Bureaucrat

Any Race, Humanoid; Minor; Black Soul (1500)

Stats

CharacteristicValueAttributeValueSkillValue
Strength30Hit Points15Combat10
Endurance30Wound Thr.9Magic-
Agility30Magicka40Evade30
Intelligence40Stamina3Observe65
Willpower30Initiative+10Stealth15
Perception35Action Pts.3Knowledge70
Personality40Speed9mSocial50
Morale10SizeStd.Physical30

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