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General Skills cannot advance beyond d6.

Your character
can purchase General Skills normally from d2d6, but if
Elder Scroll hack for Cortex he wants to progress beyond that boundary, he has to
rules system. Version 0.1 pick individual Specialties.
Novices cannot start with any Skills higher than d12, but
because of their experience Veterans can start with Skills
Character Creation as high as d12 + d2, and Elites can start with Skills at the
d12 + d4 level.
Once your Game Master has selected a starting level,
you can refer to the descriptions below to see how many Each character starts the game with 6 Plot Points; at any
points you receive to distribute later in character one time, they can have up to 12
creation.
Characters starting with a Magic skill of d4 or higher may
A Novice starts with 40 Attribute Points, 52 Skill Points, start with one Novice level spell of their choosing. They
and 0 Trait Points. may also start with a novice spell from each Magic
school they have a speciality in.
A Veteran starts with 46 Attribute Points, 58 Skill Points, If a character has an appropriate background, they may
and 4 Trait Points. also spend 2 Skill Points to buy a single apprentice level
spell from a school in which they have a speciality in.
An Elite starts with 52 Attribute Points, 64 Skill Points,
and 8 Trait Points.

A player must pick a playable Race for their character.


Each race comes with starting Attribute bonus, a starting Attributes
Skill bonus, and a number of special abilities.
These bonuses are added to the character before any The six basic stats of the cortex system are used.
points are spent on Attributes or Skills.
These race packages are already paid for out of the Agility covers quickness and physical coordination, both
starting points allocated. in terms of balance and hand-eye work. A high Agility
lets you attack first and ask questions later. A low score
The physical Attributes are: Agility, Strength, and Vitality. means you might not be able to get that arrow out of
The mental Attributes are: Alertness, Intelligence, and your quiver in time to worry about shooting.
Willpower.
Buying an Attribute die costs Attribute Points equal to Strength represents the physical brawn of your
the die type you want to purchase. character, how much muscle he has and how well toned
As a Novice, you cant start with any Attributes higher it is. A high Strength lets you kick down doors, throw a
than d12. However, to reflect their greater experience, solid punch, or bench press more than the other guy. A
Veterans can start with Attributes that run as high as d12 low Strength might make it difficult to carry luggage.
+ d2, and Elites can go as high as d12 + d4
Also, Attributes cannot start at a level below d4. Vitality measures general toughness and health. A
character with high Vitality will be hard to take down,
Traits come in two types: Assets, which are primarily and even harder to keep down. He can drink all night,
positive and which grant you some assistance or an work all day, and take hits that would put down a lesser
edge; and Complications, which make life a little harder person. If youve got low Vitality, though, you need to
most of the time. Complications also provide you with a watch yourself near sick people, and probably avoid
key method for earning Plot Points later. highly dangerous work.
These would be purchased just like your Attributes, but
using Trait Points instead of Attribute Points. Alertness represents your ability to observe, understand,
Like Attributes, Traits can be bought in a variety of die and intuit what is going on around you. A high Alertness
types. A Complication provides you with Trait Points score lets you hear someone sneaking up on you, detect
equal to the die type it is listed as, so a Complication the lie in the answer to your question, or notice that
rated at d8 gives you 8 points to spend on Assets. someone might not be exactly what they seem. A low
score could mean that you dont see the assassin in
Like Attributes and Traits, Skills are rated as die types, time, or slip on a patch of ice while out jogging.
starting with a d2 and progressing upward.
Skills are divided into two types: General Skills and Intelligence gives a measure of simple brainpower
Specialty Skills. your ability to think, reason, and remember. A high
Intelligence makes you bright, inventive, and capable of

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dealing with complex information. A character with a taking lightning damage or other forms of magical
low Intelligence score might need to consult a dictionary attacks.
on a regular basis, and might have trouble with You can find your Magicka by adding up the maximum
dangerous spells. values of your Intelligence and Willpower dice, along
with any modifiers from Traits. For example, a character
Willpower represents your determination, how forceful with d10 Intelligence and d6 Willpower would have 16
your personality and will are. If you have a high score in Magicka.
Willpower you can more easily resist intimidation, You can regain magicka by taking a short rest or taking a
torture, and hardship, convince someone to do what you concentration action.
want through sheer charisma, and push yourself farther With a concentration action you roll your Willpower +
than most would expect. A low Willpower would make it Discipline(Concentration). You regain a number of
easier to take advantage of you, push you around, and magicka equal to the roll, up to your maximum magicka
even kill you. value. You can take no other magic action in the same
turn as your take a concentration action.

Derived Attributes
Races and Race packages
The basic cortex derived attributes are used plus one
more, Magicka. Altmer

Life Points are a measure of how much damage you can


take before falling unconscious or dying. Whenever you
get fried by magic, get punched, or fall down the stairs,
you accumulate points of Stun (nonlethal or temporary
damage) and Wound (lethal or long-term damage). To Imperials, the haughty, tall, golden-skinned peoples of
When these equal or exceed your Life Points, you Summerset Isle are called High Elves. The Ayleids
probably go down. You can find your Life Points by referred to them as Salache, but they call themselves
adding up the maximum values of your Vitality and Altmer, or the "Cultured People". In the Empire, "High" is
Willpower dice, along with any modifiers from Traits. For often understood to mean proud or snobbish, and as the
example, a character with d10 Vitality and d6 Willpower Altmer generally personify these characteristics, the
would have 16 Life Points. "lesser races" generally resent them. Altmer confidently
consider themselves, with some justice, to be the most
Initiative is a roll that decides who goes first, or whether civilized culture of Tamriel; the common tongue of
or not you can react in time. You make Initiative rolls at Tamriel is based on Altmer speech and writing, and most
the start of combat or similar time-constrained of the Empire's arts, crafts, laws, and sciences are
situations. When the Game Master asks for an Initiative derived from Altmer traditions. However, the Altmer's
roll, he wants you to roll your Agility + Alertness dice and smug self-assurance of superiority can be hard to bear.
total the results. Higher is betteryou want to go first as The Altmer are the most strongly gifted in the arcane
often as possible! You might also make Initiative rolls to arts of all the races. They are among the longest living
determine your reaction time. Record your characters and intelligent races of Tamriel, and they often become
Agility + Alertness dice, along with any modifications powerful magic users, having centuries in which to
from Traits, as his Initiative. practice their art.

Endurance keeps you from going down when you should -Attribute base: Intelligence d2
for example, when you rack up all those points of Stun -Skill base: Magic d6, Enchanting d2, alchemy d2
and Wounds. Record your Willpower + Vitality dice for -Abilities: Increase Magicka trait by 6,
your Endurance, modified by any Traits. Just like Once per day, make a concentration roll at the
Initiative, when you roll, higher is better! end of each of your next three turns as a free action

Resistance is similar to Endurance, but while Endurance


tracks a measure of how determined you are to live, Argonians
Resistance is simply your ability to fight off infection and
disease. Record your Vitality + Vitality dice, modified by
any Traits, for your Resistance.

Magicka [New]is a the amount of mystical energy you


Argonians (or Saxhleel in Jel, their native tongue, a word
can call on. This can be depleted by throwing spells,
that seems to mean "People of the Root") are the
reptilian denizens of Black Marsh. Little is known and
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less is understood about them. Years of defending their and quick in body and wit compared to their more
borders have made the Argonians experts in guerrilla "civilized" Elven cousins, making them well-suited for a
warfare, and their natural abilities make them equally at variety of professions, including scouts, thieves, traders
home in water and on land. They have developed natural and scholars. The best archers in all of Tamriel, the
immunities to the diseases and poisons that have Bosmer snatch and fire arrows in one continuous
doomed many would-be explorers and conquerors of the motion; they are even rumored to have invented the
region. Their seemingly expressionless faces belie a calm bow. They have many natural and unique abilities;
intelligence, and many Argonians are well-versed in the notably, they can command simple-minded creatures
magical arts. Others rely on stealth or steel to survive, and have a nearly chameleon-like ability to hide in
and their natural agility makes them adept at either. forested areas. As part of their Green Pact, they are
They are, in general, a reserved people, slow to trust and religiously carnivorous and cannibalistic, but do not
hard to know, yet they are fiercely loyal, and will fight to harm vegetation of Valenwood (though they are not
the death for those they have named as friends. averse to using wooden or plant-derived products
created by others).
While Argonians appear reptilian in nature at first
glance, they also exhibit qualities of fish and amphibians: -Attribute base: Alertness d2
they are able to breathe underwater through small gills -Skill base: Ranged weapon d4, Covert d4, Alchemy d2
behind their ears, and swim using the same method as -Abilities: Add d6 when resisting poisons
that of a tadpole or eel by moving their tail side-to-side Add d6 when resisting diseases
to propel through the water. Argonians possess the most Animal Empathy d4
alien personalities in all of Tamriel from a human or
meric perspective and it is often assumed that Argonians Bretons
possess neither personality nor emotions. Of course this
is not true; Argonians simply do not facially express their
emotions as much as man and mer do, though anger is
easily detectable from their bared teeth and narrowed
eyes. Argonians' genders are sometimes referred to as
life-phases, implying they may be able to change gender. Bretons are the human descendants of the Aldmeri-
However, this is unconfirmed, and Argonian hatchlings Nedic Manmer of the Merethic Era and are now the
may be of either gender. Argonian appearance ranges inhabitants of the province of High Rock. They are united
from reptilian to almost human; this is decided by the in culture and language even though they are divided
amount of Hist sap they ingest as hatchlings, which politically, for High Rock is a factious region. Bretons
ceremonially takes place on their Naming Day. Ancient make up the peasantry, soldiery, and magical elite of the
cave paintings depict figures which appear to be more feudal kingdoms that compete for power. Many are
tree-like than Argonian. capable mages with innate resistance to magicka. They
are known for a proficiency in abstract thinking and
-Attribute base: Agility d2 unique customs. Bretons appear, by and large, much like
-Skill base: Covert d6, Magic d2, Athletics d2 other pale-skinned humans. They are usually slight of
-Abilities: Add d6 when resisting diseases build and not as muscular as Nords or Redguards. Their
Can breathe and move without penalty under Elvish ancestry is usually only detectable upon a closer
water. inspection of their eyebrows, ears, or high cheekbones,
Natural spell - Fast healing though many individual Bretons appear to be more
Nordic or Imperial than anything else. The great diversity
in their appearance is to be expected from their
Bosmer politically fractured society, though their clothes,
accents, customs and names are fairly uniform.

-Attribute base: Intelligence d2


-Skill base: Magic d6, Alchemy d2, Influence d2
-Abilities: Reduce hostile magic based effects by d4
The Bosmer are the Elven clan-folk of Valenwood, a Once per day for the next three turns, reduce
forested province in southwestern Tamriel. In the hostile magic based effects by d6. You gain magicka up to
Empire, they are often referred to as Wood Elves, but the same amount that you reduced the effect by.
Bosmer, Boiche, or the Tree-Sap People is what they call
themselves. Bosmer rejected the stiff, formal traditions
of Aldmeri high culture, preferring a more romantic,
simple existence in harmony with the land, its wild Dunmer
beauty and wild creatures. They are relatively nimble

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and most historians refer to three distinct Empires, the
ends of which each mark a new epoch in Tamrielic
history.

-Attribute base: Willpower d2


The Dunmer, also known as Dark Elves, or Moriche in the -Skill base: Magic d4, Enchanting d2, Melee d4
Ayleid Language, are the ash-skinned, red-eyed, Elven -Abilities: Lucky d4
peoples of the Eastern Empire. "Dark" is commonly Natural spell - Calm
understood as meaning such characteristics as "dark-
skinned", "gloomy", "ill-favored by fate" and so on. The Khajiit
Dunmer and their national identity, however, embrace
these various connotations with enthusiasm. In the
Empire, "Dark Elf" is the common usage, but among
their Aldmeri brethren they are called "Dunmer". Their
combination of powerful intellects with strong and agile
physiques produce superior warriors and sorcerers. On The Khajiit are a race of feline humanoids hailing from
the battlefield, Dunmer are noted for their skill with a the province of Elsweyr, well-known for their keen
balanced integration of the sword, the bow and intelligence and agility. While these traits make them
destruction magic. In character, they are grim, aloof, and superb thieves and acrobats, Khajiit are also fearsome
reserved, as well as distrusting and disdainful of other warriors, although seldom gifted with the skill to harness
races. magical forces. This is not to say that Khajiit do not
possess the ability, merely that strenuous training must
Dunmer distrust and are treated distrustfully by other be undertaken to make wielding magic a serious option,
races. They are often proud, clannish, ruthless, and either in passive or aggressive actions.
cruel, from an outsider's point of view, but greatly value
loyalty and family. Young female Dark Elves are well Physiologically, Khajiit differ greatly from both the varied
known for their promiscuity. Despite their powerful skills races of man and mer, not only in their skeletal structure
and strengths, the Dunmer's vengeful nature, age-old (possessing a tail and, in some forms, a digitigrade
conflicts, betrayals, and ill-reputation prevent them from stance, i.e. toe walking) and dermal makeup (the "fur"
gaining more influence. Those born in their homeland of that covers their bodies) but in their digestion and
Morrowind before its devastation were known to be metabolism as well. The Khajiit, along with the
considerably less friendly than those who grew up in the Argonians and the Imga, make up the so called 'beast
Imperial tradition. races' of the Empire, due to their therianthropic
qualities. It is currently unclear whether a successful
-Attribute base: Willpower d2 union between Khajiit and other races may occur, for no
-Skill base: Magic d4, Alchemy d2, Covert d2, Athletics d2 well-documented cases exist despite rumors. The
-Abilities: Reduce Fire/heat based effects by d6 divergent appearance and mannerisms of the Khajiit
Natural spell - Fire cloak often lead bigoted members of other races to look down
on them.

Imperials -Attribute base: Alertness d2


-Skill base: Covert d4, Ranged weapon d2, Melee d2
Unarmed d2
-Abilities: Natural Weapon -Claw attack d4w
Enhanced Sense d8 - see at night
Known as Cyrodiils, Cyrodilics or Cyro-Nordics before the
time of Talos, the well-educated and well-spoken
Nords
Imperials are the natives of the civilized, cosmopolitan
province of Cyrodiil. Imperials are also known for the
discipline and training of their citizen armies, and their
respect for the rule of law. Though physically less
imposing than the other races, the Imperials have
proved to be shrewd diplomats and traders, and these The Nords are the children of the sky, a race of tall and
traits, along with their remarkable skill and training as fair-haired humans from Skyrim who are known for their
light infantry, have enabled them to subdue all the other incredible resistance to cold and magical frost. They are
nations and races and erect the monument to peace and enthusiastic warriors, and many become renowned
prosperity that comprises the Glorious Empire. Their soldiers and mercenaries all over Tamriel. Eager to
hegemony has waxed and waned throughout the eras, augment their martial skills beyond the traditional
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methods of Skyrim, they excel in all manner of warfare, The most naturally talented warriors in Tamriel, the dark-
and are known as a militant people by their neighbors. skinned, wiry-haired Redguards of Hammerfell seem
Nords are also natural seamen, and have benefited from born to battle, though their pride and fierce
nautical trade since their first migrations from Atmora. independence of spirit makes them more suitable as
They captain and crew many merchant fleets, and may scouts or skirmishers, or as free-ranging heroes and
be found all along the coasts of Tamriel. For more adventurers, than as rank-and-file soldiers. In addition to
information on Nord culture, see the Lore article on their cultural affinities for many weapon and armour
Nords. Nords are the most common race encountered in styles, Redguards are also physically blessed with hardy
Skyrim's cities, and can be encountered in nearly every constitutions, resistance to poison, and quickness of
aspect - guards, merchants, bandits, hired-thugs, and foot. Redguards do not share the same blood as the
Jarls. Stormcloaks encountered are comprised almost other human races, and they have no connection with
entirely of Nords, with the Nords sharing majority in the the ancestral Nordic homeland of Atmora.
Imperial Legion as both officers and as soldiers.
-Attribute base: Strength d2
Attribute base: Vitality d2 -Skill base: Melee d4, Magic d2, Ranged weapon d2,
-Skill base: Melee d4, Smith d2, Influence d2, Athletics Smith d2
d2 -Abilities: Add d6 when resisting poisons
-Abilities: Reduce Ice/Cold based effects by d6 Can use second wind twice per day instead of
Natural spell - Fear once

Orc

Skills & Specializations

Each description lists the General Skills name (along


Orcs, also called Orsimer or "Pariah Folk" in ancient with a note if it cant be used untrained), sample
times, are sophisticated, beastlike people of the Specialties, and several examples of actions with that
Wrothgarian Mountains, Dragontail Mountains, and skill that would take an Average Difficulty roll to beat.
Orsinium (literally translated as "Orc-Town"). They are
noted for their unshakable courage in war and their Animals
unflinching endurance of hardships. In the past, Orcs This Skill covers the training, care, breeding, or raising of
have been widely feared and hated by the other nations animals of all kinds. Depending on the campaign, this
and races of Tamriel, and were often considered to be Skill may extend to some very strange or bizarre
goblin-ken. However, they have slowly won acceptance creatures.
in the Empire, in particular for their distinguished service Specialties: Animal Care, Animal Training, Riding,
in the Emperor's Legions. Orc armorers are prized for Veterinary Medicine, Zoology.
their craftsmanship, and Orc warriors in heavy armour An Average Difficulty task might include: Teach
are among the finest front-line troops in the Empire, and domesticated animals to perform moderately difficult
are fearsome when using their berserker rage. Most tricks; herd cattle; ride through a forest during the day;
Imperial citizens regard the Orc society as rough and identify a basilisk lair by the distinctive, lifelike statuary
cruel. The Orcs of the Iliac Bay region have developed garden surrounding it.
their own language, known as Orcish, and have often
had their own kingdom, Orsinium. Artistry
Artistry is the Skill that covers artistic expression with
-Attribute base: Strength d2, Vitality d2 media, from writing fiction to sculpting marble statues. It
-Skill base: Melee d4, Enchanting d2, Smith d2, Athletics does not cover singing, dancing, or acting, which are all
d2 grouped under Performance, though it does include
-Abilities: Reduce hostile Magic based effects by d2 composing music and choreographing a dance recital.
Once per day, add 3 steps to Strength and Specialties: Appraisal, Cooking, Composition, Forgery,
Vitality for your next three turns Painting, Photography, Poetry, Sculpture, Writing.
An Average Difficulty task might include: Cook dinner for
a family and guests; write a polite thank-you note; draw
Redguards a fairly accurate pencil sketch of a subject.

Athletics
Working out, staying in shape, and moving out of harms
way usually all involve Athletics. Physical coordination,

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distance running, and other major activities make Influence
frequent use of this Skill. Influence lets you win friends, lie to enemies, and
Specialties: Climbing, Contortion, Dodge, Juggling, persuade potential allies to join your cause. This can be
Jumping, Gymnastics, Riding, Running, Sports (choose especially important in a political situation, where the
one), Swimming, Weight Lifting. right words can escalate or diffuse a problem in
An Average Difficulty task might include: Run a mile for a moments. This Skill also helps when your opponent has
fitness test; play a pick-up game of kickball with some all the guns, or when you need to deal with social
friends; throw yourself to the ground when being shot at bureaucracy.
by armed offenders; climb a tree with handy low Specialties: Administration, Barter, Bureaucracy,
branches; swim across a still, small pond. Conversation, Interrogation, Intimidation, Leadership,
Persuasion, Politics, Seduction.
Covert An Average Difficulty task might include: Deal with daily
Covert covers both physical and mental expressions of paperwork; negotiate an exchange of goods with a
deception, whether in a criminal sense or as a means of willing merchant; seduce someone who already finds
evading and overcoming obstacles. you attractive; mingle well at a fancy party.
Specialties: Camouflage, Disguise, Forgery, Pickpocketing,
Sabotage, Lockpicking, Stealth, Streetwise. Knowledge
An Average Difficulty task might include: Open the lock This Skill covers a wide base of general knowledge. It is
on a suitcase or piece of luggage; pickpocket a drunk; almost entirely academic in nature, which means that
sneak past a campus safety officer; cut the brake line on while you may know the theory behind many other
a parked car with no one around. Skills, you cant simply default to this Skill when actually
attempting something practical. Depending on the
Craft [include Smithing] campaign setting, Knowledge may be broken out into
Craft is the application of a trade toward the creation of other, narrower Skills, such as Law, Occult, Folklore,
something useful. It differs from Artistry in that the Politics, and so forth. Many settings dont concern
result of a Craft action is something of utility rather than themselves with the finer details, however, so a Specialty
artistic expression, although there are several occasions will usually suffice.
where the two may overlap. Specialties: Appraisal, Culture, Folklore, History, Law,
Specialties: Architecture, Brewing, Carpentry, Cooking, Literature, Philosophy, Politics, Religion, Sports.
Leatherworking, Metalworking, Pottery, Sewing, An Average Difficulty task might include: Remember the
Smithing. names of all the players on a champion football team;
An Average Difficulty task might include: Sew a new pair name the major exports of the U.S. and Great Britain;
of pants; repair the broken leg on a chair; sculpt a crude and figure out where an ancient manuscript comes from.
bowl out of clay; build a childs tree house.
Magic [NEW] (Skilled Use Only)
Discipline [include Concentration] The five other magic skills (Alteration, Conjuration,
This Skill is used to resist temptation, torture, and fear Destruction, Illusion, and Restoration) correspond to the
and possibly to scare others in the manner youve been five schools of magic in Skyrim. Every spell belongs to
taught to resist. By yelling or coaxing, you can try to keep one of these schools. Specifically, each of the five
others on a focused path. This is also used to regain schools of magic governs a set of Magical Effects, which
magicka in the middle of battle. determines the spells that belong to that school. For
Specialties: Concentration, Interrogation, Intimidation, example, Restore Health is a Restoration effect, and
Leadership, Morale, Resistance. therefore all healing spells are part of the Restoration
An Average Difficulty task might include: Keep the school.
newbies in line during a briefing; memorize jargon for a Specialties: Alteration, Conjuration, Destruction,
test tomorrow; resist spilling the beans when confronted Illusion, Restoration
with the good cop/bad cop routine. When you add a magic school speciality to your magic
skill you automatically gain the apprentice level perk of
that magic school.
Enchanting [NEW] (Skilled Use Only)
Enchanting is the ability to add magical effects to items
such as weapons, armour and clothes. The more Medicine (Skilled Use Only)[Including alchemy]
powerful the enchanter, the stronger the magic they can You have the training required to patch people back
bind to the weapons and armour. together or treat disease. You might not be a doctor,
Specialties: Fire Enchanter, Frost Enchanter, Storm officially, but youre quite capable of stepping in to help
Enchanter, Insightful Enchanter, Corpus Enchanter others. With a d6 level in this Skill, you are most likely
known as a local physician, while further Specialties
allow for specialist practitioners.
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Specialties: Alchemy, First Aid, Surgery, Veterinary bows. It does not include guns, which have their own
Medicine. An Average Difficulty task might include: Skill. In some campaign settings, this Skill may be divided
Diagnose a cold or disease properly; prescribe the into Archery (for bows, crossbows, and slings) and
correct dosage of common medicines; administer first Thrown Weapons (for spears, axes, knives, and darts).
aid for a common poison. Specialties: Blowguns, Bolos, Bows, Crossbows, Darts,
Javelin, Repair, Slings, Throwing Knives.
Melee Weapons An Average Difficulty task might include: Hit a man sized,
This Skill provides basic proficiency with knives, clubs, stationary target across the room; replace a bow string;
swords, and anything else you can swing, poke, or locate a good-sized throwing rock in the field.
bludgeon with in a fight. Specialists are known for their
martial talents, and can impress or intimidate their foes Unarmed Combat
before they even land the first blow. Whether you know a number of fancy moves or just slog
Specialties: Maces, Intimidation, Knives, Pole Arms, ahead until the other guy throws in the towel, this Skill
Repair, Shields, Swords, Axes, Whips, 2-handed. reflects training in physical combat. If youre in the sort
An Average Difficulty task might include: Twirl a knife of game setting that has characters with claws, teeth,
impressively; deflect a slow thrust; make a simple club; and other natural weapons, this also covers those Traits.
sharpen a blade. Note that deflecting an attack is an Specialties represent different styles of combat. Theyre
opposed rollhowever, a slow attack might be about a used the same way most of the time, but your Game
7, especially in a training exercise where it isnt really be Master may wish to differentiate between different
an attack at all. martial styles, and whether the attack uses Strength or
Agility as the appropriate Attribute. This Skill doesnt
Perception cover the use of hand held weapons such as swords or
This Skill lets you notice someone sneaking around, find clubs; for these, use Melee Weapons. Unarmed combat
a hidden clue, or spot the tell when your opponent is always does Stun damage unless you have the Brawler
bluffing. Its especially important in investigative or Trait, although you can use a called shot to a vital area to
action-oriented campaign settings. If you have a change it to Basic
professional rating in this Skill, your senses have been Specialties: Boxing, Brawling, Clawing, Wrestling.
honed to a significant level, although Specialties reflect An Average Difficulty task might include: Identify a
that even the most astute individual must focus his specific style of martial arts; secure prize money in a
talents somewhere. small-time contest that is not played out in detail; break
Specialties: Deduction, Empathy, Gambling, Hearing, a board with your hand.
Intuition, Investigation, Read Lips, Search, Sight,
Smell/Taste, Tactics, Tracking.
An Average Difficulty task might include: Gather basic Traits/Perks and Flaws
forensic evidence; spot movement in light undergrowth;
determine that the three men in grey suits and shades This includes a number of elder scroll specific perks as
standing by the door are a potential threat. well as standard cortex perks.
The first section focuses on the Elder Scrolls specific
Performance perks.
Dancing, singing, acting, playing an instrument, and
other forms of physical expression are covered by this Apprentice [Magic school] 0pts
Skill. Its also what you use to tell a convincing lie, which Prerequisite: Magic skill speciality [Magic school]
can go a long way toward getting you out of a tight spot. This perk allows you to cast Apprentice level spells of the
Performance does not cover the composition or planning particular magic school chosen at half cost (rounded up)
of performances, which is part of Artistry, although there When you add a magic school speciality to your magic
is some degree of overlap (Improvisation, for instance, is skill you automatically gain the apprentice level perk of
all Performance.) that magic school.
Specialties: Acting, Dancing, Costuming, Impersonation,
Instrument (pick one), Oratory, Singing, Sleight of Hand, Adept [Magic school] (d2)
Stage Magic. Prerequisite: Apprentice [Magic school]
An Average Difficulty task might include: Act in amateur This perk allows you to cast Adept level spells of the
productions; play lead guitar in a local band; mask particular magic school chosen at half cost (rounded up)
surface emotions; place among the finalists in a minor Expert [Magic school] (d2)
Prerequisite: Adept [Magic school]
dance competition.
This perk allows you to cast Expert level spells of the
particular magic school chosen at half cost (rounded up)
Ranged Weapons
This Skill covers the use of hurled or physically propelled
Master [Magic school] (d2)
weapons such as throwing axes, slings, spears, and
Prerequisite: Expert [Magic school]
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This perk allows you to cast Master level spells of the Can summon atronachs, or raise undead twice as far
particular magic school chosen at half cost (rounded up) away with the (d2) perk. Three times as far away with
the (d4) perk.
Magic Resistance (d2, d4, d6)
Prerequisite: Apprentice Alteration Atromancy (d2)
Reduce hostile magic based effects by the trait dice Prerequisite: Summoner
Double duration for conjured Atronachs.
Atronach (d4,d6)
Prerequisite: Expert Alteration
Reduce hostile magic based effects by the trait dice.
You gain magicka up to the same amount that you Elemental Potency (d2)
reduced the effect by. Prerequisite: Atromancy
Conjured Atronachs increase all their attributes by two
Stability (d2) steps.
Prerequisite: Adept Alteration
All Alteration spells with a duration, last for 2 turns Twin Souls (d2)
longer. Prerequisite: Elemental Potency or Dark Souls
You can have two atronachs or reanimated zombies.
Mage Armour (d2, d6)
Prerequisite: Apprentice Alteration Rune Master (d2)
If not wearing armour, Alteration Armour spells are Prerequisite: Apprentice Destruction
twice as strong (three times with the d6 perk) Can place runes five times farther away.

Conjuration Dual Casting (d2) Augmented [Flames, Frost ,or Shock] (d2)
Prerequisite: Apprentice Conjuration Prerequisite: Apprentice Destruction
You may spend 3 times the Magicka cost of a conjuration Add +1dice damage step per level of [Flame, Frost, or
spell to have the spell last for twice as long. Shock] spell, up to the base damage of the spell.
You must have both hands free to cast the spell in this i.e. +D2 Novice, +D4 Apprentice, +D6 Adept, +D8 Expert,
way. +D10 Master

Mystic Binding (d2) Intense Flames (d2)


Prerequisite: Apprentice Conjuration Prerequisite: Augmented Flames and Adept Destruction
Bound weapons have their damage step increased by Creatures that take fire damage from your spells, must
one. pass make a Fright check (Willpower + Willpower) if their
life points have been reduce to half or lower. The
Soul Stealer (d2) difficulty of the check is equal to twice the damage they
Prerequisite: Mystic Binding have taken from the spell. Targets that fail the check are
Creatures hit with your bound weapons are also under stricken with terror and must move away at full speed
the effects of Soul Trap spell. For creatures with magic from you or suffer a 2 Attribute step to all their actions.
resistance, treat the power of the soul trap spell as the
damage received by the bound weapon. Deep Freeze (d2)
Prerequisite: Augmented Frost and Adept Destruction
Oblivion Binding (d2) Creatures that take frost damage from your spells, must
Prerequisite: Soul Stealer pass make an Endurance check (Willpower + Vitality) if
Creatures hit with your bound weapons are also under their life points have been reduce to half or lower. The
the effects of Banish or Turn Undead spell. Treat the difficulty of the check is equal to twice the damage they
power of the spell as the damage received by the bound have taken from the spell. Targets that fail the check are
weapon. frozen in place and skip their next two turns.

Necromancy (d2)
Prerequisite: Apprentice Conjuration
All undead you summon last for 2 turns longer.
Disintegrate (d2)
Dark Souls (d2) Prerequisite: Augmented Shock and Expert Destruction
Prerequisite; Necromancy Creatures that take shock damage from your spells, must
All undead you summon add 50% to their life points. pass make an Endurance check (Willpower + Vitality) if
their life points have been reduce to half or lower. The
Summoner (d2, d4) difficulty of the check is equal to twice the damage they
Prerequisite: Apprentice Conjuration have taken from the spell. Targets that fail the check are
8
turned to ash, along with all of their non magical You may spend 3 times the Magicka cost of a illusion
equipment, and instantly killed. spell to double the value of your spell roll. Adjustments
from Hypnotic Gaze or Aspect of Terror or Rage are
Destruction Dual Casting (d2) applied before the doubling effect. You must have both
Prerequisite: Apprentice Destruction hands free to cast the spell in this way.
You may spend 3 times the Magicka cost of a destruction
spell for the spell do twice its rated damage. Recovery (d4,d6)
You must have both hands free to cast the spell in this Prerequisite: Apprentice Restoration
way. Add the trait dice when making a concentration check to
recover magicka.

Impact (d2) Avoid Death (d2)


Prerequisite: Destruction Dual Casting Prerequisite: Recovery and Expert Restoration
If the damage taken ( after magic resistance), from your Once a day, heals 10 points automatically if you fall
ranged, dual cast destruction spells, is greater than the below 2 life points. Heals wounds first then stun.
targets max Strength attribute, the target is knocked
back 2 meters. Regeneration (d2)
Prerequisite: Apprentice Restoration
Animage (d2) Healing spells cure 50% more.
Prerequisite: Apprentice Illusion
Animals only roll Willpower (instead of Willpower + Necromage (d2)
Willpower) when resisting you illusion spells. Prerequisite: Regeneration
Spells from all schools are more effective against
Kindred Mage (d2) undead. (+25% effect and +50% effect duration)
Prerequisite: Animage
People only roll Willpower (instead of Willpower + Respite (d2)
Willpower) when resisting you illusion spells. Prerequisite: Apprentice Restoration
Healing spells also restore an equal amount of stun
Quiet Casting (d2) damage.
Prerequisite: Kindred Mage
All spells you cast from any school of magic are silent to Restoration Dual Casting (d2)
others. Prerequisite: Apprentice Restoration
You may spend 3 times the Magicka cost of a restoration
Hypnotic Gaze (d2) spell for the spell do twice its rated effect.
Prerequisite: Apprentice Illusion You must have both hands free to cast the spell in this
Calm spells now add a d6 to their power. Cumulative way.
with Kindred Mage and Animage.
Ward Absorb (d2)
Aspect of Terror (d2) Prerequisite: Adept Restoration
Prerequisite: Hypnotic Gaze If your ward is not overcome when hit with a spell, you
Fear spells now add a d6 to their power. Cumulative with gain the magicka cost it took to cast the spell.
Kindred Mage and Animage.
Extra Effect (d4)
Rage (d2) Prerequisite: an enchanter speciality at D12 or higher
Prerequisite: Aspect of Terror
You can put two enchantments on the same item.
Frenzy spells now add a d6 to their power. Cumulative
with Kindred Mage and Animage.
Soul Squeezer (d2)
Prerequisite: none
Soul gems you use provide 50% more magicka (rounded
up) for recharging magical items.
Master of the Mind (d2)
Prerequisite: Quiet Casting or Rage
Soul Siphon (d2)
Illusion spells work on undead, daedra and automatons. Prerequisite: Soul Squeezer
This trait is added to any weapon you enchant. Death
Illusion Dual Casting (d2) blows to creatures, but not people, trap 10% (rounded
Prerequisite: Apprentice Illusion
up) of the victim's soul, recharging the weapon.

9
Critical Shot [Weapon Speciality] (d2-d8) Power Bash (d2)
Prerequisite: [Weapon Speciality] Prerequisite: Melee Weapon - Shield Speciality
Extraordinary hits with this weapon type do an extra You may attack with your shield. Your skill roll to attack
dice of wounds equal to the trait. includes your shields block bonus. Your shield does basic
damage. You make a shield attack without this perk but
Eagle Eye (d2) you only attack with basic melee weapon skill, you do
Prerequisite: [Ranged Weapon Speciality] not include the shield block bonus, and you only do stun
Treat the range penalties as one better with this damage.
weapon.
Long become medium, medium becomes short. Short Deadly Bash (d2)
range stays as short range. Prerequisite: Power Bash
Damage from a shield attack is doubled (before armour
Ranger (d2) reduction).
Prerequisite: Eagle Eye
May ready, reload, or attack with a range weapon as part
of a running action.

Disarming Bash (d2)


Power Shot (d2) Prerequisite: Deadly Bash
Prerequisite: Eagle Eye An extraordinary success with a shield attack disarms
If the damage taken (before armour reduction), from your opponent.
your ranged weapon, is greater than the targets max
Strength attribute, the target is knocked back 2 meters. Shield Charge (d2)
Prerequisite: Disarming Bash or Block Runner
Quick Shot (d2) You may make a free shield attack as part of a run action.
Prerequisite: Power Shot If the damage taken (before armour reduction), from
Ready or reload actions with ranged weapons are free your shield attack is greater than the targets max
actions. Strength attribute, the target is knocked down.

Steady Hand (d2) Quick Reflexes (d2)


Prerequisite: Eagle Eye Prerequisite: Melee Weapon - Shield Speciality
Reduce called shot penalties by 4. If an opponents attack roll is greater than your blocking
roll you may choose to re-roll. If you do you must take
Bulls-eye (d4) the second result.
Prerequisite: [Ranged weapon speciality] at D12 or higher
Creatures that take damage from your [Ranged weapon Fists of Steel (d2)
speciality], must pass make an Endurance check Prerequisite: none
(Willpower + Vitality) if their life points have been You know how to use every spike and edge of your
reduce to half or lower. The difficulty of the check is armour to inflict maximum damage. When making an
equal to twice the damage they have taken (after unarmed attack while wearing heavy armour, add the
armour reduction) from the attack. Targets that fail the armours rating to the damage you do.
check are pinned in place and skip their next turn.
Cushioned (d2)
Deflect Arrows (d2) Prerequisite: Fists of Steel
Prerequisite: Melee Weapon - Shield Speciality Half damage from falling if wearing a full set of Heavy
May make a Melee weapon - Shields skill rolls to block Armour.
against a ranged weapon attack instead of using the
shields cover bonus. Conditioning (d2)
Prerequisite: Cushioned
Elemental Protection (d2) Heavy armour weighs nothing and doesn't slow you
Prerequisite: Deflect Arrows down when worn. Ignore skill penalties from heavy
Blocking with a shield reduces incoming fire, frost, and armour.
shock damage by 50%.
Well Fitted (d2)
Block Runner (d2) Prerequisite: none
Prerequisite: Elemental Protection Add 1W to the rating of your armour if wearing a full set
Character may block as part of a run action, and may of Heavy Armour.
gain cover from a shield while moving at a sprint.
Tower of Strength (d2)
10
Prerequisite: Well Fitted
Add your armour rating as dice steps to resist knockback, Hack and Slash (d2-d8)
if wearing a full set of Heavy Armour. Prerequisite: Melee Weapon [Axe] Speciality
Attacks with axes which garner an extraordinary success
Reflect Blows (d4) cause an additional trait dice of bleeding stun damage
Prerequisite: Tower of Strength on the target at the start of each of their turns, until
If an opponents melee attack exceeds your defence and healed.
hits you by an amount equal to or less that your armour
rating, the opponent takes your armour rating as basic Sweep (d4)
damage. Prerequisite: Melee Weapon [2H Weapon] and
You must be wearing a full set of heavy armour. Critical Charge or Savage Strike
When making an attack with a two-handed weapon, you
Bone Breaker (d2-d8) may take a point of stun damage to attack all targets in
Prerequisite: Melee Weapon [Mace/Hammer] Speciality melee contact you. You make one attack roll and apply it
Attacks with a mace/hammer ignore 1W of armour to all opponents within reach of your weapon. Any
rating for every dice step of this trait. damage rolls are also made once and applied to all
targets hit.
Dual Flurry (d2)
Prerequisite: Two-Handed Fighting (standard perk) Custom Fit (d2)
When using your Two-Handed Fighting weapon group Prerequisite: none
you may make a free off hand attack as part of your Add 1W to the rating of your armour if wearing a full set
primary weapon attack. of Light Armour.

Dual Savagery (d2) Unhindered (d2)


Prerequisite: Dual Flurry Prerequisite: Custom Fit
If you make a single attack on a target with dual Light armour weighs nothing and doesn't slow you down
weapons and get an extraordinary success you do 50% when worn. Ignore skill penalties from light armour.
more damage (rounded up) before armour reduction.
Wind Walker (d2)
Prerequisite: Unhindered
Critical Charge (d4) When wearing a full set of light armour, roll both Vitality
Prerequisite: Melee Weapon [Speciality] and Willpower when making a second wind roll to
You may make a free melee attack as part of a run recover stun.
action. Add your trait dice to the attack roll. If you get an
extraordinary success on the attack the weapons Deft Movement (d4)
damage is doubled. Prerequisite: Wind Walker
If an opponents melee attack exceeds your defence and
Savage Strike (d4) hits you by an amount less that your armour rating, the
Prerequisite: Melee Weapon [Speciality] attack counts as a miss.
You may take a point of stun damage to add the trait You must be wearing a full set of light armour.
dice to your damage roll.
Creatures that take damage from this attack, must make Quick Hands (d2)
an Endurance check (Willpower + Vitality) if their life Prerequisite: Covert - Lockpick Speciality
points have been reduce to half or lower. The difficulty You slyly cover your actions when picking locks.
of the check is equal to the damage they have taken Observers must succeed on a formidable (15) perception
from the attack (after armour reduction). Targets that fail check to notice you are opening a lock.
the check are decapitated, and instantly killed.
Decapitated creatures can not be raised. Treasure Hunter (d2)
Prerequisite: Quick Hands or Night Thief
You may roll perception check twice and take the better
result if it involves looking for items of value.

Paralysing Strike (d4) Unbreakable (d4)


Prerequisite: Melee weapon - [Speciality at D12 or higher] Prerequisite: Quick Hands
After making a successful called shot to a vital area, the You are treat botch lock pick rolls as simple failures and
target must make an Endurance check (Willpower + do not suffer any adverse effects.
Vitality). The difficulty of the check is equal to twice the
damage they have taken from the attack (after armour Night Thief (d2)
reduction). Targets that fail the check are paralysed. Prerequisite: Covert Pick Pocket Speciality

11
You automatically succeed when picking the pocket of
target that is asleep. See Cortex Traits and Complications.doc for a list of
standard Cortex Traits and Complications.
Backstab (d2)
Prerequisite: Covert - Sneak Speciality
Sneak attacks with one-handed weapons ignore armour
rating of target. An extraordinary attack success doubles
the weapon damage.

Deadly Aim (d2)


Prerequisite: Backstab
Sneak attacks with ranged weapons ignore armour rating
of target. An extraordinary attack success doubles the
weapon damage.
The magic of Tamriel

The five magic skill specialities (Alteration, Conjuration,


Assassin's Blade (d4) Destruction, Illusion, and Restoration) correspond to the
Prerequisite: Backstab five schools of magic in Tamriel.
Sneak attacks with daggers add two dice steps to the
weapons damage, and all damage is in wounds. Every spell belongs to one of these schools.
Creatures that take damage from this attack, must make
an Endurance check (Willpower + Vitality) if their life The School of Alteration involves the manipulation of the
points have been reduce to half or lower. The difficulty physical world and its natural properties. This skill makes
of the check is equal to twice the damage they have it easier to cast spells like Water breathing, magical
taken from the attack. Targets that fail the check are protection, and Paralysis.
instantly killed.
The School of Conjuration governs raising the dead or
Light Foot (d4) summoning creations from Oblivion. This skill makes it
Prerequisite: Covert - Sneak Speciality easier to cast these spells as well as Soul Trap and
You automatically avoid ground traps if you walk or bindings.
sneak over them. You will also be able to tell when you
have walked over one. The School of Destruction involves the harnessing the
energies of fire, frost and shock. This skill makes it easier
Physician (d2) to cast spells like Fireball, Ice Spike, and Lightning Bolt.
Prerequisite: Medicine - Alchemy Speciality
Potions you mix that restore Health, Magicka or Stamina The School of Illusion involves manipulating the mind of
are 25% more powerful. the enemy. This skill makes it easier to cast spells like
Fear, Calm, and Invisibility.
Benefactor (d2)
Prerequisite: Physician
The School of Restoration involves control over life
Potions you mix with beneficial effects have an
forces. This skill makes it easier to cast spells like
additional 25% greater magnitude.
Healing, Turn Undead, and magical Wards.
Poisoner (d2)
Spells also come in levels:
Prerequisite: Physician
Novice, Apprentice, Adept, Expert, and Master
Poisons you mix are 25% more effective.
Higher level spells usually cost more magicka to cast, are
harder to cast, are more effective than their lower level
Concentrated Poison (d2)
counter parts, and are affected differently by some
Prerequisite: Poisoner
Poisons applied to weapons last for twice as many hits. traits.

Snake blood (d2) A spell is learnt through the study of spell tomes. When
Prerequisite: Concentrated Poison one of these tomes is obtained, a character may study it
Add a d6 when resisting poisons. to permanently learn the spell. Learning the spell is a
complex action with a time period of 4 hours. Make a
Intelligence + Magic[Spells school] roll with a threshold
dependant on the level of the spell ; Novice(15),
Apprentice(35), Adept(55), Expert(75), and Master(95).

12
Effect 6 points Magic fire damage to
Casting a spell depletes your Magicka attribute. target
Extraordinary successTarget takes 3pts fire at the start
This can be regained by taking a short rest or taking a
of their next turn.
concentration action. With a concentration action you Description A small ball of fire shoots from the
roll your Willpower + Discipline(Concentration). You casters hand
regain a number of magicka equal to the roll, up to your
maximum magicka value. You can take no other magic
action in the same turn as your take a concentration Name: The common name of the spell
action. School: Which school of magic this spell belongs to and
which magic speciality to roll when casting.
You need at least one hand free and empty, and be able Level: The level of the spell, this represents the difficulty
to vocalise parts of the spell as well. in learning the spell, and what traits affect the spell.
Dual cast and Master level spell require both hands to be Base Mana cost: This is the unaltered cost of the spell,
free. traits and magic items may reduce this. A spells cost is
never less than 1.
Casting a spell is a standard action. Difficulty: This may be a static number or a could be an
opposed test. This may be altered by external sources as
The process for casting a spell is: well to give a final difficulty.
- Choose the spell you wish to cast, along with any Range: This denotes the maximum range of a spell and
valid targets. the range increment if applicable.
- If you have any traits or items that may affect In the example above the spell has a range increment of
the spell you may choose to use them as well, 15m so any attacks with spell up to 15m are at short
such as dual casting the spell or magicka range, the maximum range of medium which is two time
reducing items. the range increment (30m), if this spell is targeted at
- Spend the magicka required for the spell. something between 15 and 30m the caster takes a -2
- Make a skill check of Intelligence + Magic [spells skill step penalty. At ranges past 30m this skill will
school]. dissipate harmlessly.
This may be a fixed difficult, or an opposed roll Point blank for spells is 4m
as specified by the spell. Effect: What happens with the spell is cast and
successfully affects the target. Any base duration will
A botched spell roll means that the spell did not go off also be listed here.
for some reason and you take one point of stun for every Extraordinary success: If the casting roll is 7 higher than
level of the spell. the final difficulty an extra effect may occur.
i.e. 1pt for Novice, 2pt Apprentice, 3pt Adept, 4pt Description: Is an example of a visual effect or flavour
Expert, 5pt Master text for the spell.

Spells which deal damage have a fixed value which is not


affected by the degree of success of the skill roll. Either Spells for School of Alteration
the spell succeeds and hits the target or it misses.
Once again many traits or items may alter this value.
Candlelight Alteration Novice Level
Some spells have an additional effect on an Base Mana Cost: 3
extraordinary success. This will be noted in their Difficulty: 3
description. Range: Personal
Effect: Illuminates an area of 5m radius around the
(Spell duration. In skyrim this is 60 secs, usually enough caster in bright light for 10 minutes.
time for a battle. A cortex round lasts about 3 secs. Spell Extraordinary success: No effect.
durations then is about 20 rounds. Description: Creates a white light globe hovers above
For every minute that passes in real life, 20 minutes pass the casters head.
in Skyrim.
Split the difference, Durations spells last 10 or 20mins.)

Example and description Oakflesh Alteration Novice Level


Name School Level Base Mana Cost: 12
Firebolt Destruction Apprentice level
Base Mana cost 5 Difficulty: 7
Difficulty ranged attack, (Targets defence) Range: Personal
Range Medium (15m)

13
Effect: Improves the caster's armour rating by 4 points
for 3 minutes.(equal to hide armour set)
Extraordinary success: No effect.
Description: A thin silver sheen coats the casters body.

Magelight Alteration Apprentice Level


Base Mana Cost: 10
Difficulty: ranged attack, (Targets defence)
Range: Medium (15m)
Effect: Illuminates an area of 5m radius in bright light
and an area of 10m in a dim light around the target.
Lasts for 10 minutes.
Extraordinary success: No effect.
Description: Creates a white light globe that sticks where
it strikes.

Spells
Weapons and Armour
Enchanting
Alchemy - gathering ingredients, recipes.
Summoned creatures
Character creation reference for the front.
Starting cash and equipment.
Creature stats include soul value.
Character Sheet
Show perk tree
Add in complication of no regional skills.
Factions and Guilds
The divines
Languages
Regions

14

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