### Runes
#### Using Runes
> A Rune is a single use enchantment on an item, requiring no soul gem to be created. A Rune may have any casting type as described in [Types of Enchantments](#enchantment-types), besides Constant Effect. Besides their single cast nature, they function the same as an equivalent enchantment.
#### Creating a Rune
> To create a Rune, you must succeed on an Enchant check - Enchant plus Intelligence / 4 - against the Enchantment Difficulty of the effect. Enchantment Difficulty is calculated the same way as for normal enchantments. Rather than requiring a soul gem of sufficient size, creating a Rune requires the creator to use Magicka points equal to the Enchantment Cost. You must know a spell with the effect to be enchanted in order to create a rune with a given effect.
### Alchemy
#### Using a Potion
> On your turn, you may drink a potion as a bonus action. You may only drink one potion per turn.
> For poisons, you may use a bonus action to apply a poison to a weapon. This poison affects whatever target is next hit with that weapon successfully. You may not stack poisons on a weapon and the poison lasts for only one successful hit.
#### Creating a Potion
> Creating a Potion requires at least a Mortar & Pestle, any other alchemical tools (Calcinator, Retort, Alembic) are optional. A Potion also requires at least two ingredients, and a maximum of four ingredients. The spell effects of the potions are whatever effects are shared by all the ingredients. If no effects are shared, potion creation automatically fails.
#### Determining Potion Success
> If a d20 roll plus your Alchemy plus your Intelligence on 4 meets or exceeds 20, a potion is successfully created.
#### Determining Potion Strength
> The Magnitude of potion effects is determined by your Alchemy multiplied by 2, plus your Intelligence on 4, plus the quality of your Mortar & Pestle plus your Alembic, the total divided by the effect Base Cost. Each effect is calculated separately, having multiple effects does not reduce the strength of the other effects. (Ingredient potency?)
>
> ```
> ((Alchemy * 2) + (Intelligence / 4) + Mortar & Pestle + Alembic + Ingredient Potency) / Base Cost
> ```
#### Determining Potion Duration
> The Duration of potion effects in Turns is determined by your Alchemy multiplied by 2, plus your Intelligence on 4, plus the quality of your Calcinator plus your Retort, the total divided by 4. Each effect is calculated separately, having multiple effects does not reduce the duration of the other effects.
>
> ```
> ((Alchemy * 2) + (Intelligence / 4) + Calcinator + Retort + Ingredient Potency) / 4
> ```
> Note: Both Strength and Duration use your Alchemy times 2 plus your Intelligence on 4. The number before division for Magnitude and Duration calculations are constant when equipment and stats do not change. It may be useful to write down these numbers if you create potions often.
---
## Non-Magic Combat
### Armor & Evasion
#### Determining your Armor Class
> Your Armor Class is simply the armor values of all the items you wearing added, plus your current armor type's skill on 2. For example, a character with Iron Boots (1.5), Iron Gauntlets (1.5), Iron Helmet (2), Steel Greaves (3), and a Chainmail Cuirass (3), with a Heavy Armor skill of 11 (⌊11/2⌋ = 5), has an Armor Class of 16.
>
> Your Armor Class value determines the damage reduction when you are hit by a non-magical attack. The incoming damage is reduced by points equal to your Armor Class, with minimum damage being 1/5 the incoming value. (Change to 1/10?)
#### Determining your Evasion
> The base evasion value for characters is 10, plus your Agility on 4. Skill modifiers are determined by what kind of armor set you are wearing.
>
> For Unarmored characters, add your Unarmored on 2.
>
> For characters in Light Armor, add your Light Armor on 4.
>
> For characters in Heavy Armor, no modifiers are added.
>
> The overall armor type of the character is determined by what the majority of the main slots (Boots, Legs, Chest, Hands, Helmet) contain. For each non-conforming item your armor skill is reduced by two for the purposes of Evasion calculation. (Change? Mixed calculation?)
### Making an Attack
#### Determining Attack damage
> Before making an Attack Roll, you must decide how much Fatigue you are investing in the attack. Different weapon types require and allow different amounts of Fatigue to be used ([See table](#weapon-fatigue)). Each extra Fatigue used beyond the minimum required increases the damage, depending on the material and weapon type ([See table](#material-damage)). Finally, your Strength score is added to the Damage.
#### Determining Attack success
> Your Attack Roll is equivalent to your weapon skill plus your Agility on 4. Make a roll with a d20, if the roll plus your Attack Roll meets or exceeds the target's Evasion value, the attack hits.
#### Ranged Weapons
> Making an Attack with a Ranged Weapon is no different from any other weapon, however you must be aware of Ammunition and Range.
>
> Throwing weapons are their own Ammunition, and can be recovered after they have hit something.
>
> Bows use Arrows and Crossbows use Bolts, their damage is added to the normal Attack damage. Arrows and bolts may be recovered, but not always. A good guideline is recovering half of arrows that hit a target, though this is up to the GM. Arrows which miss can always be recovered, if you can find them.
>
> All Ranged weapons have an effective range, outside of this range you subtract one from your Attack Roll for every 5ft.
#### Spears & Staves
> Spears and Staves have more reach than other weapons. They can reach enemies up to 10ft away, rather than the 5ft of normal weapons.
>
> Attacking an enemy within 5ft with a Spear or Staff, however, reduces your Attack Roll by 10.
---
## Playing the Game
### Rounds
> A Round consists of the Turns of all characters involved in some situation, most often combat. Outside of combat, Rounds are not required, but can be used if the GM finds it fit.
>
> The first part of the Round is Declaration, wherein characters declare what they will attempt to do on their Turn. Declaration moves in reverse Turn Order (i.e. higher Speed declares *last*, lower Speed declares *first*).
>
> After all characters have Declared, the Turns are taken in Turn order. Characters attempt to do whatever they Declared.
#### Turn Order
> Turn Order is determined by Speed. Characters with higher Speed act first, characters with lower Speed last. Ties may be broken with a d20 challenge or agreement between players.
>
> (Change to use a roll as well?)
#### Declaration
> Declaration moves in reverse Turn Order (i.e. higher Speed declares *last*, lower Speed declares *first*). This allows characters with a higher Speed to decide their actions based on the Declaration of lower Speed characters, giving a significant advantage.
>
> For example, a goblin declares that they are going to run over and attack a wizard. The wizard has a higher Speed, and makes their declaration after the goblin. They see that the goblin is going to attack them, and so decides to cast a Fire Shield spell.
#### Turn
> On a character's Turn, they attempt to enact whatever they decided in their Declaration. For example, a rogue sees a health potion sitting on a table, and in their declaration states they're going to run over and drink it. On their Turn, they begin to run over, but knock right into an invisible wall. They cannot get to the potion, and so their turn ends.
>
> In the goblin example from the Declaration section, the wizard acts first, and on their Turn successfully casts their Fire Shield spell. The goblin, as they declared, runs to the wizard and attacks, only to get a heavy dose of fire damage, and our wizard remains unscathed.
### Movement
> Your movement speed is a base of 10ft per Turn, plus your Athletics on 4 added with your Speed on 2 times 5ft. E.g. A character with a Speed of 13 and an Athletics of 9 has a movement speed of 10ft + ((13/2 + 9/4) * 5ft) → 50ft.
>
> You can move once per Turn (Fatigue cost? Half speed free?), plus one additional time for 2 Fatigue.
### Actions
> Actions encompass many thing you might want to do on a Turn. The most common are making an Attack and Casting a Spell.
>
> You have only one Action per Turn.
#### Bonus Actions
> Many things do not take up a full action, and instead are bonus actions, which can be taken in addition to normal actions. Examples would be drinking a Potion, using an Enchantment on an item, dropping an item, or shouting something.
>
> Most bonus actions can only be taken once per Turn, e.g. you can only drink one potion per Turn. This is the default for any bonus action unless otherwise specified.
>
> Speaking is an example of a bonus action which can be done multiple times in a Turn, the limits are up to the GM.
##### Equipping and Changing Weapons
> Equipping a weapon is a bonus action, however if you store your current weapon it takes a full Action. If you drop your current weapon, equipping a new weapon remains a bonus action.
---
## Progression
### Attribute Increases
> An Attribute increases by 1 when there have been 2 increases in Skills it governs, either one Skill increasing by two or two Skills increasing by one. The maximum base value of an Attribute is 20, it cannot be raised further with Skill increases.
### Skill Increases
> A Skill increases by one when a player reaches 2x the value being increased to in Experience points. The maximum base value for a Skill is 20.
#### Experience
> When the GM feels a player has used a Skill a significant amount, has used a Skill in a particularly clever way, or a way that fits the character very well from a roleplay perspective, the GM awards the player an Experience point in that Skill. When a player has gained enough Experience points in a Skill, the Skill increases.
>
> Some examples:
>
> - A player using Light Armor and a Spear has finished a long combat, or a series of smaller fights. The GM awards an Experience point in each.
>
> - A mage has used a new Destruction spell for the first time. The GM awards an Experience point in Destruction.
>
> - A thief managed to open a moderately difficult lock. The GM awards an Experience point in Security.
>
> - A player used an enchanted item to save themselves from a dangerous situation. The GM awards an experience point in Enchant.
>
> - A warrior in Heavy Armor tanks and holds off a horde of enemies, fighting to the last breath to buy time for the party to think of a way to escape. The GM awards 2 Experience points in Heavy Armor.
>
> - A mage managed to cast a Conjuration spell far beyond their normal skill, achieving a key objective for the party's, or their own, quest. The GM awards 3 Experience points in Conjuration.
>
> - A slick-talking player manages to buy an item at a price significantly below what the seller was originally asking. The GM awards an Experience point in Speechcraft.
>
> The points at which GMs award Experience are up to them, though they should not be too reserved with them - many Experience points are needed to advance.
#### Experience Required Table
> Experience points required for Skill increase is 2x the value you are increasing to.
| Value | Cost |
| :-----: | ---: |
| 0 → 1 | 2 |
| 1 → 2 | 4 |
| 2 → 3 | 6 |
| 3 → 4 | 8 |
| 4 → 5 | 10 |
| 5 → 6 | 12 |
| 6 → 7 | 14 |
| 7 → 8 | 16 |
| 8 → 9 | 18 |
| 9 → 10 | 20 |
| 10 → 11 | 22 |
| 11 → 12 | 24 |
| 12 → 13 | 26 |
| 13 → 14 | 28 |
| 14 → 15 | 30 |
| 15 → 16 | 32 |
| 16 → 17 | 34 |
| 17 → 18 | 36 |
| 18 → 19 | 38 |
| 19 → 20 | 40 |
### Perks
> You gain Perks for each Skill as you increase it, one at the Apprentice level 5, one at the Expert level 10, one at the Master level 15. You can find a list of the Perks [here](perks.html). (Higher values for Expert and Master perks?)
### Levels
> You gain a level when you have had an Attribute increase. On gaining a level, your base HP increases by half your Endurace value. Also used for a few spell effects rn and that's about it... might have perks interact with it, idk
---
## Reference Tables
### Quick Skill Values
| N | N/2 | N/4 |
| :-: | --: | --: |
| 1 | 0 | 0 |
| 2 | 1 | 0 |
| 3 | 1 | 0 |
| 4 | 2 | 1 |
| 5 | 2 | 1 |
| 6 | 3 | 1 |
| 7 | 3 | 1 |
| 8 | 4 | 2 |
| 9 | 4 | 2 |
| 10 | 5 | 2 |
| 11 | 5 | 2 |
| 12 | 6 | 3 |
| 13 | 6 | 3 |
| 14 | 7 | 3 |
| 15 | 7 | 3 |
| 16 | 8 | 4 |
| 17 | 8 | 4 |
| 18 | 9 | 4 |
| 19 | 9 | 4 |
| 20 | 10 | 5 |
### Weapon Fatigue Usage
Attack Fatigue Cost |
Weapon Type |
0 Base Fatigue (1 Max) |
Short Blade |
Club |
Staff |
Throwing |
1 Base Fatigue (3 Max) |
Long Blade (1h) |
Spear |
War Axe |
Bows & Crossbow |
2 Base Fatigue (5 Max) |
Warhammer |
Battle Axe |
Long Blade (2h) |
|
### Weapon Governing Skills
Skill |
Type |
Axe |
Battle Axe |
War Axe |
|
Blunt |
Club |
Staff |
Warhammer |
Long Blade |
Long Blade (1h) |
Long Blade (2h) |
|
Short Blade |
Short Blade |
|
|
Spear |
Spear |
|
|
Throwing |
Throwing |
|
|
Marksman |
Bow |
Crossbow |
|
### Material Damage Values
#### Staves, Daggers, Shortswords, Clubs, Throwing
Material |
Base |
+1 |
+2 |
Iron |
1d6 |
1d6+3 |
1d6+6 |
Steel |
1d8 |
1d8+4 |
1d8+8 |
Silver |
1d8 |
1d8+4 |
1d8+8 |
Elven |
1d10 |
1d10+5 |
1d10+10 |
Dwarven |
1d10 |
1d10+5 |
1d10+10 |
Glass |
1d12 |
1d12+6 |
1d12+12 |
Ebony |
1d12 |
1d12+6 |
1d12+12 |
Daedric |
1d20 |
1d20+10 |
1d20+20 |
#### War Axes, Spears, 1-H Long, Bows
Material |
Base |
+1 |
+2 |
Iron |
1d6 |
1d6+3 |
2d6+3 |
Steel |
1d8 |
1d8+4 |
2d8+4 |
Silver |
1d8 |
1d8+4 |
2d8+4 |
Elven |
1d10 |
1d10+5 |
2d10+5 |
Dwarven |
1d10 |
1d10+5 |
2d10+5 |
Glass |
1d12 |
1d12+6 |
2d12+6 |
Ebony |
1d12 |
1d12+6 |
2d12+6 |
Daedric |
1d20 |
1d20+10 |
2d20+10 |
#### 2-H Long, Warhammers, Battle Axes
Material |
Base |
+1 |
+2 |
+3 |
+4 |
Iron |
1d6 |
2d6 |
3d6 |
4d6 |
5d6 |
Steel |
1d8 |
2d8 |
3d8 |
4d8 |
5d8 |
Silver |
1d8 |
2d8 |
3d8 |
4d8 |
5d8 |
Elven |
1d10 |
2d10 |
3d10 |
4d10 |
5d10 |
Dwarven |
1d10 |
2d10 |
3d10 |
4d10 |
5d10 |
Glass |
1d12 |
2d12 |
3d12 |
4d12 |
5d12 |
Ebony |
1d12 |
2d12 |
3d12 |
4d12 |
5d12 |
Daedric |
1d20 |
2d20 |
3d20 |
4d20 |
5d20 |
#### Arrows, Bolts
Material |
Damage |
Iron |
1 |
Steel |
2 |
Silver |
2 |
Elven |
3 |
Dwarven |
3 |
Glass |
4 |
Ebony |
5 |
Daedric |
10 |
#### Ranges
Type | Material | Range |
Bow | Iron, Steel, Silver | 60ft |
Elven, Dwarven | 80ft |
Glass, Ebony | 100ft |
Daedric | 120ft |
Crossbow | Steel | 80ft |
Dwarven | 100ft |
Daedric | 120ft |
Throwing | Iron, Steel, Silver | 20ft |
Elven, Dwarven | 30ft |
Glass, Ebony | 40ft |
Daedric | 50ft |
### Alchemy Tool Quality
Tier |
Bonus |
Novice |
+2 |
Apprentice |
+4 |
Journeyman |
+8 |
Master |
+10 |
Grandmaster |
+15 |
### Ingredient Quality
Tier |
Bonus |
Poor |
+0 |
Common |
+3 |
Rare |
+6 |
Epic |
+9 |
Legendary |
+15 |
### Armor Values
Fur Armor
Name | Rating |
Full Set | 6 |
Fur Boots | 0.5 |
Fur Cuirass | 2 |
Fur Gauntlets | 0.5 |
Fur Greaves | 1 |
Fur Helmet | 1 |
Fur Shield | 1 |
Leather Armor
Name | Rating |
Full Set | 10 |
Leather Boots | 1 |
Leather Cuirass | 2.5 |
Leather Gauntlets | 1 |
Leather Greaves | 1.5 |
Leather Helmet | 1 |
Leather Shield | 3 |
Chainmail Armor
Name | Rating |
Full Set | 12 |
Chainmail Boots | 1 |
Chainmail Cuirass | 3 |
Chainmail Gauntlets | 1 |
Chainmail Greaves | 2 |
Chainmail Helmet | 1.5 |
Light Iron Shield | 3.5 |
Mithril Armor
Name | Rating |
Full Set | 14 |
Mithril Boots | 1.5 |
Mithril Cuirass | 3.5 |
Mithril Gauntlets | 1.5 |
Mithril Greaves | 2 |
Mithril Helmet | 1.5 |
Mithril Shield | 4 |
Elven Armor
Name | Rating |
Full Set | 16 |
Elven Boots | 1.5 |
Elven Cuirass | 4 |
Elven Gauntlets | 1.5 |
Elven Greaves | 2.5 |
Elven Helmet | 2 |
Elven Shield | 4.5 |
Glass Armor
Name | Rating |
Full Set | 20 |
Glass Boots | 2 |
Glass Cuirass | 5 |
Glass Gauntlets | 2 |
Glass Greaves | 3 |
Glass Helmet | 3 |
Glass Shield | 5 |
Iron Armor
Name | Rating |
Full Set | 16 |
Iron Boots | 1.5 |
Iron Cuirass | 4 |
Iron Gauntlets | 1.5 |
Iron Greaves | 2.5 |
Iron Helmet | 2 |
Iron Shield | 4.5 |
Steel Armor
Name | Rating |
Full Set | 18 |
Steel Boots | 1.5 |
Steel Cuirass | 4.5 |
Steel Gauntlets | 1.5 |
Steel Greaves | 3 |
Steel Helmet | 2.5 |
Steel Shield | 5 |
Dwarven Armor
Name | Rating |
Full Set | 20 |
Dwarven Boots | 2 |
Dwarven Cuirass | 5 |
Dwarven Gauntlets | 2 |
Dwarven Greaves | 3 |
Dwarven Helmet | 2.5 |
Dwarven Shield | 5.5 |
Orcish Armor
Name | Rating |
Full Set | 22 |
Orcish Boots | 2 |
Orcish Cuirass | 5.5 |
Orcish Gauntlets | 2 |
Orcish Greaves | 3.5 |
Orcish Helmet | 3 |
Orcish Shield | 6 |
Ebony Armor
Name | Rating |
Full Set | 24 |
Ebony Boots | 2.5 |
Ebony Cuirass | 6 |
Ebony Gauntlets | 2.5 |
Ebony Greaves | 3.5 |
Ebony Helmet | 3 |
Ebony Shield | 6.5 |
Daedric Armor
Name | Rating |
Full Set | 30 |
Daedric Boots | 3 |
Daedric Cuirass | 7.5 |
Daedric Gauntlets | 3 |
Daedric Greaves | 4.5 |
Daedric Helmet | 4 |
Daedric Shield | 8 |
### Select Clothing
Common
Name |
Common Amulet |
Common Ring |
Common Belt |
Common Gloves |
Common Pants |
Common Robe |
Common Shirt |
Common Shoes |
Common Skirt |
Expensive
Name |
Expensive Amulet |
Expensive Ring |
Expensive Belt |
Expensive Gloves |
Expensive Pants |
Expensive Robe |
Expensive Shirt |
Expensive Shoes |
Expensive Skirt |
Extravagent
Name |
Extravagent Amulet |
Extravagent Ring |
Extravagent Belt |
Extravagent Gloves |
Extravagent Pants |
Extravagent Robe |
Extravagent Shirt |
Extravagent Shoes |
Extravagent Skirt |
Exquisite
Name |
Exquisite Amulet |
Exquisite Ring |
Exquisite Belt |
Exquisite Gloves |
Exquisite Pants |
Exquisite Robe |
Exquisite Shirt |
Exquisite Shoes |
Exquisite Skirt |
---