View Full Version : Skyrim: Return to Volskygge

06-25-2014, 02:07 PM
It has been years since the Dragonborn destroyed the dragon priest Volsung, yet the residents of Haafingar whisper in dark corners:

"Something stirs in Volskygge."

Play the role of a Skyrim hero and save Haafingar from certain doom. Play a pregenerated character (see thread replies) or make your own!

Game system here: http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1068

How to play Modos RPG:

Have a character. Your character has a number of flexible features, designed to permit instead of restrict.

The three abilities:
Physical: a general measure of a character's bodily presence and capability.
Mental: a general measure of intelligence or information processing.
Metaphysical: a general measure of spiritual power and influence on others.

Each ability has a damage pool, which is where you record the damage taken of that ability type. When you take damage equal to your ability score, the GM will give you a time-out. If you have protection for that ability, your protection reduces the damage you take, but cannot reduce damage below 1. Each ability has a bonus, generally equal to the score less 10.5, divided by 2.

A skill is something your character improves with training or experience. When you use a skill, you add your skill points to your roll, even if those points are zero. You also add your ability bonus from the ability that relates to the skill.

Some cool features aren't abilities, and aren't skills. These are perks, and they never add points to a roll - unless it's the specialize perk.

Hero points:
Each day, your character gets a number of bonus rolls, called hero points, equal to his level. To use a hero point, roll 1d6 before the contest you're improving. You can use hero points to simulate many cool abilities of your character; the specific usage is up to you. The best way to get more hero points (per day) is to roleplay one of your character's flaws, especially when it means obstructing his goals.

If an outcome is in doubt, the Guide of Modos (GM) will ask for a contest. You add your skill points and ability bonus to a 1d20, and the result is called your "contest." Then, your opponent does the same, or if you don't have an opponent, the GM could roll for fate as your opposition.

Take half:
Rolling dice is usually optional. Anytime something calls for a die roll, you can assume that you got half of the highest result on the die instead. Announce taking half before making any rolls.

Actions in combat:
Mostly everything requires an action, and you get three per round. So use them wisely. The rule of thumb is the "sword swing" rule: anything that requires the time or effort of a good sword swing counts as an action.

Positions in combat:
Combat assumes that allies stick together. So you can be in offensive posture, which is toe-to-toe with the enemy. Or you can be in defensive posture, which means that you're behind your comrades, taking cover, or doing something to be more defensive. It takes a movement action/contest to change posture. Sometimes the range of your weapon will determine if you deal 100% damage, 50% damage, or no damage to your opponents.

More rules:
These are the basics. Please refer to page 31 in the rulebook (see above link) for a combat example. If you have any questions, ask them here!

06-30-2014, 06:44 PM
Pre-generated characters:

Farkas – Nord Companion, level 3
Abilities: P 13 (16), M 7, MP 10
Fight-melee +2 (+1)
Defend-parry +2 (+1)
Cast spell (alter) +1
Perks: armor training (field plate), rage, spell maintenance
Gear: field plate d12, greatsword d10+1, Jorrvaskr key, potion of healing d8 (2)
Concept: a Nord (http://www.uesp.net/wiki/Skyrim:Nord) and member of the Companions (http://www.uesp.net/wiki/Skyrim:Companions). While, as his twin brother Vilkas (http://www.uesp.net/wiki/Skyrim:Vilkas) puts it, "his brains are not his strong suit", Farkas is respected as a skilled warrior. Farkas appears morally ambivalent about being a werewolf, and is hesitant to use his Beast Form (http://www.uesp.net/wiki/Skyrim:Beast_Form) (cast spell (alter)). He can be loose with his tongue, often showing impertinence to his elders. However, he warms up quickly to you when met, and is quick to protect his friends. Farkas uses hero points with his rage perk while in beast form, and to represent his keen senses on detect contests at any time. Spell maintenance allows him to stay in beast form without burning another action to maintain the spell.

Aela the Huntress – Nord Companion, level 3
Abilities: P 12 (13), M 10, MP 10
Fight-missile +2 (+1)
Sneak +2 (+1)
Cast spell (alter) +1
Detect +3 (0)
Perks: armor training (leather), specialize (detect), weapon focus (claws)
Gear: ancient Nord armor d6, werewolf claws d6, dagger d4+1, hunting bow d8, 20 iron arrows, Jorrvaskr key, potion of healing d8 (2)
Concept: Aela the Huntress, a Nord (http://www.uesp.net/wiki/Skyrim:Nord) thief (http://www.uesp.net/wiki/Skyrim:TrainerMarksmanExpert), is one of the elite members of the legendary Companions (http://www.uesp.net/wiki/Skyrim:Companions) which reside in Jorrvaskr (http://www.uesp.net/wiki/Skyrim:Jorrvaskr). She is a passionate hunter but does not always hunt for game, as a group of werewolf hunters (http://www.uesp.net/wiki/Skyrim:Silver_Hand) have attracted her attention. Her wisdom: “Being a Companion means waking up every day knowing that you could die, and having to earn your life by clawing for every breath." Aela uses hero points on contests related to hunting, like stalking prey and taking difficult shots with her bow. Her claws can come out at any time, but she prefers to keep her claws hidden (d4 damage) while she’s in human form. She uses cast spell (alter) to take werewolf form.

Mercer Frey - Breton rogue, level 3
Abilities: P 14 (15), M 11, MP 8
Fight-melee +5 (+0)
Larceny +5 (+3)
Sneak +5 (+0)
Perks: specialize (fight-melee), specialize (sneak), physical point
Gear: thieves’ guild armor d4+1, gloves, boots, dagger d4+1, dwarven long sword d8+1, apprentice lockpicks d6 (10), potion of healing d8 (2)
Concept: the former guildmaster of the Thieves Guild (http://www.uesp.net/wiki/Skyrim:Thieves_Guild_%28faction%29). He can typically be found behind his desk in the Ragged Flagon Cistern (http://www.uesp.net/wiki/Skyrim:The_Ragged_Flagon_-_Cistern). Mercer is two-faced, willing to turn against comrades for personal gain. He uses hero points on defend-parry, for the infrequent times that he can found in offensive posture.

Thriondel Half-Elven
07-15-2014, 03:17 PM
Are the Pre-gen characters above the ones being used in the Con?

For Farkas' abilities Physical is 13. Is that his damage pool?

07-15-2014, 06:21 PM
These pregens listed will be used in the Con. There's more info on the way for Danica, Farengar, Aia and Mercer. And I'm considering adding some bonus features for Farkas and Aela as well.

Farkas's modified Physical is 13, reduced by his heavy armor from 16. This also reduces his physical max damage to 13, but his physical protection (d12) makes the reduction worthwhile. The physical damage pool is just the total collection of physical damage. Once it reaches 13 (max damage), Farkas is likely to go into dramatic non-combat.

07-17-2014, 10:46 AM
I've updated the game system link - there's a handy pdf download available.

And with that out of the way, I can start populating the dungeon with treasure...

07-21-2014, 05:44 PM
More pre-gens!

Danica Pure-Spring – Nord Priestess of Kynareth, level 3
Abilities: P 8, M 10, MP 15
Cast spell (cure) +5 (+1)
Persuade +3 (+1)
Defend-parry +0 (+1)
Perks: mystic ward d4, spell weaver, divine intervention
Gear: iron dagger d4+1, hooded monk robes, boots, potion of healing d8 (2)
Concept: a Nord (http://www.uesp.net/wiki/Skyrim:Nord) priestess (http://www.uesp.net/wiki/Skyrim:TrainerRestorationMaster) of Kynareth (http://www.uesp.net/wiki/Lore:Kynareth) living in Whiterun (http://www.uesp.net/wiki/Skyrim:Whiterun) where she tends to the sick and wounded inside the Temple of Kynareth (http://www.uesp.net/wiki/Skyrim:Temple_of_Kynareth). When asked if she is a priestess of Kynareth, she proudly claims: "Indeed. The temple here in the city is my charge. It is Kynareth who brings rain to our crops and fair weather on the harvest days." Danica’s expertise is as a healer, but she carries a dagger to use if her life depends on it. She uses her hero points as divine inspiration when using the divine intervention perk, and on persuade contests when getting people to see things Kynareth’s way. When using divine intervention, she usually prays for the following spells: armor, awaken, charm, harm, shell, and status.

Farengar Secret-Fire – Nord elemental mage, level 3
Abilities: P 8, M 13, MP 12
Cast spell (fire) +4 (+1)
Knowledge-scholarship +3 (+2)
Perks: mystic ward d4, mana (max MP damage 15), spell implement (spellbook)
Gear: blue mage robes, boots, spellbook, potion of healing d8 (2)
Concept: a Nord (http://www.uesp.net/wiki/Skyrim:Nord) elemental mage (http://www.uesp.net/wiki/Skyrim:CombatMageElemental), is the court wizard (http://www.uesp.net/wiki/Skyrim:Court_Wizard) of Jarl Balgruuf the Greater (http://www.uesp.net/wiki/Skyrim:Balgruuf_the_Greater). He is also doing research into dragons (http://www.uesp.net/wiki/Skyrim:Dragon). His motto: "There's a tranquility in magic, don't you think? It is simply energy, to be harnessed by those with the will and knowledge to do so." Farengar’s actions are marked by impatience, and he uses hero points to improve the casting of elemental spells from his spellbook. His spellbook contains the following spells: alter, armor, cure, fire, lightning, anti-fire, anti-ice, anti-lightning, and ice.

Aia Arria – Imperial bard, level 3
Abilities: P 9, M 10, MP 14
Profession-artist +5 (+2)
Persuade +3 (+1)
Perks: spell implement (flute), informed, specialize (artist)
Gear: padded armor d4, cowl, boots, flute, lute, iron dagger d4+1, short sword d6+1, potion of healing d8 (2)
Concept: an Imperial (http://www.uesp.net/wiki/Skyrim:Imperial) bard (http://www.uesp.net/wiki/Skyrim:Bard_%28class%29) at the Bards College (http://www.uesp.net/wiki/Skyrim:Bards_College) in Solitude (http://www.uesp.net/wiki/Skyrim:Solitude). According to her teacher, Pantea Ateia (http://www.uesp.net/wiki/Skyrim:Pantea_Ateia), Aia is the only student at the College with actual talent, a fact that Aia takes great pride in. Aia knows a suite of interesting Nord songs to perform, but she can use profession-artist and her flute to cast the charm and fear spells. Aia’s confidence in her bard abilities can be her weakness, and she uses hero points on musical performances and spellcasting to represent her prowess.

07-21-2014, 07:35 PM
A really wonderful job. I love your work and how you converted one of my favorite games into a tabletop game. :)

07-22-2014, 08:53 PM
Thanks a lot, Morashitar! Although you're putting the cart before the horse: I didn't turn Skyrim into a tabletop game. Skyrim turned my game into something really fun! Of course, Skyrim had help from Final Fantasy and D&D too.

If you're interested, I'll release the adventure module I'm using after the game so that you can run Skyrim adventures in Modos RPG as well.


By the way, the pre-gens are up, along with mugshots. Reserve your favorite now, or send me a character concept of what you'd like to create! There are plenty of other Skyrim character types out there: necromancers, vampires, town guards, thanes, Forsworn, giants, Thalmor...

Also, choose one racial ability for your character's race:

- resist 25% spell damage
- heal 4 MP damage from each hostile spell for one encounter per day

- resist 50% ice damage
- cast spell (fear) 3 per day, skill points equal character level, no casting damage

- multiply found gold by 1.25
- cast spell (charm) once per day, skill points equal character level, no casting damage.

07-24-2014, 02:19 PM
To add some rhyme and reason to our game, we'll use the following conventions during the game:

Marching order:
The party will choose a default formation in which to move. This can be whatever you want; a column is most common in dungeons. You must also determine who stands in each position. Whenever another position is not specified, I'll assume you are in your place in the formation.

All goods in the dungeon must be tracked by the treasurer. The treasurer tracks whether an item goes to a particular party member, or gets left behind.

The caller's job is to decide where the formation goes, and relay that to the GM. You're welcome to go elsewhere - at your own risk.

The mapper's job is to sketch out where the party can go. The GM will describe each area - but only while you're in it.

In-character speech:
Whenever your character says something, use "quotes" or 'apostrophes' to indicate it.

In-character action:
Whenever your character does something, use (parenthesis) or [brackets] to indicate it.

Out-of-character speech:
Whenever you don't use the above conventions, your character does nothing.

The P&PG chatroom has a "whisper" feature which you can use to show other players to whom your speech is directed.

Private message:
If you -actually- want to whisper something, use the private message feature.

Discussion speed:
To save myself from hunting through too many messages, I will respond only to the last message you entered. Don't use PMs to circumvent this - I also don't need too many windows open.

Dice rolling:
Dice rolling is an optional rule in Modos RPG, since you can always take half of the highest roll instead. When you choose to roll, announce what you'll be rolling if there are any similar dice (like 2d6 instead of just one), and roll your hero points first, if any. For example, Mercer Frey is picking a lock, and his player wants to use a hero point to make sure the final attempt is successful. The player would type into the chat window:

/roll 1d6+1d20+5;1d4

The first d6 is his hero point, the d20 his contest, +5 for his Larceny skill points, and common lockpicks deal 1d4 progress points. The result might be:

Mercer rolls some dice: (1d6+1d20+5;1d4)
1d6 (4) + 1d20 (4) + 5 = 13
1d4 (4)

...which would be too bad for Mercer, because the lock he's picking takes half and gets 14 (against the 13), which means Mercer breaks his lockpick and must begin again. (Regarding hero points, Mercer's player can use them whenever he wants, but Mercer's villain-like ability to evade danger is best represented by using HP on defend-parry contests.)

Comments and questions, please.

07-24-2014, 03:37 PM
Only one more sign up available! Be sure to snatch it before it is gone! Submit for your spot at the following link - http://ppgcon.webs.com/

07-25-2014, 09:07 PM
Does anyone wanna see the draugr stat-block?

07-26-2014, 09:20 AM
Game's full as of this post. I highly encourage interested persons to swing by anyway and watch. If there's a seat open, you could still get in.

Also, I added a dice-rolling note to the Chatroom Conventions post.

08-06-2014, 10:50 AM
Our first scratch-made character is in, courtesy of Abigail! I'm going to post her first draft, and then the changes I'm recommending.


Enija, Redguard Companion, level 3
Abilities: P 13 (14), M 10, MP 8
Cast spell (healing) +3 (+1)
Fight-melee (double daggers) +2 (+1)
Detect +3 (+0)
Sneak +2 (+1)
Movement +1 (+0)
Perks: resist poison (+50%), adrenaline rush (regen 1/day), backstab, dual wielder, weapon focus (dagger), speech (persuade bonus)
Gear: large shield (parry +3), studded hide d6+1, 2 daggers d4+1, longsword d8+1, longbow d10, 20 flight arrows, bedroll, 45 lockpicks, torch, 10,000 gold, enchanted ring (+2 P), Amulet of Dibella (grants speech perk)
Concept (abridged):
As a Companion, Enija is a warrior, Redguard or not. Unfortunately, she’s not quite the same as most Redguards, as she’s nowhere near as brutish or loud. After moving to introduce herself to the companions, she quickly gained the reputation of being even lesser than a whelp. Despite that, Kodlak, was able to look past her outer timidness and see the woman who traveled hundreds of miles to be part of Jorrvaskr. The fire in her heart reminded him of his own and he gladly welcomed her into his guild. She fought valiantly to save (Kodlak) from his beasthood and when she found that she failed, the depression would have been unbearable without the help of her caring Shield-Siblings. They renewed the fire in her heart and she set out with Vilkas and Aela to get revenge. It wasn’t until S- died as well that she realized she had drifted from Kodlak’s wishes. After this realization, Enija went with her most trusted friends to rid themselves of the blood of the beast. Once there, she banished the beast from Kodlak as well as herself and Farkas.
Designer notes:
While Enija is timid and doesn’t talk much, she knows what to say to get people to listen, she can rally people pretty well, and has a good singing voice (which made for quite a hit with the companions!).But often she will sit out of any merriment or important meetings, which is why she isn’t too fond of the idea of fighting in the war. She often charges right into situations involving combat and enjoys the challenge of multiple enemies at once. Although that is the way she prefers to fight, she’s skilled at sneaking and has acute senses of detection. This helps if certain situations require a more, personal touch, you might say. She enjoys dual wielding but also carries a long sword and a bow.

First and foremost: Abigail did a great job! So I really don't need to recommend any drastic changes. But what I will do is construct Enija, bare-bones, like this:

Enija, Redguard Companion
Abilities: P 12, M 10, MP 8
Concept: a shy Redguard with an inner rage that comes out during dagger-play, motivating others, and singing.

That's the simplest Enija I can come up with. Abigail's designer notes contain a lot of good character concept ideas, so I'll be putting them in that section. (The "designer notes" sections used in the rulebook are mainly used to explain why some design choices were made, and what future changes might be.) Let's add 3 levels, which means 3 ability points, 3 skill points and 3 perks.

Enija, Redguard Companion, level 3
Abilities: P 15, M 10, MP 8
Fight-melee (+1)
Sneak (+1)
Detect (+1)
Perks: backstab, dual wielder, weapon focus (dagger)

Remember, parenthesis indicate the unmodified number. So Enija will have different bonuses for her skills, but you'll always know exactly where her three skill points are. So far, I'm pretty close to Abigail's ability score goals, and I've spent all of her level points. Enija still needs gear, some flaws and goals for her concept, and a use for her daily 3 hero points:

Enija, Redguard Companion, level 3
Abilities: P 14 (15), M 10, MP 8
Fight-melee +3 (+1)
Sneak +3 (+1)
Detect +3 (+0)
Cast spell (cure) +0 (+1)
Defend-parry +5 (+0)
Perks: backstab, dual wielder, specialize (detect), poison resistance d10
Gear: large shield (parry +3), studded hide d4+1, 2 daggers d4+1, longsword d8+1, longbow d10, 20 flight arrows, bedroll, 45 lockpicks, torch, 10,000 gold, Amulet of Dibella
Concept: a shy Redguard with an inner rage that comes out during dagger-play, motivating others, and singing. As a Companion, Enija is a warrior, Redguard or not. Unfortunately, she’s not quite the same as most Redguards, as she’s nowhere near as brutish or loud. But often she will sit out of any merriment or important meetings, which is why she isn’t too fond of the idea of fighting in the war. She often charges right into situations involving combat and enjoys the challenge of multiple enemies at once. Although that is the way she prefers to fight, she’s skilled at sneaking and has acute senses of detection.

Now we're almost done. Enija's studded leather armor isn't as bulky or stinky as hide armor, and being a light suit, only reduces her Physical by 1. I took one skill point out of detect, but supported her keen senses with the specialize perk. To maintain her spellcasting ability, I put the detect point in cast spell (cure) instead. Enija's low MP score gives her MP skills a penalty, and cast spell is one of these. I listed defend-parry in her skills, even though she doesn't have skill points in it - but she does gain a bonus from using her shield and her high P score, so it's worth remembering. Abigail can simulate the speech skill or the adrenaline rush with hero points, starting with 3 per day. She can regain hero points by roleplaying Enija's flaws, which I've bolded in her character concept. Finally, Enija gains a racial benefit, her choice of two, as mentioned earlier in the thread. I picked poison resistance because I thought it would be the most useful for Abigail-Enija.

What do we think?

08-07-2014, 04:07 PM
Hi registered (and unregistered) players:

I noticed that the game is listed, above, at being 75% roleplaying and 25% combat. While roleplaying should probably read "non-combat," I realized that the game is still a bit heavy on the combat side, and could run beyond our 3-hour time limit if I don't cut back on some of the encounters.

But I don't want to disappoint the roleplayers out there, especially in a game designed for roleplaying!

So let me know if you're fine with light socializing, traps, fights, and secret doors...

OR if you'd like me to include a social-puzzle as well!

08-15-2014, 11:40 PM
I'll play as Farengar for the con while i gt a feel for the system.

08-16-2014, 04:43 PM
Game's over, and I had fun! Thanks everyone for playing. I'm leaning toward running Part 2 of the game in September's minicon, but we shall see.

For now, I can really use questions and feedback. What did you think of the game system? What worked well, what didn't? What did you like or dislike? Don't be surprised if your questions show up in Modos RPG's FAQ section!