TEXT:  
  Elder Craft 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Fan-Made Module for roleplaying in Tamriel via Fantasy Craft 
  (Test Draft 0.2) 
   
  
  Introduction 
   
   
  This is not a stand alone system, and is to be used in junction with the Fantasy 
  Craft Core Book. Short of any changes explicitly listed in this book, use the Fantasy Craft 
  rules as normal.  
   
  ORIGINS  
   
  Use the Races listed in this Module instead of the ones in the book.  
   
  SPECIALTIES & STARS 
   
  Specialties are out; every character gets a Starsign instead.  
   
  CLASSES 
  Classes are out.  
   
  PROGRESSION 
  All Characters progress down the same progression chart.  
   
  MAGIC 
  Arcane Magic works as it does in Fantasy Craft, with characters making Casting 
  Checks with their Caster Bonus + Intelligence to cast Spells, using the same Difficulties 
  listed in the Fantasy Craft Book.  
  For all intents and purposes a spell-caster’s “Cirlce of Power” is equal to the 
  higher of their INT or WIS scores, -10. So, for example, a character with an  
  INT of 14 and a WIS of 13 has a Circle of Power of 4 (14-10=4), meaning they can 
  attempt to cast spells of level 4 or lower.  
  Casting Spells stored in Staves and Scrolls requires a Casting Check. Those 
  without the Adept Feat may still attempt the Check, but simply roll with their base 1d20 
  + their INT bonus.  
  To learn new spells a character must succeed 3 Casting Checks with that Spell at 
  a -4 penalty inside of 1 weak. This represents trial and error of a new study. They must 
  also have reference or a mentor to even attempt the task in their Downtime. They may 
  only make 1 attempt each day, allotting for rest and study. If the spell is outside of their 
  Circle of Power the penalty is increased to -8.  
  While characters cannot cast a spell outside of their Circle of Power they may still 
  attempt to craft the spell into magic items via. essence binding, so long as the spell’s level 
  is no greater than double their Circle of Power.  
   
  EQUIPMENT 
   
  Alternative Weapons and Armors are listed in this book, simplified and Elder 
  Scrolls-ified, but the normal ones in the Fantasy Craft book can be used instead.  
   
  While none of this module is in it’s final state, this in particular is both the least 
  tested part of the system, and the most arbitrary. Feel free to ignore.  
   
  
  Character Creation 
   
  Step 0: Concept 
  - 
  Know who you want to be before you start putting them together (or completely 
  randomize it).  
   
  Step 1: Attributes 
  - 
  Use the point-by system in the FC book, or roll 2d6+4 for each attribute. All 
  players should use the same Attribute Generation method.  
   
  Step 2: Origins  
  - 
  Select a Race and Starsign, assuming all granted qualities.  
   
  Step 3: Career Level  
  - 
  Assume all the modifiers of your starting Career Level  
   
  Step 4: Skills  
  - 
  Select 3 Major Skills and 3 Minor Skills. All become Origin Skills, and Minor 
  Skills get 1 free Rank while Major Skills get 2 free Ranks.  
   
  Step 5: Feats  
  - 
  Select 1 free Feat that you qualify for  
   
  Step 6: Gear  
  - 
  Spend Career level x 100 Septims on equipment. Shop smartly, because 
  abundance/regional penalties to costs and availability will be applicable after this, 
  but not during character creation.  
   
  Step 7: Finishing Touches 
  - 
  Spend any unspent points, Declare which of the 3 Saves is your Best, Secondary, 
  and Worst Save, and draw a little picture of your character.  
   
  
  Character Progression  
   
  There are no Classes, and all Characters progress down the same Progression 
  Chart. When they accumulate the Experience Required for their next level the advance to 
  that level and their Experience is reset to 0.  
   
  Level 
  EXP 
  REQ 
  C B 
  Prime 
  Save 
  Second 
  Save 
  Worst 
  Save 
  Max 
  Skill 
  Rank 
  Feat 
  Proficiency 
  Interests 
  1 
  - - - 
  +1 
  +1 
  +1 
  +0 
  4 
  +1 
  +3 
  INT+WIS 
  2 
  1,000 
  +1 
  +2 
  +1 
  +0 
  5 
  +1 
   
  +1 
  3 
  2,000 
   
  +3 
  +2 
  +1 
  6 
   
  +1 
   
  4 
  4,000 
  +1 
  +3 
  +2 
  +1 
  7 
  +1 
   
   
  5 
  6,000 
  +1 
  +4 
  +3 
  +2 
  8 
   
   
   
  6 
  8,000 
   
  +5 
  +3 
  +2 
  9 
  +1 
  +1 
  +1 
  7 
  10,000 
  +1 
  +6 
  +4 
  +3 
  10 
   
   
   
  8 
  15,000 
  +1 
  +6 
  +4 
  +3 
  11 
  +1 
   
   
  9 
  20,000 
   
  +7 
  +5 
  +4 
  12 
   
  +1 
   
  10 
  25,000 
  +1 
  +8 
  +5 
  +4 
  12 
  +1 
   
  +1 
  11 
  30,000 
  +1 
  +9 
  +6 
  +5 
  12 
   
   
   
  12 
  40,000 
   
  +9 
  +6 
  +5 
  12 
  +1 
  +1 
   
  13 
  50,000 
  +1 
  +10 
  +7 
  +6 
  12 
   
   
   
  14 
  60,000 
  +1 
  +10 
  +7 
  +6 
  12 
  +1 
   
  +1 
  15 
  70,000 
   
  +11 
  +8 
  +7 
  12 
   
  +1 
   
  16 
  80,000 
  +1 
  +11 
  +8 
  +7 
  12 
  +1 
   
   
  17 
  90,000 
  +1 
  +12 
  +9 
  +8 
  12 
   
   
   
  18 
  95,000 
   
  +12 
  +9 
  +8 
  12 
  +1 
  +1 
  +1 
  19 
  100,000 
  +1 
  +13 
  +10 
  +8 
  12 
   
   
   
  20 
  101,000 
  +1 
  +14 
  +10 
  +8 
  12 
  +1 
   
   
   
  Starting Intrests: All Chracters begin play with an Interest/Study in their Native 
  Laguage, Native Culture, and the Trade-Language of Cyrodil.  
   
  Advancing Skills: Every time your character advances in level you select two skills to 
  advance, each of those skills gaining 1 Rank.  
   
  Combat Bonus (CB): Your Combat Bonus is applied to all Attack rolls you make, and ½ 
  o your Combat Bonus is applied to your defense (rounded down).  
  Characters with the Adept Feat may chose to advance their Casting Bonus instead of 
  their Combat Bonus whenever they would normally have the option to advance their 
  Combat Bonus. 
  
  Races 
  Forte: The score of the lower of these two attributes is increased by 2 
  Fault: The score of the higher of these two attributes is lowered by 2  
  Common Skills: These Skills automatically count-as Origin Skills  
   
  ALTMER  
  Forte: DEX, WIS 
  Fault: STR, CON  
  Common Skills: Crafting, Impress, Notice, Sense Motive  
  +4 to saves vs. Disease and Poisons  
  -4 to saves vs. Spells  
  +2 Spell Points  
   
  ARGONIAN 
  Forte: CON, DEX 
  Fault: WIS, CHA  
  Common Skills: Athletics, Crafting, Sneak, Survival  
  - Immune to Poisons  
  +4 vs .Diseases  
  - Can breath under water 
   
  BOSMER  
  Forte: DEX, INT 
  Fault: STR, INT  
  Common Skills: Athletics, Notice, Resolve, Survival  
  +2 vs. Diseases  
  - Beast Tongue – May communicate with animals on an extremely rudimentary level a 
  number of times / session equal to their Staring Action Die.  
   
  BRETON  
  Forte: INT, WIS  
  Fault: STR, CON  
  Common Skills: Crafting, Haggle, Medicine, Prestidigitation  
  - Dragon Skin –Saves made vs. Spells gain a bonus equal to a Breton’s CON Bonus +2. 
  - +2 Spell Points  
   
  DUNMER  
  Forte: CON, DEX 
  Fault: WIS, CHA  
  Common Skills: Athletics, Intimidate, Resolve, Survival  
  - Ancestral Guardian - +1to all Saves  
  - +4 to all Saves vs. Fire/Heat (+5 total) 
   
  
  IMPERIAL  
  Forte: CON, INT  
  Fault: DEX, WIS  
  Common Skills: Blend, Haggle, Impress, Sense Motive  
  - Tongue of the Emperor – All Imperials gain +2 Bluff, Haggle, Resolve, and Sense 
  Motive, and any Action Points spent on these rolls allow you to roll two die and use the 
  higher of the two results.  
   
  KHAJIIT  
  Forte: DEX, INT 
  Fault: STR, WIS   
  Common Skills: Acrobatics, Athletics, Haggle, Survival  
  +2 Intimidate  
  - Darkvision I  
  - Successful Acrobatics checks made to Break Fall reduce the damage down to 1/4th of 
  the damage instead, (rounded down, meaning that 4 or less damage is completely 
  negated).  
   
  NORD  
  Forte: STR, CON  
  Fault: WIS, CHA  
  Common Skills: Athletics, Crafting, Intimidate, Survival  
  +2 to all saves vs. Frost/Cold 
  +4 Vitality  
  Gain Edge Proficiency or Blunt Proficiency for free.  
   
  ORISMER  
  Forte: STR, CON  
  Fault: INT, CHA  
  Common Skills: Athletics, Intimidate, Resolve, Survival  
  +2 Vitality  
  - Rage – any time a target damages you gain +2 to all attack rolls made against that target 
  on your subsequent turn.  
   
  REDGUARD  
  Forte: STR, DEX 
  Fault: WIS, CHA  
  Common Skills: Athletics, Haggle, Resolve, Survival  
  - Adrenaline – Action Points spent on Athletics or Attack Actions allow you to roll two 
  die instead of one and use the higher of the two results.  
   
  
  Starsigns
  The APPRENTICE 
  +5 Spell Points  
  -1 to Casting Checks  
  +1 Damage Suffered from Spells  
  Begin Play with the Adept Feat  
   
  The ATRONACH 
  Only Regains 1 Spell Point at the 
  beginning of new scenes  
  Magic cast on Atronach restores ½ it’s 
  Cost in spell points to the Atronach  
  +4 to all saves vs. Spells  
   
  The LADY  
  +2 Resolve  
  +2 Impress  
  +1 CON  
   
  The LORD 
  Regain 1d4 Vitality at the beginning of 
  each scene  
  -4 to all saves vs. Fire/Heat  
   
  The LOVER 
  +2 to lower of CON or CHA  
  +1 to Resolve, Impress, and Sense 
  Motive  
   
  The MAGE 
  +3 Spell Points  
  Begin play with the Adept Feat  
   
  The RITUAL 
  Mara’s Gift - May heal self for 2d4 
  Vitality once / session for an Action 
  Point  
  Blessed Word – Target undead within 20 
  feet become Scared for a number of 
  rounds equal to the higher of your WIS 
  or CHA. May be used a number of times 
  / session equal to your Starting Action 
  Points.  
   
   
  The SERPENT 
  Serpent’s Bite – Make a Standard 
  Attack against the target’s Resolve, if 
  successful the target loses 1 Vitality for 
  a number of rounds equal to your CON 
  + 2d4 and you are cured of any poisons 
  or lesser diseases affecting you, 
  however, you suffer an amount of 
  Subdual Damage equal to ½ the amount 
  (rounded down).  
   
  The SHADOW 
  +4 Stealth  
  +4 Blend  
   
  The STEED 
  +10 Base Movement Speed  
  +1 to Reflex Saves 
   
  The THIEF 
  +3 to all Haggle, Notice, Search, and 
  Sneak checks.  
   
  The TOWER 
  Is allowed to roll a check, at +4, for any 
  Secret Doors or Containers it passes 
  within 20 feet of, even if the 
  player/character did not notice or search 
  for it intentionally, but the +4 bonus 
  applies to all such checks if they did.  
  The Tower may also cast Tower Key by 
  spending 1 Action Point to unlock a lock 
  of Average construction or worse.  
   
  The WARRIOR  
  Gains 3 Proficiencies  
  All Action Die spent on Attack Actions 
  allow you to roll two of the die type and 
  keep both numbers, adding them 
  together.  
   
  
   
  New Feat(s) 
  MAGICKA BASICS  
  Requirements: Either your INT or WIS must be 14, and the other must be at least 12.  
  Your character gains a Magicka Pool equal to their INT+WIS+Casting Bonus, 
  and may chose to advance their Casting Bonus instead of their Combat Bonus whenever 
  they would normally advance their Combat Bonus.  
   
  Additionally, you gain 3 level 0 spells of your choosing, and one random level 1 
  spell.  
   
   
  MAGICKA MASTERY 
  Requirements: Magicka Basics, and an INT or WIS of 15 
  Gain 1 Level 1 Spell of your Choosing, and 1 random level 2 Spell. Additionally, 
  you automatically succeed at casting spells stored in magic items.  
   
  MAGICKA SUPREMACY  
  Requirements: Magicka Mastery, and an INT or WIS of 16   
   
  Gain 1 Level 2 spell of your Choosing and 1 random level 3 spell. Additionally, 
  increases your Casting Bonus by 1, and all Saves rolled against spells by 1. 
   
   
  Restricted Feats 
   
  ALL SPELL FEATS  
   
  CHARACTERS MAY NOT HAVE MORE THAN ONE STYLE FEAT 
   
  CHARACTERS MAY NOT HAVE MORE THAN ONE CHANCE FEAT  
   
  
  Alternative Armaments  
   
  You may chose to use these Elderscrolls-ish equipment Lists/Upgrades instead of 
  the ones listed in the Fantasy Craft Corebook, but not in junction with them; either-or.  
   
  BLADES (Edged)  
  Weapon 
  Damage Reach 
  Size 
  Special 
  Const 
  Weight Cost 
  Daggers/ 
  Knives 
  1d4 L 
  Melee D/1h 
  Keen 4, Hurl, Bleed 
  Hard/2 
   
  15 
  Short 
  Blades 
  1d6 L 
  Melee 
  T/1h 
  Keen 4  
  Hard/2 
   
  30 
  Long 
  Blades 
  1d8 L 
  Melee 
  S/1h 
  Bleed  
  Hard/2 
   
  45 
  Great 
  Swords 
  2d6 L 
  Melee M/2h 
  Massive, Guard +1 
  Hard/3 
   
  60 
  Polearms 
  1d10 L 
  +1 
  M/2h 
  Trip, Massive 
  Hard/2 
   
  50 
  Spears 
  1d8 L 
  +1 
  M/2h 
  Cavalry, Hurl  
  Hard/1 
   
  20 
   
  MASS (Blunt)  
  Weapon 
  Damage Reach 
  Size 
  Special 
  Comp 
  Weight Cost 
  Hand 
  Axes 
  1d8 L 
  Melee 
  S/1h 
  Hurl, Disarm 
  Hard/2 
   
  20 
  Bludgeons 
  1d6 S 
  Melee 
  S/1h 
  AP 2 
  Hard/2 
   
  15 
  Great 
  Axes 
  1d12 L 
  Melee M/2h 
  AP 2, Massive  
  Hard/3 
   
  40 
  Mauls 
  1d10 L 
  Melee M/2h 
  AP 4, Massive  
  Hard/3 
   
  50 
  Shields 
  1d6 S 
  Melee 
  S/1h 
  Guard +2 
  Hard/4 
   
  25 
   
  BOWS 
  Weapon 
  Damage 
  Range 
  Size 
  Special 
  Comp 
  Weight 
  Cost 
  Short Bows 
  2d3 
  20 
  S/2h 
  Cavalry  
  Hard/1 
   
  30 
  Longbows 
  2d4 
  40 
  S/2h 
  AP 1, Massive* 
  Hard/1 
   
  50 
  Elven Bows 
  2d4+1 
  30 
  S/2h 
  AP 2, Massive* 
  Hard/2 
   
  80 
  Crossbows 
  1d8+2 
  20 
  S/2h 
  Load 5 
  Hard/2 
   
  45 
  *While these weapons are not actually very large, the strength required to darw them is 
  significant.  
  - Use Arrow/Bolt types from Fantasy Craft Corebook.  
   
  HURLED 
  Weapon 
  Damage Range 
  Size 
  Special 
  Comp 
  Weight Cost 
  Throwing 
  Knives 
  1d3 
  10 
  D/1h 
  Hurl, Bleed  
  Hard/2 
   
   
  Bolas 
  1d2 
  10 
  S/1h 
  Trip 
  Soft/1 
   
   
   
  
  Armors 
  Fundamental Armor (Covering torso)  
  ARMOR DR DP ACP Resistances Disguise Speed COMP Weight Cost 
  Leather 
  1 
  -0 
  -0 
  Heat 2 
  +0 
  +0 
  Soft/3 
  6 
  20s 
  Mail  
  2 
  -0 
  -1 
  Blade 2  
  -1 
  -5 
  Hard/2 
  20 
  100s 
  Plate  
  3 
  -1 
  -0 
  Mass 1 
  -2 
  -5 
  Hard/4 
  15 
  200s 
   
  ARMOR UPGRADES 
  ARMOR 
  DR DP ACP Resistances Disguise Speed COMP Weight 
  Cost 
  Sparse 
  Fittings 
  +1 
  -1 
  -1 
  - 
  -1 
  - 
  - 
  +10 
  30s 
  Heavy 
  Fittings 
  +2 
  -2 
  -1 
  - 
  -2 
  -5 
  - 
  +20 
  75s 
  Extremities 
  +2 
  -1 
  -1 
  - 
  -1 
  - 
  - 
  +20 
  +60% 
  Helmet  
  -0 
  -0 
  -0 
  Critical 4 
  -0 
  -0 
  +1 
  +5 
  20s 
  Tailoring 
  +0 
  +1 
  +1 
  - 
  - 
  - 
  - 
  - 
  60s 
   
  SPECIAL MATERIALS  
  NO Item may be made of more than one Special Material  
  Special Materials have to be incorporated on creation  
  Spears gain no Comp or Weight modifiers from materials 
  Bows cannot be composed of special materials, but Arrows/Bolts take the Damage Bonuses.  
   
  ARMOR BONUSES  
  MATERIAL DR DP ACP Speed COMP Weight 
  Cost 
  Steel 
  +0 
  +0 
  +1 
  - 
  +1 
  -5% 
  +20% 
  Chitin* 
  -1 
  +1 
  +1 
  +5 
  -2 
  -10% 
  +30% 
  Bonemold* 
  +1 
  +1 
  - 
  - 
  -1 
  -5% 
  +40% 
  Elven 
  +1 
  -0 
  +1 
  +5 
  -0 
  -5% 
  +50% 
  Glass* 
  +1 
  +0 
  +1 
  +5 
  -1 
  - 
  +60% 
  Orchish 
  +2 
  +1 
  +0 
  - 
  - 
  +5% 
  +80% 
  Dwarven 
  +3 
  -1 
  -1 
  -5 
  +1 
  +10% 
  +100% 
  Ebony* 
  +5 
  -1 
  -2 
  -10 
  +3 
  +15% 
  +110% 
  *Can only be applied to Plate  
  WEAPON BONUSES  
  Weapon 
  Damage 
  Special 
  Const Weight 
  Cost 
  Silver 
  -1 
  Ghost Touch  
  -2 
  -10% 
  +20% 
  Steel 
  +1 
   
  +1 
  -5% 
  +30% 
  Chitin* 
  -2 
  +1 Attack  
  -2 
  -20% 
  +40% 
  Bonemold* 
  +0 
   
  -0 
  -5% 
  +50% 
  Elven 
  +0 
  +1 Attack  
  -0 
  -5% 
  +60% 
  lass* 
  +1 
  + Keen 1 
  -0 
  -5% 
  +80% 
  Orchish 
  +2 
  + Keen 1 
  +1 
  +5% 
  +100% 
  Dwarven 
  +3 
  + Massive 
  +2 
  +15% 
  +110% 
  Ebony* 
  +3 
  + AP 1, + Massive 
  +3 
  +25% 
   
   
  
SOURCE: textdata/thevault/FantasyCraft/Elder Craft 2nd draft.pdf