Nightfall BBF Player Guide
Transcription
Nightfall BBF Player Guide
The Elder Scrolls and all related trademarks are the property of Bethesda Softworks LLC. referenced here are fanwork. Barebones FantasyTM and Keranak KingdomsTM are trademarkes of DwD Studios. The game, setting, and likenesses are copyright 2012 DwD Studios. The material presented in this publication is fan-generated content and all trademarks and copyrighted material are used with permission under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. Character Creation 1 Allocate ability scores: 50, 55, 60 & 65 – as per BBF. 2 Select Race – choose a race from this guide. 3 Select Skill – as per BBF. 4 Calculate Skill Scores – as per BBF. 5 Specify Descriptors – as per BBF. 6 Moral Code – as per BBF. 7 Equipment and Coins – as per BBF & this guide. 8 Fine Details – as per BBF. 9 Choose a setting appropriate name – Name. http://tamrielrebuilt.org/?p=modding_data/ngen Races Racial powers do not require a roll and do not impose a multiaction penalty. ARGONIAN Argonians are a reptile/amphibian/humanoid hybrid native to Blackmarsh. » Add 10 to starting DEX » Aquatic (swim at MOV and breath underwater) » Resist Disease (+10 resist diseases and poisons) » Move 8 spaces » Speak jel and cyrodilic BRETON Bretons are a race of both human and elven ancestry adept in the magical arts from High Rock. » Add 10 to starting LOG » Dragonskin (DR = ½ rank starting at DR1) » Resist Magicka (+10 resist magic) » Move 8 spaces » Speak cyrodilic DARK ELF The Dunmer are dour elven natives of the broken land of Morrowind. » Add 10 to starting LOG or STR » Ancestor’s Wrath (once per day for a number of turns equal to your rank you have a flame cloak that does 1D damage) » Fire Resistance (+10 resist fire/heat) » Move 8 spaces » Speak dunmeris and cyrodilic HIGH ELF The High Elves are the proud, tall, golden skinned peoples of Summerset Isle. » Add +10 to starting WIL or LOG » High Magicka (+20 to Enchanting and Spellcasting rolls) » Weakness to magicka (-20 resist magic) » Move 8 spaces » Speak altmeris and cyrodilic IMPERIAL Imperials are the well-educated and well-spoken natives of the cosmopolitan province of Cyrodiil. » Add 10 to starting WIL » Star of the West (one additional descriptor) » Voice of the Emperor (+10 Leadership rolls) » Move 8 spaces » Speak cyrodilic KHAJIIT Khajiit are agile feline looking natives of Elsweyr. » Add 10 to starting DEX » Retractable Claws (unarmed damage 1D+1 +1/rank) » Eye of Night (allows normal sight in the dark, 12 spaces) » Move 8 spaces » Speak ta’agra and cyrodilic NORD Nord are tall, fair-haired and fearless natives of Skyrim. » Add 10 to starting STR » Battle Cry (Once per encounter - enemies of lower rank within 10 spaces must flee for 1D turns and are dazed) » Cold Resistance (+10 resist cold spells and effects, immune to all but severe cold environmental exposure) » Move 8 spaces » Speak nordic and cyrodilic ORC Orcs are sophisticated barbarian beast peoples of the Wrothgarian and Dragontail mountains. » Add 10 to starting STR » Berserk (once a day, double all physical damage dealt and half physical damage taken for one turn per rank) » Resistant to Magicka (+10 resist magic) » Move 8 spaces » Speak orcish and cyrodilic REDGUARD Redguard are dark skinned humans of Hammerfell province known for their combat skills. » Add 10 to starting LOG » Hardy (+10 resist poison and disease) » Adrenalin Rush (Once a day, +20 to multiple actions for one turn per rank) » Move 9 spaces » Speak cyrodilic WOOD ELF Wood Elves (or Bosmer) of Valenwood are the best archers in all of Tamriel, and are known for their ability to command wild creatures. » Add 10 to starting DEX » Born to the Bow (+10 ranged) » Beast Tongue (+10 to calm animals) » Move 9 spaces » Speak bosmeris cyrodilic Tools of the Trade CREED OF THE NINE Akatosh tells us: Serve and obey your Emperor. Study the Covenants. Worship the Nine, do your duty, and heed the commands of the saints and priests. Long Sword Arkay tells us: Honor the earth, its creatures, and the spirits, living and dead. Guard and tend the bounties of the mortal world, and do not profane the spirits of the dead. Mace Dibella tells us: Open your heart to the noble secrets of art and love. Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love. Mace Julianos tells us: Know the truth. Observe the law. When in doubt, seek wisdom from the wise. Quarterstaff Kynareth tells us: Use Nature’s gifts wisely. Respect her power, and fear her fury. Mace Mara tells us: Live soberly and peacefully. Honor your parents, and preserve the peace and security of home and family. Mace Stendarr tells us: “Be kind and generous to the people of Tamriel. Protect the weak, heal the sick, and give to the needy.” Mace Talos tells us: Be strong for war. Be bold against enemies and evil, and defend the people of Tamriel. Sword (any) Zenithar tells us: Work hard, and you will be rewarded. Spend wisely, and you will be comfortable. Never steal, or you will be punished. Maul or Warhammer A member of The Dawnguard watches the sun go down. New Game Guidelines SWITCHING WEAPONS You can choose what weapon you are wielding at the beginning of your turn. JOURNALS Journal entries (1/session please) earn you 1 DP, you can also get one for a background story or other writing that adds to the game. LANGUAGES Besides the scholar path a new language can be earned by spending DP. 1 DP = learn the basics of a new language. 2 DP and you are fluent in it. LIVING LANGUAGES: Altmeris (high elf), Bosmeris (wood elf), Cyrodilic (Tamrielic), Draconic (dragon or dova), Dunmeris (dark elf), Falmer (falmer), Jel (argonian), Orcish (orc), Nordic (nord), Ta’agra (khajiit) DEAD LANGUAGES: Akaviri (akaviri), Ayleidic (ayleid), Chimeris (chimer), Dwemeris (dwemer), Ehlnofex (et'Ada), Nedic (proto-men), Yoku (yokudans) FAME RULES A character’s Fame score is 5% for each Notoriety DP earned. How the NPC reacts, is based on many circumstances unique to each encounter and is best dealt with by the GM. EXTENT OF FAME CHECK Hex/Town where famous deeds were done Local Area/County Region/Province Nation/Empire Foreign Lands Still Remembered in 100 Years Still Remembered in 500 Years Still Remembered in 1000+ years FAME ROLL MODIFIER Double Fame Score -20 -40 -60 -80 -100 -150 LEADER SKILL » Warlord - on your turn choose one effect, lasts until the turn ends, counts as an action. No skill check required. RESISTANCE CHECKS Determine if disadvantaged or not first, then apply modifiers. TWO-WEAPON FIGHTING You must have at least one skill level in Warrior or Scout and a one-handed melee weapon in each hand. Gain +10 to your melee score and +10 to physical resistance checks. SCHOOLS OF MAGICKA A mage may specialize in one of the schools below at a cost of 3 DP and get a +10% bonus to spellcaster rolls for associated spells but suffer a -10% penalty to a different school of choice Alteration – Control Weather, Entangle, Repel, Transform, Transport Conjuration – Protection, Summon Destruction – Hinder, Offensive Strike Illusion – Charm, Illusion Mysticism – Dispel, Divination, Telekinesis Restoration – Aid, Cleanse, Heal Enchanter Table SPELLS See the Spells of Tamriel supplement for lore friendly trappings and new game effects. MUNDANE INGREDIENTS If you own an alchemist kit, you may gather 1gp worth of mundane ingredients with a successful skill (Enchanter or Scout) roll. A critical success equals 5gp. A skill roll represents one hour of searching. You may also harvest mundane ingredients from freshly killed creatures. You may make one roll for each rank of the dead creature. A success nets you 1D gp of ingredients with critical successes doubling the amount. SOUL GEMS Soul gems are the special ingredients for creating magical objects. An Enchanter skill roll is needed to trap a soul in a soul gem. Soul Gem Petty Lesser Common Greater Grand Cost 10 20 40 60 200 Filled Cost 20gp 40gp 80gp 120gp 400gp New Equipment Weapons and armor come in various styles and materials. This may influence availability and price. See Armor sheet for more examples. Common Elven Nordic Orcish Dwemer Dunmer Glass Dunmer Ebony Daedric COMBINED ARMOR Armor DR STR* Clothes DR0 -Heavy Furs DR1 35 Leather Armor, Chitin DR2 40 Studded Leather , Netch Leather DR3 45 Ringmail , Bonemold or Nordic Iron DR4 60 Imperial, Nordic Chain DR5 65 Elven Armor DR5 55 Imperial Scale, Nordic Steel DR6 70 Akavari Splint or Imperial Plate DR7 75 Orcish Banded, Dwemer (x2 cost) DR8 80 Mithril Plate DR 9 65 Orcish Plate DR10 85 Glass† DR 11 65 Ebony Plate DR12 90 Shield** --* MOV cut in half & prevents casting spells or thief skills, unless minimum STR is met. ** Grants +20 to physical resistance checks, cannot be used with 2-handed weapons. † add +2 damage to unarmed attacks due to spikes/bladed edges General Equipment Clothes (simple/fine) Shoes (simple/fine) Boots (simple/fine) Tent (small/huge) Meal (simple/great feast) Room (simple/good) Stable mount Ale (mug/pitcher) Enchanter Table (+5 to rolls) Cost 1gp 5gp 15gp 30gp 55gp 70gp 100gp 125gp 200gp 350gp 2000gp 500gp 4000gp 5000gp 10gp Cost 1gp/25gp+ 2gp/5gp+ 5gp/10gp+ 10gp/50gp 1gp/5gp 5gp/15gp 2gp 1gp/3gp 250gp Nordic Two-Handed Sword The cemetery of Falkreath, where many a hero is buried. TAMRIELIC CALENDAR Name of Gregorian Month Equivalent Morning Star January Sun's Dawn February First Seed March Rain's Hand April Second Seed May Midyear June Sun's Height July Last Seed August Hearthfire September Frostfall October Sun's Dusk November Evening Star December ‡ 29 on Leap Year Tamrielic Sundas Morndas Tirdas Middas Turdas Fredas Loredas Gregorian Sunday Monday Tuesday Wednesday Thursday Friday Saturday Days Tamriel 31 28 31 30 31 30 31 31 30 31 30 31 Days Gregorian 31 28‡ 31 30 31 30 31 31 30 31 30 31 Falkreath Town 1) Main Thoroughfare 2) Jarl’s Longhouse: Steward Nenya (♀High Elf), Housecarl Helvard (♂ Nord), Jarl Siddgeir (♂Nord), Legate Skulnar (♂Nord). 3) Falkreath Barracks and Jail: Falkreath Guards 60 (longsword 2D+1, shortbow 2D+1 (20), dagger 1D, torch, studded leather DR3. 4) Grave Concoctions: Zaria (♀Redguard) 5) Lod’s Smithy: Lod (♂Nord) 6) Gray Pine Goods: Solaf (♂Nord) 7) Dead Man’s Drink: Bard Delacourt (♂Breton), Proprietor Valga Vinicia (♀Imperial), Barmaid Narri (♀Nord), local hunter Valdr (♂Nord). 8) Corpselight Farm: Farmer Indara Caerellia (♀Imperial), Farmer Mathies (♂Nord) 9) Dengier’s House: Maid Tekla (♀Nord), Former Jarl Dengeir of Stuhn (♂Nord), Thadgeir (♂Nord). 10) Deadwood Mill: Bolund (♂Nord). 11) Hall of the Dead: Gravetender Kust (♂Nord), Priest of Arkay Runil (♂High Elf). 12) Falkreath Cemetery