Cost: 0
- Effect: Your Gnosis becomes 25
Chosen
- Requirement: Rapport 80, Favored
- Cost: 0
- Effect: Your Gnosis becomes 30
Child
- Requirement: Rapport 90, Chosen
- Cost: 0
- Effect: Your Gnosis becomes 35
Avatar
- Requirement: Rapport 100, Child
- Cost: 0
- Effect: Your Gnosis becomes 40
Hiradirge
Stone magic know by long
Mark
The ability automatically granted upon choosing this Patron.
Mark Name
Description of Mark Effect
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Universal Gifts
The Following are gifts all Patrons grant.
Shehai
- Requirement: Rapport 40
- Cost: 40
- Effect: Your Gnosis becomes 20
Shehai
- Requirement: Rapport 40
- Cost: 40
- Effect: Your Gnosis becomes 20
Ordained
- Requirement: Rapport 60
- Cost: 0
- Effect: Your Gnosis becomes 20
Favored
- Requirement: Rapport 70, Ordained
- Cost: 0
- Effect: Your Gnosis becomes 25
Chosen
- Requirement: Rapport 80, Favored
- Cost: 0
- Effect: Your Gnosis becomes 30
Child
- Requirement: Rapport 90, Chosen
- Cost: 0
- Effect: Your Gnosis becomes 35
Avatar
- Requirement: Rapport 100, Child
- Cost: 0
- Effect: Your Gnosis becomes 40
Hircine
Mark
The ability automatically granted upon choosing this Patron.
Mark Name
Description of Mark Effect
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Universal Gifts
The Following are gifts all Patrons grant.
Ordained
- Requirement: Rapport 60
- Cost: 0
- Effect: Your Gnosis becomes 20
Favored
- Requirement: Rapport 70, Ordained
- Cost: 0
- Effect: Your Gnosis becomes 25
Chosen
- Requirement: Rapport 80, Favored
- Cost: 0
- Effect: Your Gnosis becomes 30
Child
- Requirement: Rapport 90, Chosen
- Cost: 0
- Effect: Your Gnosis becomes 35
Avatar
- Requirement: Rapport 100, Child
- Cost: 0
- Effect: Your Gnosis becomes 40
Malacath
Mark
The ability automatically granted upon choosing this Patron.
Pariah Chieftain
You gain a -25 to social rolls with against non-pariahs (orsimer are most common). Upon entering a Berserker you can still identify friend form foe. Additionally your weapons base damage is doubled.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Strength of Malacath
- Requirement: Rapport 10
- Cost: 10
- Effect: Use st
Phynaster
Mark
The ability automatically granted upon choosing this Patron.
Phynaster Stride
Life span is increased by 50%. Additionally increase AT by 2 for all types.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Sep
Mark
The ability automatically granted upon choosing this Patron.
Soul Hunger
You have an unnatural hunger that can only be sated by the consumption of soul gems. You cannot recover magicka(zeon) naturally. But on a day where you consume a soul gem you gain 1 magicka per effective level 1 power points of the gem. Gain a bite natural weapon. Your target is effected by Advanced Soul Trap.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Sheogorath
Mark
The ability automatically granted upon choosing this Patron.
The Fishstick
+2 Intelligence and Zen with intelligence based rolls. -2 Willpower and gain a mental disability that does not impact intelligence based roles.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: Gain the gift, and learn the spell Whatchamacallit.
Sheor
Mark
The ability automatically granted upon choosing this Patron.
Beacon of Strife
Anyone in 10 meter radius has their rolls reduced by your power. This affects allies and enemies. This does not effect you.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Shezarr
Mark
The ability automatically granted upon choosing this Patron.
Soul of Destined
Recover one destiny point per rapport gained. +2 destiny point pool.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Shor
Mark
The ability automatically granted upon choosing this Patron.
Heart of the Warrior
Gain Use of Ki, Ki Control, and Inhumanity. Additionally gain one Ars Magnus.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Sithis
Mark
The ability automatically granted upon choosing this Patron.
Void Child
Gain Use of Nemesis, Undetectable and Body of Emptiness.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Voice of Sithis
- Requirement: 90 Rapport
- Cost: 10
- Effect: You can speak in the voice of Sithis. Only other people with this gift can hear the voice. It is impossible to detect someone speaking in the voice of Sithis. The voice of Sithis can be heard at a distance of 50 miles as if standing next to the person. After death the soul may still speak to anyone with in 25ft of their corpse that has this gift.
Sotha Sil
Mark
The ability automatically granted upon choosing this Patron.
Hands of Artifice
Gain The Gift and treat any soul as if 1 level higher for determining quality. You know the Soul Trap spell.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Stendarr
Mark
The ability automatically granted upon choosing this Patron.
Teachings of Stendarr
+10 Attack, Block, Wear Armor, Banish, and restoration. Gain the gift.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Stuhn
Boon
Guardian
Block +50, +25 to checks to subdue a foe non-lethally.
| Rapport Less Than 50 | |
|---|---|
| Block an Attack | +1 |
| Give Mercy | +1 |
| Capture a Foe | +1 |
| Slay a Mer(elf) | +1 |
| Capture a Mer(elf) | +5 |
| Rapport 50+ | |
| Block a +100 Attack | +1 |
| Give Mercy to a Group | +3 |
| Capture a Noble | +1 |
| Succeed at Inhuman Intimidate | +1 |
| Capture a Mer(elf) | +2 |
| Rapport over 80 | |
| Block a +200 Attack | +1 |
| Give Mercy to an Army | +2 |
| Capture a Royal | +1 |
| Capture a Mer(elf) Noble | +1 |
| Rapport Penalties | |
| Kill Helpless Foe | -5 |
| Refuse Granting Mercy | -1 |
Gifts
Mercy
- Requirement: Rapport 10
- Cost:
- Effect:
Syrabane
Mark
The ability automatically granted upon choosing this Patron.
20% chance to reflect any spell back to the caster.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Talos
Mark
The ability automatically granted upon choosing this Patron.
+1 and Inhuman Strength and Power.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Tava
Mark
The ability automatically granted upon choosing this Patron.
+1 and Inhumanity with agility, +4 stamina.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Apprentice
Mark
The ability automatically granted upon choosing this Patron.
Gain 100 Magicka(zeon). Double damage taken from magic.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Atronach
Boon
Wurmbon
You gain 150 extra Magicka(zeon). Your magicka recovery is 0 and you cannot recover magicka naturally. When the target of spell, reduce the effect by half and add half the spells magicka to your pool.
| Rapport Less Than 50 | |
|---|---|
| Absorb Intermediate Spell | +1 |
| Absorb Advanced Spell | +5 |
| Absorb Arcane Spell | +10 |
| Reach 0 Magicka | +2 |
| Absorption Preventing Your Death | +5 |
| Rapport 50+ | |
| Absorb Advanced Spell | +1 |
| Absorb Arcane Spell | +2 |
| Reach 0 Magicka | +1 |
| Absorption Preventing Your Death | +1 |
| Rapport over 80 | |
| Absorb Arcane Spell | +1 |
| Absorption Preventing Your Death | +1 |
| Rapport over 50 | |
| Binding a Summon | -10 |
| Summon a Atronach | -20 |
Gifts
- Requirement:
- Cost:
- Effect:
The Lady
Mark
The ability automatically granted upon choosing this Patron.
+1 and Inhumanity with Power and Constitution.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Lord
Mark
The ability automatically granted upon choosing this Patron.
Blood of the North: Restore LP 6 points for 5 rounds on self, cost 50 magicka(zeon).
Trollkin: Take 25% more damage from fire.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Lover
Mark
The ability automatically granted upon choosing this Patron.
Lover's Kiss: Total Paralysis 50+(Pow*10) vs Magical Resistance, This cost 6 fatigue to use. 1/day
Lover's Grace: +1 Dexterity and Inhuman Dexterity.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Mage
Mark
The ability automatically granted upon choosing this Patron.
+50 magicka(zeon)
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Ritual
Mark
The ability automatically granted upon choosing this Patron.
Blessed Word: Instill fear up to level 5 undead for 10 rounds at target. 40 magicka
Mara's Gift: You may heal yourself for 200 LP as an active action. 1/day
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Serpent
Mark
The ability automatically granted upon choosing this Patron.
Serpent Bite
As an active action touch a target dealing 10 damage per round for 10 rounds. Caster makes a MR check at +90 vs all magic currently effecting them. The caster has all poisons removed. The caster takes 10 fatigue damage.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Shadow
Mark
The ability automatically granted upon choosing this Patron.
Moon Shadow
As an active action gain invisibility. You may become invisible through this ability for a maximum of 20 rounds per day.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Steed
Mark
The ability automatically granted upon choosing this Patron.
+2 Agility and Inhuman Agility.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Thief
Mark
The ability automatically granted upon choosing this Patron.
+1 and Inhuman with Agility and Dexterity.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Tower
Mark
The ability automatically granted upon choosing this Patron.
Gain Beggar's Nose Spell, and Tower Key power 1/day.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
The Warrior
Mark
The ability automatically granted upon choosing this Patron.
+50 attack
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Trinimac
Mark
The ability automatically granted upon choosing this Patron.
+3 Strength and inhumanity with strength, +2 to fumble range.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Tsun
Mark
The ability automatically granted upon choosing this Patron.
Gain +25 to all rolls for each level your opponent is higher level then you, and -25 to rolls for each level opponent is lower level than you. When facing opponents at least your level gain inhumanity, and if they are at least 2 levels above you gain zen.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Tu'whacca
Mark
The ability automatically granted upon choosing this Patron.
Gain the Gift and magic items in your possession gain power points equal to your presences each evening.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Vaermina
Mark
The ability automatically granted upon choosing this Patron.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Vivec
Mark
The ability automatically granted upon choosing this Patron.
Gain inhumanity with all characteristics and the gift.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Xarxes
Mark
The ability automatically granted upon choosing this Patron.
Intellectual are always 1 DP to increase.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Xen
Mark
The ability automatically granted upon choosing this Patron.
Gain +2 and inhumanity with power.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Y'ffre
Mark
The ability automatically granted upon choosing this Patron.
The character begins the game with an extremely faithful animal servant. It must be a natural animal, the same Level as the character, but it is considered to have an INT score of 5. The character is considered to be benefiting from the Animal Empathy advantage when dealing with this animal. The Animal gains experience along with its master. Special: The INT score does not allow for speech, and is meant to reflect that the animal is smart enough to think through actions without explicit commands.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Ysmir
Mark
The ability automatically granted upon choosing this Patron.
Ignore cold weather conditions, +1 and inhuman Power.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Z'en
Mark
The ability automatically granted upon choosing this Patron.
+50 Appraisal and Trading, and inhuman Intelligence.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Zeht
Mark
The ability automatically granted upon choosing this Patron.
+1 and Inhuman Constitution, and +25 Feats of Strength, and Withstand Pain.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.
Zenithar
Mark
The ability automatically granted upon choosing this Patron.
+50 Trading, +1 and Inhuman Intelligence.
| Rapport Less Than 50 | |
|---|---|
| Action | Increase # |
| Rapport 50+ | |
| Action | Increase # |
| Rapport over 80 | |
| Action | Increase # |
| Rapport over 50 | |
| Action | Decrease # |
Gifts
Gift Name
- Requirement: Minimum Rapport needed to gain this Gift.
- Cost: Rapport Points spent to gain this Gift.
- Effect: What this gift does.