I'm totally spitballing here and could use some help. Here is a quick draft of races of Tamriel. (Is it ok if I post this here?)
I could use the expertise of fans of the Elder Scrolls games and BareBones Fantasy race creators to help balance and shape these so they are fun and usable.
ARGONIAN
Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers of the region.
» Add 10 to starting STR
» Swim at MOV and breath underwater
» Immune to Disease and Poison
» Move 8 spaces
» Speaks argonian and imperial
BRETON
Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come from the home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons boast a high resistance to destructive and dominating magical energies.
» Add 10 to starting LOG
» Fortified Maximum Magicka (+10 to Enchanting and Spellcasting rolls).
» Dragonskin (DR = ½ rank starting at DR1)
» Resist Magicka (+10 resist magic)
» Move 8 spaces.
» Speaks Breton and Imperial.
DARK ELF
In the Empire, “Dark Elf” is the common usage, but in their Morrowind homeland, they call themselves the “Dunmer.” The dark-skinned, red-eyed Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards.
» Add 10 to starting LOG and STR
» Fire Resistance (+10 resist fire/heat)
» Ancestor Guardian (summon one ancestor guardian of equal rank 1/day)
» Move 8 spaces
» Speak Dunmer and Imperial
HIGH ELF
The High Elves, or Altmer, are the proud, tall, goldenskinned peoples of Summerset Isle. The common tongue of the Empire, Tamrielic, is based on their speech and writing, and most of the Empire’s arts, crafts, and sciences are derived from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and are far more resistant to disease than the lesser races.
» Add +10 to starting WIL and LOG
» Fortified Maximum Magicka (+10 to Enchanting and Spellcasting rolls).
» Weakness to magic (-10 resistance to magic)
» Resistant to Disease (+20 resist disease)
» Move 8 spaces
» Speaks Altmer and imperial
IMPERIAL
Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and wellspoken. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders. These traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other provinces and to have erected the monument to peace and prosperity that comprises the Glorious Empire.
» Add 10 to starting WIL.
» Star of the West (one additional descriptor).
» Voice of the Emperor (+10 Leadership rolls).
» Imperial Resilience (+10 to all resistance checks).
» Move 8 spaces.
» Speaks Imperial.
KHAJIIT
Khajiit hail from the province of Elsweyr and can vary in appearance from nearly Elven to the cathay-raht “jaguar men” to the great Senche-Tiger. The most common breed, the suthay-raht, is intelligent, quick, and agile. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics skill.
» Add 10 to starting DEX
» Retractable Claws (unarmed damage 1D/2 ranks)
» Unmatched acrobatics (+10 to resist physical)
» Eye of Fear - +10 to intimidate
» Eye of Night (Darkvision (12 spaces, allows normal sight in low-light, as long as a single star is present in the sky)).
» Move 8 spaces
» Speak Khajiit and Imperial
NORD
The citizens of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Skilled sailors, Nords can be found in seaports and settlements along all the coasts and rivers of Tamriel. Strong, willful, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.
» Add 10 to starting STR
» Cold resistance (+20 resist cold spells and effects)
» Thunder First (+2 unarmed frost damage/ rank)
» Woad (+1DR/Rank for 1D turns 1/day)
» Move 8 spaces
» Speak Nord and Imperial
ORC
These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire.
» Add 10 to starting STR
» Berserk (+10 to melee and damage, -10 to all resistance checks for 1d10 turns 1/day/rank)
» Resistant to Magicka (+10 resist magic)
» Military Trained (+10 to Leadership skill rolls)
» Move 8 spaces
» Speak Orcish and Imperial
REDGUARD
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot.
» Armor proficiency (+10 resist physical when wearing armor)
» Hardy Constitution (+10 resist poison and disease)
» Adrenalin Rush (+20 to multiple actions for one turn 1/encounter)
» Move 9 spaces
» Speak Redguard and Imperial
WOOD ELF
The clanfolk of the Western Valenwood forests. In the Empire, they are called “Wood Elves,” but call themselves the Bosmer, or the “Tree-Sap” people. Wood Elves are nimble and quick in body and wit, and their curious natures and natural agility make them good scouts, agents, and thieves, and there are no finer archers in all of Tamriel.
» Add +10 to starting DEX
» Add +10 to ranged attacks
» Resist Disease (+10 resist diseases)» Beast Tongue (+10 to calm animals)
» Move 9 spaces
» Speak Wood elf and Imperial
BareBones Fantasy RPG is not associated with Skaldcrow Games' Bare Bones Multiverse, despite similar names. Check out Glenn's products by clicking here.
Please point out any odd things you see such as things that need explaining or where I just plain went off the deep end.
I'm not familiar with the setting, but I'll pipe in on the races. Using the following I added up each special ability for each race:
Each +10 add 1
Each benefit add 1
ARGONIAN 5
BRETON 5
DARK ELF 4
HIGH ELF 5
IMPERIAL 3
KHAJIIT 3
NORD 5
ORC 3
REDGUARD 6
WOOD ELF 4
The IMPERIAL, KHAJIIT and ORC seem a little lite having only a 3 for special abilities. Perhaps that fits the setting.
BRETON, Dragonskin - does it start at DR1? Rank 1 / 2 = 0.5 rounded up in favor of the character.
KHAJIIT, Retractable Claws (unarmed damage 1D/2 ranks) - did you intend 1D per 2 ranks? For instance, at rank 4 it's 2D unarmed damage?
REDGUARD, Armor proficiency (+10 resist physical) - Is this with any armor? Perhaps change the wording to: +10 resistance checks against physical attacks when wearing armor
Really well done jasales, your BBF-Fu is growing!
:-)
Yeah! That is exactly the help I need. I'll revisit this in the next day or so.
Yes, why? 2D is about a scimitar's worth of damage. I figured that was substantial enough. or is it too much?
Yes! Much better, thank you.
ARGONIAN 5
BRETON 5
DARK ELF 4
HIGH ELF 5
IMPERIAL 4
KHAJIIT 5
NORD 4/5?
ORC 4
REDGUARD 5
WOOD ELF 4
I updated the races in the original post. This is what I'm seeing now.
Looking good!
What's the next step? :-)
For a conversion? First, now that the races are much more even I'd carefully look at the gameplay effects of those abilities and tweek them to be a bit more even. Example even though some races are one point less, they may be even or even a touch more powerful than another because of one of their abilities is just that much better.
Birthsigns would be next: a special ability just for heroes - maybe, have to think on this.
What are birthsigns? Explain them and we might be able to help.
They're like astrology. You pick the sign you were born under and they give you a special benefit. In the computer game, the benefit you receive is a bit large unless they are limited to heroic players, in my opinion. I can't imagine that 1/13th of the population of Tamriel can paralyze foes with a touch, for instance :-P
http://www.uesp.net/wiki/Oblivion:Birthsigns
Might have to rule that those who are born under a very specific circumstance (such as when Masser and Secunda -- the world's twin moons -- are in some sort of conjunction within a sign) receive such gifts. And these are the heroes that the players get to be.
Yes, this is the way I'd do it. Keep it only for the players, those special heroes they are. And in the computer games Morrowind and Oblivion, only player characters get these benefits.
Just going off of how they are described here are some unbalanced ideas that could be hammered into something better. Something to give us a start.
Please Note: these are not blanced, it is just a quick pass at seeing if the abilities could be replicated. Some abilities happen each day, some by encounter. We'd have to decide which would work better. I'm thinking once/day for many of these.
BIRTH SIGNS
THE APPRENTICE
Those born under the sign of The Apprentice have increased Magicka, but also have a weakness to it.
>> Fortified Maximum Magicka (+10 to Enchanting and Spellcasting rolls).
>> Weakness to Magic (-20 Resist magic)
THE ATRONACH
Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them.
>> Wombburn If successfully resist magic, magic is absorbed and +10 Spellcasting and Enchanting rolls for the encounter, otherwise all Spellcasting and Enchanting rolls are at -20.
THE LADY
Those born under the sign of The Lady have increased Endurance and Personality.
>> Lady’s Favor: +10 to any persuasion or Leadership rolls 1/encounter per day.
>> Lady’s Grace: +10 BP/Rank once per day
THE LORD
Those born under the sign of The Lord can regenerate Health, but are weak to fire.
>> Trollkin: -100 to resist fire
>> Blood of The North: Heal 1D/rank per day.
THE LOVER
Those born under the sign of The Lover have increased Agility and can paralyze others with a kiss.
>> Mooncalf: +10 DEX once per encounter
>> Lover’s Kiss: Target is Paralyzed for 1D turns but become Dazed for 1D turns
THE MAGE
Those born under the sign of The Mage have increased Magicka.
>> Fortified Magicka (+5 to Enchanting and Spellcasting rolls).
THE RITUAL
Those born under the sign of The Ritual can heal themselves and turn undead.
>> Blessed Word: Repel Undead 1/day
>> Mara’s Gift: Restore one 1D BP/rank on self per day.
THE SERPENT
Those born under the sign of The Serpent can poison others at a loss of their own Health.
>> Star-Curse: Poison - Double unarmed damage if target fails to resist (STR), but half damage effects self.
THE SHADOW
Those born under the sign of The Shadow can make themselves invisible.
>> Moonshadow – invisibility for 1D turns 1 per day.
THE STEED
Those born under the sign of The Steed can move faster.
>> Charioteer: Mov increased by 2
THE THIEF
Those born under the sign of The Thief are harder to hit.
>> Akaviri Danager-sense: +1D INIT
THE TOWER
Those born under the sign of The Tower can unlock doors magically and detect things at a distance.
>> Beggar’s Nose: +10 LOG to notice things
>> Tower Key: +20 open locks 1/day
THE WARRIOR
Those born under the sign of The Warrior have an increased chance of hitting.
>> Warwyrd: +10 to melee and ranged attacks
This is a good attempt at conversion. One way to mitigate the disbalance if you want to leave it as-is is to make players have to roll a d00 on a table to see what sign they're born under. You can give heavier result weight to those items that are less powerful and a smaller result weight to those signs that are very powerful to make them all the sweeter when someone rolls one. After all, do we have control of our birth conditions? Maybe make this an early step in the character creation process because it might affect the type of character they'll build.
Interesting idea Bill. It lets you leave it alone and add a random element. I always thought it curious that the games let you choose your birth sign, be then again, those games are all about choice.
I'm fine with hacking it apart to make it more even, but your suggestion also allows for the excitement of possibly getting something good. Although I know I have one player that hates hates hates the possiblity that his character may start more or less powerful than the others. The others would love it.
WEAPON STYLES
Weapons come in the following styles: Imperial, Nordic, Dwarven, Orchish, & Elven. This may influence availability and price.
NEW WEAPONS
Weapons Type #Hands Damage Range STR** Cost
Broadsword Melee 1 1D+3 -- 50 12gp
Dai-katana Melee 2 2D+4 -- 50 100gp
Dart Ranged 1 1D 15 -- 2gp
Katana Melee 1 2D+3 -- -- 100gp
Tanto Melee 1 1D+1 -- -- 4gp
Throwing star Ranged 1 1D 10 -- 1
Wakisashi Melee 1 1D+4 -- -- 15
** Damage reduced by 1D if minimum STR not met.
SPECIAL WEAPON MATERIALS
Some weapons are made of special materials.
Iron: +5 to STR requirement, min 40
Chitin: damage +1, breaks and is useless on a critical failure
Glass, Dwarven: damage +2, cost x2
Ebony: damage +4, cost x4
Silvered: effective against certain creatures, cost x2
Weapons Type #Hands Damage Range STR** Cost
Broadsword Melee 1 1D+3 -- 50 12gp
Dai-katana Melee 2 2D+4 -- 50 100gp
Dart Ranged 1 1D 15 -- 2gp
Katana Melee 1 2D+3 -- -- 100gp
Tanto Melee 1 1D+1 -- -- 4gp
Throwing star Ranged 1 1D 10 -- 1
Wakisashi Melee 1 1D+4 -- -- 15
** Damage reduced by 1D if minimum STR not met.
I'm not an expert at this setting at all, but in comparison to the base weapons in the core rulebook, it seems like some of your damages are highly variable? For example, I'm curious that you assign broadsword 1D+3 which is same as shortsword, while the Katana is 2D+3 rather than the same as a longsword? Also, 1D on dart - what is the basis of this (I'd have done 1D/2)? Same with the wakisashi. Is there something in the setting that requires these types of adjustments?
Boardsword was supposed to be the same as a long sword. Bad edit. Sorry about that.
Katana is 2 points more damage than Longsword since they are a bit better than longswords in the setting.
The Wakisashi does just a little more damage than a shortsword which is what they do in the setting.
Dart is as per Dart in A Bigger Problem and so yes should have 1D/2, same with Throwing star. Again, my bad.
Tanto is as long knife in A Bigger Problem.
Thanks for finding these. That is what I get for having to many copies of what I'm working on.
How is this?
NEW WEAPONS*
Weapons Type #Hands Damage Range STR** Cost
Dai-katana Melee 2 2D+4 -- 50 100gp
Dart Ranged 1 1D/2 15 -- 2gp
Katana Melee 1 2D+3 -- -- 100gp
Tanto Melee 1 1D+1 -- -- 4gp
Throwing star Ranged 1 1D/2 10 -- 1
Wakisashi Melee 1 1D+4 -- -- 15
*Broadswords are treated as long swords but are of nord design.
** Damage reduced by 1D if minimum STR not met.
It's awesome you are using published material.
Which is an absolutely awesome feature of this game system. It promotes collaboration.
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How do you post preformated text for nice looking tables?
How do you post preformated text for nice looking tables?
Ohh. Input format below the post. Great. Finally, I can post normal.
Does it work?
It does! It does!
http://www.epicwords.com/attachments/9834
I tweeked the reaces some more. Thanks for the feedback everybody. I've got something to work with now.
How do we find your campaign on EW?
I dont have a site for this campaign yet as it hasn't started.
Here is the latest player guide, cleaned up, streamlined, prettied up and formated for booklet printing.
I'll be running this starting in June. My players are getting excited! The video helped.
Tamriel Dominion Campaign Player Guide
Epic Words Site
Intro Movie
Very cool. Very nicely done.
Thanks Neolithicwolf. I got some very positive responses from my gamers. We usually take 3 months off during the summer. Not this time!
The video was made with PowerPoint.
I re-shared on G+ :-)
Very cool and inspiring video.
You must tell us how you did that, I played around a bit..
This is awesome. I was thinking of setting a game in Skyrim and wondering what system to use. So I purchased BBF and then saw this. I will be making use of this!
Very cool and inspiring video.
You must tell us how you did that, I played around a bit..
Make all your slides. Add the exact timing you want for all slides. Make sure their animations are set to follow preceding. Add music to the first slide and set to span the remaining slides.
Then Save & Send>>choose Video options. Tah Dah.
I was using Office 2010.
Cool! That is why I shared it. I'm working on a BBF gm guide but I'm a long way from having that in any useable format.
I bought one of those long staplers and these printed out in booklet format are pretty cool.