Morrowind PNP: Difference between revisions
1d4chan>Duke (The Morrowind PNP is an attempt to render the TES/Morrowind setting into a Pen-and-Paper RPG format, while highly retaining the Morrowind feel. A Duke & Razorback production.) |
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The Morrowind PNP is | The Morrowind PNP is an old RPG that is no longer being worked on. It was originally made for the purpose of allowing role-play shenanigans in Vvardenfell and beyond, and to keep the feeling like Morrowind as much as possible, albeit with some smoother workings. | ||
<div style="float:left; margin:1em;">__TOC__</div> | <div style="float:left; margin:1em;">__TOC__</div> | ||
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Even the Legions, however, cannot extend their protection into the sparsely inhabited wastelands of Vvardenfell, where bandits, necromancers, witches, fiends, and monsters find refuge, emerging to threaten the lives of explorers, colonists, and traders. The greatest, and most obscure threat is the Blight, a mysterious weather-like phenomenon emanating from the crater of Dagoth Ur, warping and poisoning creatures in its path, and creating diseased horrors that attack travelers and outlying settlements. | Even the Legions, however, cannot extend their protection into the sparsely inhabited wastelands of Vvardenfell, where bandits, necromancers, witches, fiends, and monsters find refuge, emerging to threaten the lives of explorers, colonists, and traders. The greatest, and most obscure threat is the Blight, a mysterious weather-like phenomenon emanating from the crater of Dagoth Ur, warping and poisoning creatures in its path, and creating diseased horrors that attack travelers and outlying settlements. | ||
Players take the role of adventurers or part of an organization. They may be random misfits seeking gold and plunder, take the role of bandits, or work their way up a Guild or Great House. The sky is the limit. And pre-existing | Players take the role of adventurers or part of an organization. They may be random misfits seeking gold and plunder, take the role of bandits, or work their way up a Guild or Great House. The sky is the limit. And pre-existing TES lore, I suppose. | ||
The system itself is a percentile one, utilizing D100's. Most rolls for skills are roll under, contested rolls a score-more-than, and most combat things a single D100 utilizing a skill comparison. Combat requires some fairly constant simple math to be done, but for the most part any formulae are done once before-game. Workings are still being ironed out. | |||
==Rulebook== | ==Rulebook== | ||
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As with the TES games all characters are classless. Strengths and skills are determined by a combination of picked skills, attributes, and feats. Sessions will grant experience to be spent on skills, which in turn eventually levels the character, increasing the attributes and number of feats. | As with the TES games all characters are classless. Strengths and skills are determined by a combination of picked skills, attributes, and feats. Sessions will grant experience to be spent on skills, which in turn eventually levels the character, increasing the attributes and number of feats. | ||
Most characters are proficient in at least one college of magic, and | Most characters are proficient in at least one college of magic, and thus use spells. The system allows an equal amount of spell and enchanting customization as Morrowind, and then some. Doing so requires basic algebra knowledge- enough to plug a number into a variable and get the result. | ||
====Book Contents==== | ====Book Contents==== | ||
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The rulebook is haphazardly split up into many, many sections. Love the ToC in the book. Be one with it. | The rulebook is haphazardly split up into many, many sections. Love the ToC in the book. Be one with it. | ||
Generally | Generally creating a character and combat is handled toward the start of the book. Skills and items are mostly in the center of the book, followed by spells, the bestiary, and finally the lore. | ||
==Resources== | ==Resources== | ||
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====Current Rulebook==== | ====Current Rulebook==== | ||
The | The last version of the rulebook is v0.997, as of April 10 2012. | ||
http://www.mediafire.com/? | http://www.mediafire.com/?tua7ehkiu84vhe2 | ||
Note that the Morrowind PNP ''is no longer being worked on''- having learned from the experience there are other systems I would rather develop. Feel free to fix this one yourself or take a look at other, newer Elder Scrolls PNP's, such as the [[Unofficial Elder Scrolls RPG|UESRPG]]. | |||
====Character Sheets==== | ====Character Sheets==== | ||
(.xls): http://www.mediafire.com/?12zgajsxaeo7sb6 | |||
(.xls): http://www.mediafire.com/? | |||
====Maptool Tokens==== | |||
( | (Tokens): http://www.mediafire.com/?p5brjucr2ilil5c | ||
Any feedback, comments, questions, and rage can be sent this way- http://suptg99@gmail.com | Any feedback, comments, questions, and rage can be sent this way- http://suptg99@gmail.com |
Latest revision as of 08:06, 22 June 2023
The Morrowind PNP is an old RPG that is no longer being worked on. It was originally made for the purpose of allowing role-play shenanigans in Vvardenfell and beyond, and to keep the feeling like Morrowind as much as possible, albeit with some smoother workings.
The RPG takes place on the continent of Vvardenfell, within the province of Morrowind, in the TES canon. Only recently open to settlement and trade, most of Vvardenfell's population is confined to the relatively hospitable west and southwest coast, centered around the ancient city of Vivec and the old Great House district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the island is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes.
Vvardenfell's greatest challenges are its mutually hostile cultures, its cruel and untamed wildernesses, and the troubling phenomenon of the Blight. The Temple and traditional Dunmer cultures are in direct opposition to the values of the Imperial conqueror's colonists, and the interests of each Great House conflict with the interests of the other Great Houses. Only the Imperial Legions and the Duke's shrewd policies prevent political disputes from expanding into civil unrest or warfare.
Even the Legions, however, cannot extend their protection into the sparsely inhabited wastelands of Vvardenfell, where bandits, necromancers, witches, fiends, and monsters find refuge, emerging to threaten the lives of explorers, colonists, and traders. The greatest, and most obscure threat is the Blight, a mysterious weather-like phenomenon emanating from the crater of Dagoth Ur, warping and poisoning creatures in its path, and creating diseased horrors that attack travelers and outlying settlements.
Players take the role of adventurers or part of an organization. They may be random misfits seeking gold and plunder, take the role of bandits, or work their way up a Guild or Great House. The sky is the limit. And pre-existing TES lore, I suppose.
The system itself is a percentile one, utilizing D100's. Most rolls for skills are roll under, contested rolls a score-more-than, and most combat things a single D100 utilizing a skill comparison. Combat requires some fairly constant simple math to be done, but for the most part any formulae are done once before-game. Workings are still being ironed out.
Rulebook[edit]
Player Stuff[edit]
As with the TES games all characters are classless. Strengths and skills are determined by a combination of picked skills, attributes, and feats. Sessions will grant experience to be spent on skills, which in turn eventually levels the character, increasing the attributes and number of feats.
Most characters are proficient in at least one college of magic, and thus use spells. The system allows an equal amount of spell and enchanting customization as Morrowind, and then some. Doing so requires basic algebra knowledge- enough to plug a number into a variable and get the result.
Book Contents[edit]
The rulebook is haphazardly split up into many, many sections. Love the ToC in the book. Be one with it.
Generally creating a character and combat is handled toward the start of the book. Skills and items are mostly in the center of the book, followed by spells, the bestiary, and finally the lore.
Resources[edit]
Current Rulebook[edit]
The last version of the rulebook is v0.997, as of April 10 2012.
http://www.mediafire.com/?tua7ehkiu84vhe2
Note that the Morrowind PNP is no longer being worked on- having learned from the experience there are other systems I would rather develop. Feel free to fix this one yourself or take a look at other, newer Elder Scrolls PNP's, such as the UESRPG.
Character Sheets[edit]
(.xls): http://www.mediafire.com/?12zgajsxaeo7sb6
Maptool Tokens[edit]
(Tokens): http://www.mediafire.com/?p5brjucr2ilil5c
Any feedback, comments, questions, and rage can be sent this way- http://suptg99@gmail.com