Chapter 2 Character Creation

Chapter 2: Character Creation

“Ah yes, we’ve been expecting you! You’ll have to be recorded before you’re officially released. There are a few
ways we can do this, and the choice is yours.”
Socucius Ergalla, The Elder Scrolls III: Morrowind

1 The Elder Scrolls setting is a vast and diverse one, and there are an enormous number of potential characters a player may want to create. However there are some things that all characters have in common, and it is on this common ground that we can start to build up a new character.

After character creation, character advancement is accomplished through the use of experience points (see Character Advancement in Chapter 5 for information). But during character creation players use Creation Points (CrP) to create and customize their characters according to their predetermine concepts and their GM’s limitations and guidance.

CrP is very similar to XP in that it can be used to purchase advancements that would cost XP (and converts over at a 1:1 ratio), but it is different in that a number of things can be only be purchased with CrP. When character creation has ended, any remaining CrP becomes XP instead.

Standard character creation is a five step process. It is necessary to go through these steps in the correct order, and it is recommended you read through this list before moving on in order to inform your future decisions. When you actually start building the character, write down the details from each step on a character sheet as you go along so you don’t lose track of things.

Step 1: Race

During this step you will choose your character’s race. We have included the “core” races featured in the games in the Peoples of Tamriel section, though additional races can be found in the UESRPG 2E GM Handbook. You should ask your GM which era the game is taking place in, and which races are allowed for the campaign, before you pick one. Each race comes with their own characteristic baseline used to generate characteristics for members of that race, and many races have bonus powers, starting skills, or traits.

Step 2: Generate Characteristics

During this step you will get to choose your character’s favored characteristics and generate your characteristic scores using dice and the characteristic baseline appropriate to your choice of race in the previous step.

Step 3: Determine Birthsign

Next you determine your character’s Birthsign, choosing the charge of the warrior, mage, or thief and then rolling on the appropriate table. There is a chance during this step that the character will receive the Star-Cursed version of a sign instead, reflecting the threatening presence of the Serpent sign at the time of their birth

Step 4: Spend CrP & Purchase Items

Next you spend your remaining CrP on any characteristic advancements that you desire. Any CrP remaining after this process is over is converted to XP. Characters can also exchange CrP for drakes, which can be used in this step to purchase equipment and other items that the character will begin the game with. Step 5: Finishing Touches
Finally, calculate your character’s attributes and finalize any
remaining aspects of the character sheet. You’re good to go!

Step 6 (Optional): Elite Advances

In this step you may also choose elite advances: changes that dramatically alter a character beyond the scope of the other options explored so far, or “life paths” that a character must either be born into, or dedicate themselves to. These cannot be purchased without GM permission, as they represent very powerful and specialized character paths, and generally a character should not be allowed to have more than one.

Peoples of Tamriel

2 The races provided in this book encompass the core races portrayed in the Elder Scrolls games. Additional races can be found in the UESRPG 2E GM Handbook. Each race comes with their own characteristic baseline used to generate characteristics for members of that race, and many races have bonus powers, starting skills, or traits. You should ask your GM which races are allowed in the campaign before you pick one.

Some races have unique racial traits that are defined in their sections. Racial powers can be found in the Powers section later in this Chapter.

Altmer

3 The Altmer (or High Elves, as they are also known) are a race of Mer that make their home on Summerset Isle, an island off the south western coast of Tamriel. Many races of Tamriel consider the Altmer to be quite beautiful due to their fair, golden skinned complexion and the dazzling gem like colors of their eyes; as such, the Altmer are welcome guests in most parts of Tamriel, save for the Black Marsh and Vvardenfell. However, the combination of their fair appearance, long lives, propensity for magic and resemblance to the Old Elves of Tamriel tends to give Altmer an elevated sense of their own importance. This can sometimes impact diplomatic relations with the other races.

The use of magic is heavily emphasized in Altmer society, given the latent magical gifts of the Altmer race. Those Altmer that rarely or never leave Summerset Isle are used to a culture in which Magic permeates every level of society. Unfortunately, the natural affinity of the Altmer race also leaves them vulnerable to magical attack; however, most choose to pay little heed to this drawback. Aside from their dependence on magic, Altmer also tend to place a high cultural value on living for as long as possible, often using magic to extend their longevity. Altmer born and raised on Summerset Isle tend to be haughty and more out of touch than those raised in other areas of Tamriel.

Altmer Characteristic Baseline
Str End Ag Int Wp Prc Prs
20 23 23 30 28 25 25
  • Traits (simplified: full rules can be found in Chapter 4)
    • Disease Resistance (50%): Characters with this trait have a chance to resist diseases. Whenever the character would be infected by a common disease, roll a d100. If the roll is less than or equal to 50, the character doesn’t get the disease.
    • Power Well (100%): Characters with this trait have more magicka than usual. The size of their Magicka Pool is increased by 100% of its base. If the character would receive this trait twice, combine the X values.
    • Weakness (magic, 50%): If the character suffers any type of magic damage after armor mitigation, increase that damage by 50% (round up) before calculating its effects.
    • (Racial) Mental Strength: The first time that an Altmer suffers from a particular instance of the paralyzed condition they may make an Intelligence test to remove it.
  • Other
    • During character creation, Altmer characters may learn one of the traditional magic skills (Alchemy, Alteration, Conjuration, Destruction, Enchanting, Illusion, Mysticism, or Restoration) (starts at Novice rank) for half its base CrP cost (other cost reductions apply to this new value).

Argonian

4 Argonians are a race of reptilian humanoids native to the land of Black Marsh in south-eastern Tamriel. In Jel, their native tongue, Argonians refer to themselves as Saxhleel (meaning “People of the Root”) to show their absolute reverence towards and dependence on a the Hist, a species of sentient trees that share a singular and extremely intelligent mind. The Argonian people owe the entirety of their life, culture and shape to the Hist, as the sap of the trees is a necessary catalyst for the metamorphosis of young Argonians into their humanoid form. Traditionally minded Argonians also believe the Hist is a repository for their souls, reincarnating them after death.

Argonians are naturally suited to the dangerous environment of Black Marsh and are resistant to most diseases and poison. Additionally, Argonians have the ability to breathe indefinitely while underwater, as well as formidable resistance to many kinds of damage courtesy of the Hist. In their homeland, Argonians tend to live in either desolate, scattered villages or within the ruins of great cities of stone, remnants of the Elves and other extinct denizens of the Black Marsh. Given the necessity of the Hist to their lifestyle, most Argonians rarely leave Black Marsh by choice; however, some have been known to abandon Argonian society and venture out into the wider world as adventurers and hired workers. Unfortunately, others are sometimes forcibly removed from Black Marsh by slavers and sold as chattel across Tamriel.

Argonian Characteristic Baseline
Str End Ag Int Wp Prc Prs
25 24 28 27 24 25 22
  • Traits (simplified: full rules can be found in Chapter 4)
    • Disease Resistance (75%): Characters with this trait have a chance to resist diseases. Whenever the character would be infected by a common disease, roll a d100. If the roll is less than or equal to 75, the character doesn’t get the disease.
    • Immunity (poison): The character is immune to the effects of poison.
    • Amphibious: The character can breathe water, and ignores the skill cap placed on his combat rolls by his Athletics skill when fighting in water.
    • (Racial) Inscrutable: Argonians receive a -10 penalty to Charm tests made to interact with non-Argonians. However, Observe tests made to try to distinguish their motives are made with a -10 penalty.

Bosmer

5 The Bosmer (or Wood Elves, as they are also known) are a race of forest-dwelling Mer native to the province of Valenwood. In their own tongue, the Bosmer refer to themselves as the Boiche, or “Tree-Sap People”, a reference to their pact with the Aedra Y’ffre. Like other elves, the Bosmer were originally from the Summerset Isles; however, the Wood Elves scorned strict and formal lifestyle of their Aldmeri ancestors, choosing to travel to mainland Tamriel and live more carefree and simple lives. Chronologically, the First Era is officially marked as starting when the Bosmer united under the rule of the King Eplear, the first of the Camoran Dynasty. Bosmer are known across Tamriel as competent and deadly bow users; some rumors even claim that the Wood Elves were the first to have invented and used the bow as a weapon.

Despite the high status granted to Auri-El by most of the Merish pantheons, the Bosmer hold Y’ffre in the highest regard. As the first of the Aedra to help stabilize Nirn by becoming an earthbone, Y’ffre helped the Wood Elves maintain their shape during the Dawn Era. The grateful Bosmer accepted his patronage, making an oath known as the Green Pact and vowing to never eat nor harm any vegetation that grew within Valenwood (though other plants outside the province have no such protection). Because of their oath, those Bosmer native to Valenwood (and even some who leave) are carnivorous, even engaging in cannibalism on occasion.

Bosmer Characteristic Baseline
Str End Ag Int Wp Prc Prs
21 21 31 25 23 26 24
  • Traits (simplified: full rules can be found in Chapter 4)
    • Disease Resistance (50%): Characters with this trait have a chance to resist diseases. Whenever the character would be infected by a common disease, roll a d100. If the roll is less than or equal to 50, the character doesn’t get the disease.
    • Resistance (poison, 25%): If the character suffers poison damage after armor mitigation, reduce that damage by 25% (round up) before calculating its effects.
    • (Racial) Natural Archers: Bosmer never suffer untrained penalties worse than -10 when using bows or crossbows. Powers (see the Powers section later in the Chapter)
    • Beast Tongue
  • Other
    • During character creation, Bosmer characters may purchase the either the Rapid Reload talent (Adept [Agility]) or learn the Stealth skill (starts at Novice rank) for half the base CrP cost (other cost reductions apply to this new value).

Breton

6 The Bretons are a race of men native to the north western province of High Rock. Bretons as a whole are generally dark-haired, tall and gifted with a rare amount of intelligence and willpower compared to the other races of men across Tamriel. Despite their height, Bretons tend to have a slighter build, being less muscular than Redguards or Nords. Bretons are descended from both Aldmeri and Nedic bloodlines, giving them a unique combination of abilities that both enhances their innate Aldmeri talent for magic and suppresses their vulnerability to magic, thanks to their Nedic heritage.

Culturally, Bretons possess a great love of art and philosophy, as well as an innate connection with magic; this leads many to scholarly pursuits, becoming great wizards and sorcerers. Bretons are also prone to engaging in knightly pursuits, driven on by a “quest-obsession” to do good deeds prevalent throught Breton society.

Also worthy of mention are the Reachmen, a splinter group of Bretons inhabiting the western reach that joins High Rock and Skyrim. Violently opposed to the Breton kingdoms and infighting of High Rock, the Reachmen have formed a tribal society based on hedge magic learned from Orcs and birdwitches known as Hagravens. Though far more ferocious than their cultured cousins, the Reachmen live far more primitive lives, trading the steel blades of High Rock for stone and bone, the castles and towers for natural caverns.

Breton Characteristic Baseline
Str End Ag Int Wp Prc Prs
23 21 22 28 30 25 25

**Traits (simplified: full rules can be found in Chapter 4)

  • Resistance (magic, 50%): If the character suffers any kind of magic damage after armor mitigation, reduce that damage by 50% (round up) before calculating its effects.
  • Power Well (50%): Characters with this trait have more magicka than usual. The size of their Magicka Pool is increased by 50% of its base. If the character would receive this trait twice, combine the X values.
  • Other
    • During character creation, Breton characters may learn one of the traditional magic skills (Alchemy, Alteration, Conjuration, Destruction, Enchanting, Illusion, Mysticism, or Restoration) (starts at Novice rank) for half its base CrP cost (other cost reductions apply to this new value).

Dunmer

7 The Dunmer (or Dark Elves, as they are also known) are a race of xenophobic Mer native to the province of Morrowind, a land dominated by a wasteland of dust and fire. Like other elves, the Dunmer were originally from the Summerset Isles; however, they are descended from the Chimer, a tribe of Aldmeri exiles who fled Summerset to worship the Daedra, who they title “Our Stronger, Better Ancestors”. An agile and graceful people, the Dunmer use their natural magical and physical abilities to their advantage in combat. Physically their swordsmanship rivals that of the Redguards of Hammerfell, while their natural affinity for Destruction magic is rivaled only by their distant cousins in the Summerset Isles.

Dunmer society is divided into two distinct areas: the more civilized Great Houses and the nomadic Ashlanders. The Great Houses of Morrowind behave more like nations than states, divided as they are by both culture and politics. The only things which unite the Great Houses are the temple and an almost universal distaste for outlanders.

By contrast to the more civilized and political Great Houses, Ashlander society is more tribal-oriented and nomadic. The Ashlanders split from the society of the Great Houses over the validity of the Temple’s doctrine, a conflict which has divided the two sectors of Dunmer society ever since. Those who have met the Ashlanders describe them as ferocious, chitin-armored savages who are wary of strangers; however, beneath the xenophobic surface of Ashlander society lies a deeply spiritual and disciplined lifestyle, a vital key to the survival of the nomads in the harsh land of Morrowind.

Dunmer Characteristic Baseline
Str End Ag Int Wp Prc Prs
25 24 29 25 24 25 23
  • Traits (simplified: full rules can be found in Chapter 4)
    • Resistance (fire, 75%): If the character suffers fire damage after armor mitigation, reduce that damage by 75% (round up) before calculating its effects. Powers (see the Powers section later in the Chapter)
    • Ancestor Guardian
  • Other
    • During character creation, Dunmer characters may learn the Destruction skill (starts at Novice rank) for half its base CrP cost (other cost reductions apply to this new value).

Imperial

8 Imperials (also known as Cyrods) are a race of men descended from Nedics who settled in the province of Cyrodiil, most notably Nibenese and Colovians. From the time of the Merethic Era the Imperials were held in slavery by the Ayleids (also known as the Heartland High Elves) until a Nedic woman by the name of Alessia organized a successful slave revolt with the help of her champion Pelinal Whitestrake and demigod Morihaus.

Following the revolt, the Cyrods set up three different empires under three different factions: Alessia and her followers, the Reman Dynasty and the Septim Dynasty. Though the empires had internal differences, more stark differences arose between the more mercantile Nibenese and the rougher Colovians. Where the Nibenese Imperials were skilled at trading the creation of wealth, the Colovian Imperials were influenced by their northern Nordic neighbors, turning to more physical pursuits such as farming and war. In fact, such differences kept the Imperials from becoming a unified people until the arrival of Reman Cyrodiil in the First Era and Zero Cuhlecain at the end of the Second Era.

Due to the central position of Cyrodiil in Tamriel, Cyrods have learned to become shrewd traders and diplomats. As well, their former status as slaves have left them rather gregarious and willing to accept others.

The more Nordic Imperials, Colovians are rougher and more physical than their Nibenese counterparts. The Nibenese are more cosmopolitan than their Colovian bretheren, and have excelled in trade and other such pursuits.

Colovian Characteristic Baseline
Str End Ag Int Wp Prc Prs
26 27 24 24 25 25 25
Nibenese Characteristic Baseline
Str End Ag Int Wp Prc Prs
24 23 23 27 23 25 28
Traits (simplified: full rules can be found in Chapter 4)
• (Racial) Star of the West: Imperials increase their Stamina
by 1.
Powers (see the Powers section later in the Chapter)
• Voice of the Emperor
Other
• During character creation, Nibenese characters may learn
the Commerce skill (starts at Novice rank) for half its base
CrP cost (other cost reductions apply to this new value).

Khajiit

9 Khajiit are a race of feline humanoids native to the province of Elsweyr in southern Tamriel. In their native tongue of Ta’agra, the word Khajiit means “desert walkers”, a fitting epithet for the nomadic race. Unlike the other races of Tamriel, there are variety of different “breeds” of Khajiit, ranging from bipedal to quadrupedal, the size of tigers to the size of house cats, and many in between. Some are even unable to speak, while others are hard to distinguish from elves. All of these things and more are determined by the moons, cementing their place at the center of Khajiit society. Aside from determining a given Khajiit’s form and abilities, the moons also form the basis of the Khajiit’s governmental system.

Most Khajiit value agility and cunning above brute force, as these traits are valuable assets for survival in the harsh deserts and tropical jungles the Khajiit call home. Their natural acrobatic ability, intelligence and unmatched agility make the Khajiit excellent guerrilla fighters, adventurers and thieves. Each Khajiit breed counts as its own unique race, but only the Suthay-Raht are presented here. Additional subspecies can be found in the UESRPG 2E GM Handbook.

Suthay-Raht

Similar in height and build to the race of man, the Suthay-raht are one of the most common breeds of Khajiit. Their coloring ranges from dark brown and orange, to light yellow, both with and without stripes and spots. Suthay-raht are often referred to as “Ja’Khajiit” (meaning “kitten”) by those of other races; this appellation often strikes the Khajiit as odd, said title being one of their names for Mehrunes Dagon.

Suthay-Raht Characteristic Baseline
Str End Ag Int Wp Prc Prs
22 22 29 25 21 28 24
Traits (simplified: full rules can be found in Chapter 4)
• Dark Sight: A character with this trait can see normally
even in areas with total darkness, and never takes penalties
for acting in areas with dim or no lighting.
• Natural Weapons (1d10+1 R; Pen 0; S; T; Tearing): The
character with this trait has natural weapons that use the
specified profile.
Other
• During character creation, Suthay-Raht characters may
purchase the Catfall talent (Apprentice [Agility]) for half
its base CrP cost (other cost reductions apply to this new
value).

Nord

10 The Nords are a race of tall, fair haired men hailing from Skyrim but found all along the coasts of Tamriel. Originating from the continent of Atmora, the Nords are a fierce and proud people, known for their natural aptitude as both warriors and seafarers. Possessing great physical strength and endurance, Nords also enjoy impressive resistance to magical frost and lightning. Natural conquerors, the warlike and enterprising spirit of the Nords has greatly influenced the history of Tamriel since their arrival from Atmora in the late Merethic Era, with their armies driving the Snow Elves into ruin and providing the strength and impetus to forge the first empires of man.

The Nords consider themselves the sons and daughters of Kyne, formed when the great Northern Winds broke upon the ground at the Throat of the World. As such, they consider their breath their very essence, and are able to channel their strength and power into their voices in magical shouts known as the Thu’um. Though all Nords possess the potential to use the Thu’um, it has become increasingly rare since the fall of the first Empire of the Nords when it was deemed it should only be used in times of great need.

Honor and heroism are important virtues to a Nord, for they believe that an honorable life or a valiant death will grant them access to Sovngarde, Shor’s Hall. This belief makes Nords all but fearless in battle, making war with an energy and enthusiasm that terrifies their enemies. This leads many down the path of the warrior; consequently, most Nords encountered outside Skyrim pursue some martial enterprise, be it sellsword, brigand, or wandering adventurer.

Nord Characteristic Baseline
Str End Ag Int Wp Prc Prs
30 28 23 21 24 25 23
Traits (simplified: full rules can be found in Chapter 4)
• Built Tough (10%): Increase the character’s Health by
10% (round down).
• Heavy Hitter (1): Add 1 to the character’s Damage Bonus.
• Resistance (frost, 50%): If the character suffers frost
damage after armor mitigation, reduce that damage by
50% (round up) before calculating its effects.
• Resistance (shock, 25%): If the character suffers shock
damage after armor mitigation, reduce that damage by
25% (round up) before calculating its effects.
Powers (see the Powers section later in the Chapter)
• War Cry

Orsimer

11 The Orcs, sometimes known as Orsimer, are barbaric tribes found in the north of Tamriel, concentrated in High Rock’s Wrothgarian mountain range and with settlements in High Rock, Skyrim, and Hammerfell. Known for their ugly appearance (including but not limited to green or red skin, prominent tusks, and unusual facial bone structure), propensity for violence, and skill in metalcraft, the Orcs are commonly held to be the least of the races. Although officially accepted as citizens by the Cyrodiilic Empire after the events of the Warp in the West, Tamriel’s populace still holds them in low regard, especially in the northwest. With the few exceptions of those living in cities or camps, most Orcs hail from Orsinium or a Stronghold, where they are raised from birth to defend their clan and family.

Orcs have been bred for centuries to survive harsh conditions and constant assault, and as such have a natural proficiency in hand-to-hand combat. Their sheer physical strength makes them formidable opponents when wearing heavy armor and wielding two-handed weapons, especially when using products of their own design. Most Orcs learn to work metal from a young age, and even those who do not choose the smithing profession have better skill to maintain their equipment. Orcs hailing from wilderness Strongholds are generally more ferocious than their Orsinium cousins, who tend to have more skill as craftsmen.

cousins, who tend to have more skill as craftsmen.
Orsimer Characteristic Baseline
Str End Ag Int Wp Prc Prs
28 30 22 23 26 24 22
Traits (simplified: full rules can be found in Chapter 4)
• Built Tough (10%): Increase the character’s Health by
10% (round down).
• Heavy Hitter (1): Add 1 to the character’s Damage Bonus.
• Resistance (magic, 25%): If the character suffers any
type of magic damage after armor mitigation, reduce that
damage by 25% (round up) before calculating its effects.
Other
• During character creation, Orsimer characters may learn
the Profession [Smithing] skill (starts at Novice rank) for
half its base CrP cost (other cost reductions apply to this
new value).

Redguard

12 The Redguards originated from the continent of Yokuda, far to Tamriel’s west. They are renowned sword masters and forged an empire on Yokuda to rival Tamriel’s own. Following a disaster which destroyed most of their homeland, the emigrated east to Tamriel, where they landed on Hammerfell. In Hammerfell, Redguard society split into two main camps; Forebears, those who had come in the Warrior Wave to purge Hammerfell of inhabitants, and Crowns, the upper-class who had followed.

The Redguards maintain a strong tradition of sword-mastery and honor to this day, though the significant Redguard piracy presence suggests interesting definitions of honor. Redguard warriors are at their best when using their famed scimitars, typically singly with a shield (though there are those who fight with two scimitars, known as “dervishes”). They prefer lighter armors and cloth to heavy metal, allowing for freedom and rapidity of movement. Redguards make for strong individual warriors, though only rarely does one find a Redguard who is not part of a society or band. They are known for their strict code of battlefield ethics, preferring to fight honorably even against creatures they see as below them.

Redguard Characteristic Baseline
Str End Ag Int Wp Prc Prs
27 28 26 22 23 25 24
Traits (simplified: full rules can be found in Chapter 4)
• Disease Resistance (75%): Characters with this trait have
a chance to resist diseases. Whenever the character would
be infected by a common disease, roll a d100. If the roll is
less than or equal to 75, the character doesn’t get the disease.
• Resistance (poison, 75%): If the character suffers poison
damage after armor mitigation, reduce that damage by
75% (round up) before calculating its effects.
Powers (see the Powers section later in the Chapter)
• Adrenaline Rush
Other
• During character creation, Redguard characters may learn
their first Combat Style [Field] skill (starts at Novice rank)
for half its base CrP cost (other cost reductions apply to
this new value).

Generate Characteristics

13 During this step you will choose your character’s favored characteristics and then roll for your characteristic scores, using thecharacteristic baseline appropriate to your choice of race in the previous step.

Choose Favored Characteristics

Not all characteristics are created equal! Some characters excel in certain areas over others, beyond a simple difference in raw characteristic score. Favored Characteristics are those characteristics a character is naturally gifted in: improving those characteristics, or skills and abilities associated with them, is easier than usual. Each player can choose their character’s two favored characteristics (they must be different characteristics). before they generate their characteristic scores. Learning and ranking skills or talents governed by a favored characteristic, or advancing that characteristic, costs half of the usual XP cost (round down).

Rolling Characteristic Scores

Once you have chosen your two favored characteristics and have a characteristic baseline from your race, you can generate characteristics. Characters have no baseline for Luck, as it is generated separately:

  • Roll 2d10 seven times and assign each resulting value to one of your characteristics (except Luck). Add that resulting value to the characteristic score of the assigned characteristic that is listed in your characteristic baseline.
  • Roll 2d10, add 35 to the result, and assign the resulting value to your Luck score. Note that characters cannot advance Luck outside of character creation.
  • If the GM allows it, you may reroll three individual d10s from amongst the pool of rolls (including those used for Luck) before you assign the results: these can be for separate characteristic rolls. The new result is final.
Optional Rule – Point Buy Characteristics

Instead of rolling for characteristics, players can instead
choose to distribute 90 points amongst their various
characteristic scores (including Luck). No more than 20
points may go into a given characteristic.

For convenience, all of the characteristics are reprinted here. For more information see Defining a Character in Chapter 1. Additionally, from this point onward throughout the process a player may choose to permanently reduce their character’s starting Luck score for certain benefits. These will be explained when they come up.

Strength (Str / StB)
measures a character’s physical prowess, and their ability to employ that prowess and push themselves to their physical limits.
Endurance (End / EB)
measures a character’s physical health, stamina and toughness, and their resistance to damage.
Agility (Ag / AB)
measures a character’s physical speed, reflexes, and coordination, reflecting their overall ability to move quickly and gracefully.
Intelligence (Int / IB)
measures a character’s mental prowess, problem solving, reasoning, and ability to recall information.
Willpower (Wp / WB)
measures a character’s mental control, resilience, and their ability to use Magic in its various forms.
Perception (Prc / PcB)
measures a character’s physical awareness, as well as the accuracy of his “gut instincts” and intuition.
Personality (Prs / PsB)
measures a character’s natural charisma, presence, expressiveness, and social abilities.
Luck (Lck / LkB)
measures a character’s good fortune: how often events tend to go their way. See Luck in Chapter 5.

Determine Birthsign

14 Next you roll for your character’s Birthsign, choosing the charge of the Warrior, Mage, or Thief and then rolling a d5 the appropriate table. There is a chance during this step that the character will receive the Star-Cursed version of a sign instead, reflecting the threatening presence of the Serpent sign at the time of their birth.

Bonuses granted by birthsigns that modify attributes, like Health, always apply even if the base characteristics that govern that attribute change. Powers granted by Birthsigns can be found in the Powers section later in this Chapter.

Luck

A player may choose to permanently reduce their character’s Luck score by 5 in order to choose a Birthsign of their choice (10 for the star-cursed version) instead of rolling on the table. Alternatively, if the player decides to roll on the table and rolls a non-star-cursed sign, they can choose to permanently reduce their character’s Luck score by 5 in order to take the star-cursed version.

Warrior Birthsign Table Mage Birthsign Table Thief Birthsign Table
Roll Result Roll Result Roll Result
1 The Warrior 1 The Mage 1 The Thief
2 The Lady 2 The Apprentice 2 The Lover
3 The Steed 3 The Atronach 3 The Shadow
4 The Lord 4 The Ritual 4 The Tower
5 Reroll, take the Star-Cursed version of the result 5 Reroll, take the Star-Cursed version of the result 5 Reroll, take the Star-Cursed version of the result

The Warrior

15 The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior’s own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers.”

  • Those born under the sign of the Warrior treat all weapons as being in the “similar” category when calculating penalties for using untrained/unfamiliar weapons, meaning they only suffer a -10 penalty when using them.
  • Star-Cursed Warrior: As above, but also gain 5 Strength and lose 5 Willpower.

The Lady

“The Lady is one of the Warrior’s Charges and her Season is Heartfire.
Those born under the sign of the Lady are kind and tolerant.”

  • Those born under the sign of the Lady gain 5 Personality.
  • Star-Cursed Lady: As above, but also increase Health by 10% and lose 5 Strength.

The Steed

“The Steed is one of the Warrior’s Charges, and her Season is Mid
Year. Those born under the sign of the Steed are impatient and
always hurrying from one place to another.”

  • Those born under the sign of the Steed increase their Movement Rating by 1.
  • Star-Cursed Steed: As above, but also gain 5 Agility and lose 5 Willpower or Perception (pick one).

The Lord

“The Lord’s Season is First Seed and he oversees all of Tamriel during
the planting. Those born under the sign of the Lord are stronger
and healthier than those born under other signs.”

  • Those born under the sign of the Lord gain the Blood of the North power.
  • Star-Cursed Lord: As above, but also increase Health by 10% and gain the Weakness (fire, 50%) trait.

“The Stars of Tamriel are divided into thirteen constellations. Three of them are the major constellations, known as the Guardians. These are the Warrior, the Mage, and the Thief. Each of the Guardians protects its three Charges from the thirteenth constellation, the Serpent.
The Firmanent

The Mage

16 “The Mage is a Guardian Constellation whose Season is Rain’s
Hand when magicka was first used by men. His Charges are the
Apprentice, the Golem, and the Ritual. Those born under the Mage
have more magicka and talent for all kinds of spellcasting, but are
often arrogant and absent-minded.”
• Those born under the sign of the Mage gain the Power
Well (50%) trait.
• Star-Cursed Mage: Gain Power Well (100%) instead, but
lose 5 Perception, Strength, and/or Personality (pick two).
The Apprentice
“The Apprentice’s Season is Sun’s Height. Those born under the sign
of the apprentice have a special affinity for magick of all kinds, but
are more vulnerable to magick as well.”
• Those born under the sign of the Apprentice gain the Power
Well (150%) trait and the Weakness (magicka, 50%) trait.
• Star-Cursed Apprentice: Gain Power Well (200%) and
Weakness (magicka, 100%) instead.
The Atronach
“The Atronach (often called the Golem) is one of the Mage’s Charges.
Its season is Sun’s Dusk. Those born under this sign are natural
sorcerers with deep reserves of magicka, but they cannot generate
magicka of their own.”
• Those born under the sign of the Atronach gain the Power
Well (200%) trait, the Spell Absorption trait, and the
Stunted Magicka trait.
• Star-Cursed Atronach: As above, but gain Power Well
(300%) instead and lose 10 Agility or Endurance (pick one).
The Ritual
“The Ritual is one of the Mage’s Charges and its Season is Morning
Star. Those born under this sign have a variety of abilities depending
on the aspects of the moons and the Divines.”
• Those born under the sign of the Ritual may choose to
gain one of the following powers at the beginning of each
game session: Blessed Touch, Blessed Word, Mara’s Gift.
They have this power for the entirety of that session.
• Star-Cursed Ritual: Instead gain all the powers permanently,
but lose 10 luck.

The Thief

17 “The Thief is the last Guardian Constellation, and her Season is
the darkest month of Evening Star. Her Charges are the Lover, the
Shadow, and the Tower. Those born under the sign of the Thief are
not typically thieves, though they take risks more often and only
rarely come to harm. They will run out of luck eventually, however,
and rarely live as long as those born under other signs.”
• Those born under the sign of the Thief gain 10 Luck.
• Star-Cursed Thief: Instead gain 20 Luck, the Akaviri
Danger-Sense power, and the Luck Running Out trait.
The Lover
“The Lover is one of the Thief’s Charges and her season is Sun’s Dawn.
Those born under the sign of the Lover are graceful and passionate.”
• Those born under the sign of the Lover gain 5 Agility.
• Star-Cursed Lover: As above, but also gain 5 Personality
and lose 5 Willpower or Strength (choose one).
The Shadow
“The Shadow’s Season is Second Seed. The Shadow grants those born
under her sign the ability to hide in shadows.”
• Those born under the sign of the Shadow gain the
Moonshadow power.
• Star-Cursed Shadow: As above, but also gain 5 Perception
and lose 5 Personality or Strength (pick one).
The Tower
“The Tower is one of the Thief ’s Charges and its Season is Frostfall.
Those born under the sign of the Tower have a knack for finding
gold and can open locks of all kinds.”
• Those born under the sign of the Tower gain a +10 bonus
to Subterfuge tests made to pick locks or disarm traps.
• Star-Cursed Tower: As above, but also gain 5 Perception
and lose 5 Willpower or Strength (pick one).

Spend CrP & Purchase Items

18 At this point it is time to build the bulk of the character. During this step the you may spend any of your Creation Points on any of the advancements or other items listed on the table below and apply the changes to your character sheet.

Campaign Power Level
Power Level Starting CP
Low 1000
Medium 2500
High 5000
Legendary 10000
Starting CP
Your character’s CP is dependent on the Campaign Power Level: a category chosen by the GM that provides a starting baseline for the power and experience of the characters.
Character Advancement Costs
Remember that learning and ranking skills or talents governed by a favored characteristic, or advancing that characteristic, costs half of the usual XP cost (round down).

Character Advancement CrP Costs

Advance Type Cost
Characteristic Advance (+5)** 100 (Char. Bonus) CrP*
Learning a Skill (Novice Rank) 100 CrP
Increasing Rank 100 (Current Rank)+100 CrP*
Gaining a Specialization 100 CrP
Expanding Combat Style 25 CrP
Gaining a Positive/Negative Trait Varies by Trait (see below)
Learning a Talent Varies by Talent Level
Novice Level 100 CrP
Apprentice Level 200 CrP
Journeyman Level 300 CrP
Adept Level 400 CrP
Expert Level 600 CrP
Master Level 800 CrP
Learning Magic Varies by Magic
Standard Spell 5*(Spell Level) CrP
Advanced Ritual 25 CrP
Word of Power 50 CrP
Shehai technique Varies by technique
Congruence Power Varies by Power
20 Drakes 1 CrP
* Minimum base cost (before % mods) of 100 CrP.
** Characters can only advance Luck with CrP, not XP.

Amongst other things, the character can exchange CrP for drakes which can be used to purchase items and equipment during this step. Characters can ignore the situational and item source price modifiers for items unless their GM says otherwise. The GM should feel free to impose a cap on how many drakes characters can purchase in this fashion. At the end of

Positive & Negative Traits

19 During character creation, players may take certain traits to add flavor to their characters. A character is not required to take any traits, but they’re recommended. Traits are chosen from a preset list, and each trait has an associated CrP cost or bonus: traits with positive effects (listed here as Positive Traits) incur CrP costs, while traits with negative effects (listed here as Negative Traits) provide CrP bonuses. Traits with variable effects will also have variable costs/bonuses. The effects of these traits are listed here, but they can also be found along with rules for other traits in the Traits section in Chapter 4.

Positive Traits

Characters can spend the listed CrP in exchange for gaining one or more of the following positive traits. A character may not spend more than 50 CrP on positive traits without GM permission.

Attractive (X): 10 CrP per X (maximum 3).

The character is attractive and gains a +10 bonus for each X to any Personality based tests where their beauty plays a major role in the outcome. Each X in this trait cancels the equivalent X value in any instances of the Unremarkable (X) or Ugly (X) traits.

Ambidextrous: 20 CrP
The character is ambidextrous. He does not suffer the -10 penalty
for making attacks with weapons in his off hand.
Brave: 30 CrP
The character is brave, and does not scare easily. They receive a
+10 bonus on Willpower based tests to resist fear or intimidation
Burning Hatred (*): 20 CrP
The character bears a grudge against a particular person or group
*. The character despises this person or people and must make
a Willpower test when attempting to flee or avoid potential
combat with the chosen person or people. However, their hatred
fuels them in combat, granting them a +5 bonus to any tests
made in order to cause harm to the chosen person or people.
The character may have several instances of this trait, but not
for the same group.

Common Sense: 20 CrP
The character has an innately good judgment and can reroll
failed Intelligence tests made for matters of simple knowledge,
logic, and judgment.
Danger Sense: 20 CrP
The character seems to have a sixth sense for danger. They gain
a +10 bonus on Perception based tests that would determine if
they are surprised by an enemy or not.
Direction Sense: 20 CrP
The character has a good sense of direction, and gains a +10
bonus on Navigation tests to remember the path they’ve taken,
to figure out complicated directions, or simply to remember
which way is which.
First Impression: 10 CrP
The character always makes a good first impression, and gains
a +10 bonus on any Personality based test when they are interacting
with another character for the first time.
Good with Animals: 10 CrP
The character has a natural affinity for animals and gains a
+10 bonus on Profession [Animal Trainer] skill tests to train
or calm animals.
Lithe (X): 20 CrP per X (maximum 2).
The character is especially flexible and gains a +10 bonus for
each X when making Acrobatics tests involving flexibility.
Pain Tolerance (X): 10 CrP per X (maximum 3).
The character has a high threshold for pain, and makes any
Willpower based tests called for in order to resist the effects of
pain at a +10 bonus for each X.
Perfect Memory: 40 CrP
The character has a perfect memory. The character has a perfect
memory, and never forgets anything.
Situational Awareness: 30 CrP
The character is good at maintaining awareness in any circumstance
and can ignore any negative modifiers to Perception
based tests for being distracted.

Negative Traits

Characters can gain the listed CrP in exchange for taking on one or more of the following negative traits. A character may not gain more than 50 CrP from negative traits without GM permission.

Addiction (, X): 10 CrP per X (maximum 3).
The character is addicted to something * (chosen when the trait
is gained). The character must indulge the addiction regularly
(the exact time should be based on the nature of the addiction).
If they fail to get their regular dosage, they suffer a -10 penalty
to all tests for each X until they do.
Aversion (
, X): 10 CrP per X (maximum 3).
The character is afraid of or averse to something * (chosen when
the trait is gained). This can be used to represent a phobia, or
simply a strong dislike for something. While exposed to the
source of their aversion, the character suffers a -10 penalty to
all tests for each X.
Amnesia: 20 CrP
The character has a gap in their memory, they cannot remember
anything that happened during that time period. This is
something that should be worked out with the GM, and should
come back to haunt the character.
Bad Reflexes: 20 CrP
The character is generally slow to react in combat: when rolling
for initiative they roll twice and use the lower result.
Blind: 50 CrP
Character has the blinded condition while they have this trait.
Combat Paralysis: 20 CrP
The character has a habit of freezing in stressful situations and
must make a Willpower test any time they are surprised or
combat breaks out. If they fail they may not take any actions
or reactions during the first cycle of that combat in which they
would take a turn.
Dampened Sense (): 20 CrP
A character with this trait suffers a -10 penalty to Perception
based tests that rely on the chosen sense *. A character can gain
this trait more than once, but not for the same sense.
Deaf: 50 CrP
Character has the deafened condition while they have this trait.
Disturbing Voice: 10 CrP
The character has an intimidating, disturbing voice. He gains a
+10 to Intimidate tests, but suffers a -10 to all other Personality
based tests that involve speaking.
Illiterate: 30 CrP
The character was never taught to read or write. They can speak
just fine, but cannot read or write.
Incompetent (
, X): 10 CrP per X (maximum 3).
The character is particularly bad at something. Any tests made
with the skill * (which must be chosen when the trait is gained)
suffer a -10 penalty for each X. The character may have multiple
instances of this trait for different skills .
Lingering Injury: 30 CrP
The character has an old injury that comes back to bug them at
the worst times. The GM and the player should work out the
specifics of the injury and how it affects the character.
Low Pain Tolerance (X): 10 CrP per X (maximum 3).
The character has a low threshold for pain, and makes any
Willpower based tests called for in order to resist the effects of
pain at a -10 penalty for each X.
Luck Running Out: 50 CrP
The character’s luck is running out. Whenever they would burn
any amount of Luck, burn twice that amount.
Naïve: 10 CrP
The character lacks experience in certain settings. Whenever
they see fit to do so the GM can call for the character to make
an Intelligence test in order to not misunderstand a certain
social situation.
Oblivious: 30 CrP
The character is often oblivious to danger. The character suffers
a -20 penalty on Perception based tests that would determine
if the character is surprised by an enemy or not.
Social Stigma (
): 20 CrP
The character suffers from a stigma * (chosen when the trait is
gained) in certain social situations. They suffer a -10 penalty to
socially related tests in these situations. The character may have
multiple instances of this trait for different stigmas *.
Timid: 30 CrP
The character is timid and scares easily. They suffer a -10 penalty
on Willpower based tests to resist fear or intimidation.
Ugly (X): 10 CrP per X (maximum 3).
The character is ugly and suffers a -10 penalty for each X to any
Personality based tests where their appearance plays a major
role in the outcome. Each X in this trait cancels the equivalent
X value in any instances of the Attractive (X) or Unremarkable
(X) traits.
Unremarkable (X): 10 CrP per X (maximum 3).
The character is average looking and hard to remember.
Intelligence based tests made to remember the character’s face
suffer a -10 penalty for each X. Each X in this trait cancels the
equivalent X value in any instances of the Attractive (X) or
Ugly (X) traits.
Weak Immune System (X): 10 CrP per X (maximum 3).
The character has a weak immune system and suffers a -10
penalty for each X to any Endurance based tests made in order
to resist the effects of disease.

Finishing Touches
fn20. You’re almost done! All that’s left is to calculate your attributes and make any last minute touches, then character is ready to go! Calculate Attributes

The player should now calculate all their attributes based on the finalized values of their characteristics. Some of these have already been determined. The player should calculate the following attributes and note their values on his character sheet:

  • Health: Endurance
  • Wound Threshold: EB + StB
  • Stamina: EB + [1/2*WpB] (round down)
  • Magicka Pool: Intelligence
  • Size Category: Standard by default.
  • Movement Rating: AB
  • Carry Rating: [2*StB] + EB
  • Initiative Rating: AB + PcB
  • Maximum Action Points: See the table in Attributes.
  • Damage Bonus: StB

Complete Character Sheet

Once the character has calculated his attributes, he should complete his character sheet: noting any aspects that still need to be finished. Do not forget to fill out relevant aspects of the character state, including things like equipment, magic, encumbrance level (taking into account everything the character plans on carrying), and so forth.

Finally, make sure you are prepared to role-play the character itself. Having a character name, a sense of their backstory, and a picture of their personality is critical to successfully playing a character in any RPG! For details on this, see the UESRPG 2E Player Handbook. Enjoy your adventures with the UESRPG!

“Yes. You’re in Morrowind. I don’t know why you’re here. Or why you were released from prison and shipped here. But your authorization comes directly from Emperor Uriel Septim VII himself. And I don’t need to know any more than that. When you leave this office, you are a free man.”
Sellus Gravius, The Elder Scrolls III: Morrowind

Powers

21 Powers are magic abilities inherent to certain people that cost no magicka, but whose use is limited. They are typically granted by virtue of a character’s race, or the sign under which they were born. Some provide passive effects, while others are activated abilities.

Adrenaline Rush
This power may be activated once per encounter as a free action. The character gains a level of fatigue, but may ignore the effects of a number of levels of fatigue less than or equal to their Endurance bonus for 1 minute (12 rounds). The character can choose to extend the duration, but each round they do so incurs another level of fatigue.

Akaviri Danger-Sense
The character may make a Luck roll in order to avoid surprise.
Ancestor Guardian
Each Dunmer is capable of invoking a guardian spirit of one
of their ancestors and can, through the use of the Cast Magic
action, bring that spirit into the Mundus to aid them. The spirit
counts as a ghost which, if killed, is sent back to whence it came.
Otherwise, the spirit persists for half an hour until it must leave.
If the Dunmer attempts to invoke the spirit again within a
week of the last time, they must make an opposed Willpower
test against the spirit. Each attempt beyond this imposes a
cumulative stacking -20 penalty on the Willpower test.
The GM should remember for roleplaying purposes that spirits
are capable of communicating with mortals, and that Dunmer
are likely to know the name of their own ancestral spirit. The
GM should also feel free to customize the profile of the spirit
beyond that of a generic ghost.
Beast Tongue
Bosmer can speak to, and understand the speech of, animals.
How exactly this functions is left to the GM’s discretion, though
it is recommended the GM call for a Perception test when the
Bosmer encounters the speech of an unfamiliar animal.
Blessed Touch
This character may speak the word of the divines for an hour
in order to remove a single wound and all of its effects and
associated trauma from another character through the use of
the Cast Magic action (they must physically touch the target).
Each time beyond the first that they do this within a single
week causes them to lose 5 Luck as they strain their favor with
the divines (this stacks cumulatively: 5 luck, then 10, then 15,
and so forth).
Blessed Word
The character may begin speaking the word of the divines
through the use of the Cast Magic action. This has the effect
of creating a circle with a radius equal to their Willpower bonus
in meters. Characters with the Undead or Undying traits must
flee the circle and no characters with those traits may willingly
enter it unless they can pass a -40 Willpower test (which may
only be attempted once per round).
The circle follows the character, but only remains as long as they
continue to speak the word each turn, and it can be sustained for
at most 1 minute (12 rounds). Each time beyond the first that
they do this within a single week causes them to lose 5 Luck as
they strain their favor with the divines (this stacks cumulatively:
5 luck, then 10, then 15, and so forth).
Blood of the North
The character doubles their healing rate, removing twice as
much trauma when healing naturally.
Mara’s Gift
Once per week this character may speak the word of the divines
for an hour in order to remove a single wound and all of its
effects and associated trauma from themselves through the use
of the Cast Magic action. Each time beyond the first that they
do this within a single week causes them to lose 5 Luck as they
strain their favor with the divines (this stacks cumulatively: 5
luck, then 10, then 15, and so forth).
Moonshadow
The character possesses a simple form of innate shadow magic.
This power may be activated once a day with the use of the Cast
Magic action. The character becomes Invisible for 1 minute
(12 rounds). The character can use this more than once a day,
or extend the duration, but each additional use or additional
minute of duration causes a minor disharmony as the shadows
rebel against the intruder (roll a d100 on the Minor Disharmony
table in Chapter 8).
War Cry
Characters with this power gain a +10 bonus to Intimidate tests
made when using the Intimidating Shout action, and a +10
bonus to their first attack test against any targets who failed the
opposed Willpower test imposed by Intimidating Shout within
the next two rounds after the use of the action.
Voice of the Emperor
Imperials speak with a small bit of the power and majesty of
the Emperors. They may choose to use their Willpower as the
base for any Charm, Command, or Deceive skill tests.

Elite Advances (Optional)

22 If the GM allows, characters may purchase elite advances during step 4 of character creation when they’re spending their CrP, or during a campaign for XP. Elite Advances represent either changes that dramatically alter a character beyond the scope of the other options explored so far. All have a cost of some kind, and they are intended for use in specialized, higher power level campaigns.

Elite advances cannot be purchased without explicit permission from the GM, as they represent very powerful and specialized character paths. Generally a character should not have more than one. The rules associated with these options can be found in their corresponding sections in Chapter 8.

Lich

The character has embraced Lichdom through the necromantic
Rite of Unlife.
Cost: 1000 CrP/XP
Effect: The character is a Lich: apply the appropriate effects.

Lycanthrope ()
The character has, one way or another, become cursed with
Lycanthropy.
Cost: Reduce the character’s Luck by 15.
Effect: The character is a Lycanthrope of a strain * of their
choice: apply the appropriate effects.
Shadow Mage
The character has learned the secrets of the shadows, and may
wield shadow magic.
Cost: 1000 CrP/XP (900 if the character has the Shadow sign).
Effect: The character gains the Convergence Rating (1) trait.
Sword-Singer
The character is a sword-singer: they have devoted themselves
to Shehai Shen She Ru.
Cost: 1000 CrP/XP (non Redguards must also reduce their
Luck by 20 and obtain explicit GM permission).
Effect: The character gains the ability to train the Shehai
Shen She Ru skill, learn and use techniques of Abberrant
Swordsmanship, and learn Shehai talents.
Vampire (
)
The character has, one way or another, become cursed with
Vampirism.
Cost: Reduce the character’s Luck by 15.
Effect: The character is a Vampire of a bloodline * of their
choice: apply the appropriate effects.
Voice
The character possesses the ability to use the Thu’um.
Cost: 1000 CrP/XP (non Nords must also reduce their Luck
by 20 and obtain explicit GM permission).
Effect: The character gains the ability to train the Thu’um skill,
learn and use Words of Power, and learn Thu’um talents.

Chapter 2 Character Creation

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