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