This is an adaptation of the Fate Core RPG rules for the fascinating world of the Elder Scrolls game series. In its basics, this will follow the rules of Fate Core However, several features have been changed. This article is meant to give an overview of what has been changed.


Main article: Skills

Your character can be trained in 18 Skills that are based on The Elder Scrolls game series. Some skills have been adjusted or added to better work with a pen and paper play style.

The Mage The Thief The Warrior
Alteration Acrobatics Archery
Conjuration Alchemy Athletics
Destruction Perception Brawl
Illusion Security One-Handed
Restoration Sneak Smithing
Scholarship Speech Two-Handed

Basic Resources

Main article: Basic Resources


In this adaptation of Fate Core your character has four basic resources at their disposal. Each of these resources have a base value. At every Major Milestone, you get to spend one point to advance one of these resources values.

Luck You get your base value of Luck as token points every session. You can gain Luck points when an Aspect is compelled against you. Luck points can be spent to invoke aspects to receive bonuses or re-rolls.
Magicka You can never have more than your base value of Magicka as Tokens at any time. Your maximum is restored each scene. Magicka can be spent to cast spells.
Stamina You can never have more than your base value of Stamina as Tokens at any time. Your maximum is restored each scene. Stamina can be spent to perform physical stunts.
Health You have numbered stress boxes up to your base value of Health. They are restored each scene. Mark of one box every time you take damage or get taken out.


Main article: Spells

Fire Rune

To use your Skills in the schools of magic—Alteration, Conjuration, Destruction, Illusion, and Restoration—you need to aquire and learn Spells of those schools. Spells can be taught by Teachers of one of the schools of magic or by learning them from a Spell Tome, which destroys the time in the process.

You always have access to all the spells you learned, but casting them requires a little bit of preparation and at least one free hand for casting. They give you access to new actions, defined by the rules of the spell, for which you must roll on your Skill in the school of magic it belongs to. To cast a spell, you always need to pay at least one Magicka point, or more when stated so by the rules of the spell or a magic stunt.


Main article: Equipment

Items are objects in the world you can carry around with you. Like all objects in the world, items are basically Aspects that can be invoked or compelled. Some items, like Armor, Weapons, or Shields can also be equipped. These provide special bonuses in combat situations, that don’t need to be invoked to apply. Other items, like Potions, Poison, or Scrolls provide special actions or events that happen when they are used.


Main article: Crafting

Three of the most common Crafting abilities in this setting are Smithing, Alchemy, and Spellcrafting.

Alchemy Create your own Potions and Poison from plants and other ingredients you find all around you. You can either produce powerful concoctions of a single use, or weaker versions with many uses.
Smithing Sharpen your blades, repair your Armor or create entirely new pieces of Equipment in a long process of gathering materials, bringing them into the right condition for processing, and then hammering on and on.
Spellcrafting Research the arcane secrets of magical effects, experiment with new variations and combinations until you put together new and (most often) working Spells to cast out there in the world.


Main article: Combat


Initiative depends on the kind of weapon you are wielding. Every character in the conflict rolls their weapon weight or Spell level number of Tally Dice. Everyone then is ordered into a turn stack, starting with the lowest number first, and the highest number last. Establish a rule on how to resolve ties beforehand. Wielding no weapon puts you to the top of the stack, but then again, you have no weapon. Everyone can do 1 minor action at any point during the round—moving a zone, readying a Spell, or drawing a weapon—and a major action during their turn—Attack, Defend, Overcome, Create an Advantage, or Cast a Spell.

Main Page > Gameplay
Basic ResourcesCombatConditionsCraftingCritical RollsEquipmentSkillsSpellsTally Dice


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