Monday, October 29, 2012

Elder Scrolls: Risus - Character Creation 2 (Clichés)

_RACES OF TAMRIEL_

Choose your character's race from the following list of Tamrielic races available as Player Characters in an Elder Scrolls: Risus campaign. Once you have decided on a Race for your character, record your skill sets, any racial power, and languages.

Altmer (High Elves)
  • Illusion, Alteration, Conjuration, Destruction, Restoration, Enchanting.
    • Highborn: Altmer may use any cliché to cast magic spells from the Alteration, Conjuration, Destruction or Restoration schools, as though those schools were in their skill set.
    • Altmer begin play speaking Altmeri & Cyrodilic +1 language per die of Altmer.
Argonian
  • Resist Disease, Breath Water/ Swim, Lockpicking, Alteration, Light Armor, Restoration, Pickpocket, Sneak
    • Histskin (1/day): Argonians may use their racial cliché to recover from wounds as though they were well-rested.
    • Argonians begin play speaking Jel & Cyrodilic +1 language per die of Argonian
Bosmer (Wood Elf)
  • Resist Poison, Resist Disease, Command Animals, Archery, Alchemy, Light Armor, Pickpocket, Sneak.
    • Bosmer begin play speaking Altmeri & Cyrodilic +1 language per die of Bosmer.
Breton (Manmer)
  • Resist/Absorb Magic, Conjuration, Alchemy, Alteration, Illusion, Restoration, Speech
    • Bretons begin play speaking Cyrodilic & one other language +1 language per die of Breton.
Dunmer (Dark Elf)
  • Resist Fire, Destruction, Alchemy, Alteration, Illusion, Light Armor, Sneak.
    • Ancestor's Wrath: For 6 rounds any opponent damaging the Dunmer suffers the same damage as Fire Damage.
    • Dunmer begin play speaking either Dunmeri or Ashlander & Cyrodilic +1 language per die of Dunmer.
Imperial (Cyrodil)
  • Restoration, Block, Destruction, Enchanting, Heavy Armor, One-Handed.
    • Imperial Luck: Cyrodils roll an extra 1d6 when rolling for Treasure.
    • Voice of the Emperor: Roll Imperial. All Hostile and Unfriendly creatures and characters within earshot must roll above your result or move up one step on the NPC Reaction table.
    • Imperials begin play speaking Cyrodilic & one language +1 language per die of Imperial.
Khajiit
  • Unarmed/Claw Attacks, Sneak, Alchemy, Archery, One-Handed, Smithing, Speech.
    • Night Eye: Khajiit do not suffer penalties for operating in darkness.
    • Khajiit begin play speaking Ta'Agra & Cyrodilic +1 language per die of Khajiit.
Nord
    • Resist Frost, Two-Handed, Block, Light Armor, One-Handed, Smithing, Speech.
      • Battlecry: Roll Nord. All Hostile and unfriendly characters and creatures within earshot must roll to beat your total. Those who do not, flee for one round for ever die you have in this Cliché. Unfriendly characters who are forced to flee become Hostile if encountered again.
      • Nord begin play speaking Nordic & Cyrodilic +1 language per die of Nord.
    Orc (Orsimer)
    • Heavy Armor, Block, Enchanting, One-Handed, Smithing, Two-Handed.
      • Berserker Rage: Roll Orc. The result is your Berserker Pool. Each point of berserker pool can be used as a bonus to attack rolls or to rolls made to resist damage; and as a penalty to speech, lockpicking, sneak, and any magic rolls. The berserker pool dissipates at a rate of 1 point per round, and the berserker rage ends when there are no more points in your berserker pool. Every point of Berserker spent during the rage causes fatigue to the Orc. Once the character has suffered max fatigue, he does not fall unconscious until the rage ends, but begins suffering wounds instead of fatigue for every point of Berserker spent.
      • Orcs begin play speaking Orcish & Cyrodilic +1 language per die of Orc.
    Redguard (Regada)
    • Resist Poison, One-Handed, Alteration, Archery, Block, Destruction, Smithing.
      • Adrenaline Rush: Roll Redguard against a difficulty equal to 3 x the number of fatigue you are currently suffering. If you succeed, you may ignore your fatigue for a number of rounds equal to your ranks in Redguard.
      • Redguards being play speaking Yokudan & Cyrodilic +1 language per die of Redguard.

    _OCCUPATIONS_
    Choose your second Cliché from the following list of occupations. Record your Occupation and Skill Sets on your character sheet.

    Acrobat
    • Agility, Endurance, Acrobatics, One-Handed, Block, Archery, Security, Sneak, Speech.
    Agent
    • Agility, Personality, Acrobatics, Illusion, Archery, Security, Sneak, Speech.
    Archer
    • Agility, Strength, Smithing, One-Handed, Unarmed, Light Armor, Archery, Sneak.
    Assassin
    • Intelligence, Speed, Acrobatics, Alchemy, One-Handed, Light Armor, Archery, Security, Sneak.
    Barbarian
    • Speed, Strength, Smithing, Alchemy, One-Handed, Block, Two-Handed, Unarmed, Light Armor.
    Bard
    • Intelligence, Personality, Alchemy, One-Handed, Block, Illusion, Light Armor, Speech.
    Battlemage
    • Intelligence, Strength, Alchemy, Alteration, One-Handed, Conjuration, Destruction.
    Crusader
    • Strength, Willpower, Athletics, One-Handed, Destruction, Unarmed, Heavy Armor, Restoration.
    Healer
    • Personality, Willpower, Alchemy, Alteration, Destruction, Illusion, Restoration, Speech.
    Knight
    • Personality, Strength, One-Handed, Block, Two-Handed, Unarmed, Heavy Armor, Illusion, Speech.
    Mage
    • Intelligence, Willpower, Alchemy, Alteration, Conjuration, Destruction, Illusion, Restoration, Enchanting.
    Monk
    • Agility, Willpower, Acrobatics, Alteration, Athletics, Unarmed, Archery, Security, Sneak.
    Nightblade
    • Speed, Willpower, Acrobatics, Alteration, Athletics, One-Handed, Destruction, Light Armor, Restoration.
    Pilgrim
    • Endurance, Personality, Smithing, Block, One-Handed, Light Armor, Security, Speech.
    Rogue
    • Personality, Speed, Alchemy, Athletics, One-Handed, Block, Illusion, Light Armor, Speech.
    Scout
    • Endurance, Speed, Acrobatics, Alchemy, Smithing, Athletics, One-Handed, Block, Light Armor.
    Sorcerer
    • Endurance, Intelligence, Alchemy, Alteration, Conjuration, Destruction, Heavy Armor, Restoration.
    Spellsword
    • Endurance, Willpower, Alteration, One-Handed, Block, Heavy Armor, Destruction, Illusion, Restoration.
    Thief
    • Agility, Speed, Acrobatics, Light Armor, Archery, Security, Sneak, Speech.
    Warrior
    • Endurance, Strength, Smithing, Athletics, One-Handed, Block, Two-handed, Unarmed, Heavy Armor.
    Witchhunter
    • Agility, Intelligence, Alchemy, Athletics, Conjuration, Destruction, Archery, Security.

    _BIRTH SIGNS_

    Your character's third Clichés, comes from the star sign most dominant in the sky above Cyrodil when she was born. Choose and record your character's Birth sign, skill set and any power granted.

    The Apprentice
    • Alteration, Conjuration, Destruction, Illusion, Restoration. Any Cliché possessed by the character may be used to cast spells from these schools as if they were part of that Cliché's skill set; but the character cannot resist magic except with Clichés that specifically list "Resist Magic" in their skill set.
    The Atronach
    • Alteration, Conjuration, Destruction, Illusion, Restoration, Resist Magic.
    The Lady
    • Athletics, Resist Disease, Resist Poison.
    The Lord
    • Block, Heavy Armor, Light Armor, Resist Magic.
    The Lover
    • Agility, Acrobatics, Sneak.
    • Lover's Kiss: May kiss a character or creature and make an attack with this Cliché to paralyze the target for one round per rank in this Cliché.
    The Mage
    • Alteration, Conjuration, Destruction, Illusion, Restoration.
    The Ritual
    • Conjuration.
    • Turn Undead: Roll The Ritual. Each undead within sight must roll against this total or flee for a number of rounds equal to your total.
    • Raise Dead: Roll Ritual against a difficulty of 3 per rank of Undead you are trying to raise. If successful, the undead stands up and is Helpful to you until it dies or the Ritual wears off - The Ritual lasts for a number of rounds equal to your total. At the end of the Ritual, you suffer a number of fatigue equal to the rank of Undead you raised.
    The Serpent
    • One-Handed, Archery
    • Attacks using this Cliché inflict 1 round of Paralysis.
    The Shadow
    • Sneak, Illusion.
    • Roll Shadow. You may become Invisible for a number of rounds equal to your total. When the invisibility ends, you suffer fatigue equal to your total ranks in Shadow.
    The Steed
    • Wearing Armor does not affect your speed. You may Dodge in Heavy Armor.
    The Thief
    • Archery, Lockpick, Pickpocket, Security, Sneak.
    The Tower
    • Security
    • Those born under the sign of the Tower may unlock any lock with a touch; but suffer 1 Fatigue per level of the lock.
    The Warrior
    • One-Handed, Block, Two-Handed, Unarmed, Heavy Armor, Light Armor.

    _DESCRIPTION_

    The final Cliché, and the first one listed in the Character Slug, is a description of the character - an adjective that describes the character's chief reputation. It can be something like "mighty", "fearless", "fearsome", "cowardly", "apathetic", "pious", "devout", "mystical", "loathsome", etc... Just about any fantasy-appropriate adjective you can think of (subject, of course, to the whims of the GM).

    The Description Cliché cannot be used as an "inappropriate Cliché." In other words, if your description is "Mighty," you cannot use it to pick a lock (unless your bashing down the door), or to sweet-talk that comely lass down at the King and Queen Tavern.

    No comments:

    98%

    Free Online Dating from JustSayHi

    88% Geek