Bureaucrat
Any Race, Humanoid; Minor; Black Soul (1500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 30 | Hit Points | 15 | Combat | 10 |
| Endurance | 30 | Wound Thr. | 9 | Magic | - |
| Agility | 30 | Magicka | 40 | Evade | 30 |
| Intelligence | 40 | Stamina | 3 | Observe | 65 |
| Willpower | 30 | Initiative | +10 | Stealth | 15 |
| Perception | 35 | Action Pts. | 3 | Knowledge | 70 |
| Personality | 40 | Speed | 9m | Social | 50 |
| Morale | 10 | Size | Std. | Physical | 30 |
Traits
- • Heartless Bureaucrat: Can oppose Deceive with Investigate,
- and use Knowledge or Lore in place of Social skill tests when
- acting on behalf of their respective institution.
Spells
- • Lock 1: 4 MP; Lock a door or container within 1m. Defeating
- the lock requires an extended Subterfuge test with a thresh-
- old of 2.
- • Open 1: 4 MP; Unlock a door or container within 1m if
- the extended test threshold is 2 or less.
- • Charm 2: 8 MP; Direct, Attack; Next character to attempt
- to Persuade or Deceive a target within 50m within 1 minute
- receives a +10 bonus.
- • Light 1: 2 MP; Upkeep; Creates a light orbiting the caster
- for 1 minute. Illuminates within 10m.
- • Silence 2: 7 MP; Upkeep, Direct, Attack; Target within
- 50m must test Willpower at +10 or be Silenced for 1 round.
- • Telekinesis 1: 4 MP; Upkeep; Caster gains the Telekinesis(1)
- trait for 1 minute.
- • Telepathy 1: 4 MP; Upkeep; Caster gains the Telepathy(1)
- trait for 1 minute.
- • Fortify Intelligence 2: 17 MP; Upkeep; Caster increases
- their Intelligence by 10 for 1 round.
- Crusader
- Any heavily armored warrior with spell casting powers and a good
- cause may call himself a Crusader. Crusaders do well by doing good.
- They hunt monsters and villains, making themselves rich by plunder
- as they rid the world of evil.
Variants
Variant: Sorcerocrat
Magic Skill TN Becomes 60
Encountering Bureaucrat
Commoner The average folk of Tamriel. Any Race, Humanoid; Minor; Black Soul (1500) Characteristics Attributes Skills Strength 30 Hit Points 15 Combat 30 Endurance 30 Wound Thr. 9 Magic - Agility 30 Magicka 30 Evade 30 Intelligence 30 Stamina 3 Observe 40 Willpower 30 Initiative +9 Stealth 10 Perception 30 Action Pts. 3 Knowledge 50 Personality 30 Speed 9m Social 40 Morale 10 Size Std. Physical 40 Additional Skills • Profession [Any One]: 60 Weapons and Armor • (Optional) Frying Pan: 1d4; Reach 1m. Because what else will they use? Special Abilities • Fool’s Luck (3 SP): The commoner can spend 3 Stamina to re-roll any one failed test with a +20 bonus as fortune seems to smile on the unfortunate fool. To be used sparingly. • Gang Up (1 SP): Can gang up by spending a Stamina Point when an enemy in Reach is attacked by another allied Commoner. Ganging up imposes a -10 on the target’s Defense roll. Additionally, each ganging up Commoner adds +1 damage to the attacking Commoner’s damage roll. Traits • Teamwork: Gains 1 DoS on any attack rolls made while an ally with Teamwork is in Reach of the same target. 63 Spells • Heal 2: 5 MP; Caster regains 4 HP • Heal Ally 2: 8 MP; Direct; Target within 50m regains 4 HP • Healing Touch 2: 5 MP; Direct; Target within 1m regains 4 HP • Replenish 2: 7 MP; Target within 1m regains 4 MP or [Casting Cost] MP, whichever is lower