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