The Scrolls of Fate: Fate Elder Scrolls.

Changes to Fate Core

Stress Tracks

Scrolls of Fate uses 3 Stress Tracks, a Physical Track, a Mental Track and a Magicka Track. The Physical and Mental tracks both start at 2 boxes, and the Magicka track starts at 0 Boxes.


Scrolls of Fate uses a 10 metre radius from your character as a "single zone" when in open terrain.

Aspects and Phases

High Concept

Your High Concept must include your Race. So instead of being the Assassin with a Heart of Gold, you'd be a Khajiit Assassin with a Heart of Gold. You can Invoke this part of your High Concept as you would any other Aspect - a Breton Master Merchant could Invoke this aspect when resisting hostile spells, calling upon their natural resistance to magic. Each race also has uniquely available Stunts, listed below their entry. You may only purchase those if you have a suitable High Concept.

Another thing to note, at this point, is that you should make sure your High Concept supports a suitably heroic character. Both Fate and Elder Scrolls are games about Heroes. Yeah, in Elder Scrolls you can murder more or less on a whim, and even join a Guild of Assassins, but at the end of the day you Save the World - always. So while a Khajiit Baker might sound pretty hilarious (if only because of hairs in the dough), you also need to think of what makes them special - why do they rise up and become a hero. So yeah, you can be a member of the Thieves Guild, or even an Assassin (though perhaps not Dark Brotherhood, depending on the era / location chosen). You can not, however, use your thieving skills to rob the other players, or sabotage them in any way.



Years of living in the swamps of Black Marsh have left you at home both on land and in water, as well as more capable of resisting both poison and disease.

  • Histskin: You can invoke the power of the Hist to heal rapidly. You must spent a Fate Point to invoke the power of the hist, but after doing so you may either immediately clear any Physical Stress or remove a single Mild Consequence.
  • Waterbreathing: You can breathe underwater indefinitely, and can never be drowned in either salt or fresh water.


Capable and versatile folk with an innate resistance to the negative effects of Magicka.

  • Dragonskin: You can invoke your innate ability to partially absorb the effects of hostile spells targeting you. You must spend a Fate Point to invoke your Dragonskin, but after doing so you clear a single Magicka box each time you are targeted with a hostile spell. This lasts until the end of the encounter.
  • Magic Resistance: You gain a +1 to any rolls to Defend against or overcome the effects of Magicka.

Dark Elves (a.k.a. Dunmer)

The ash-skinned, red eyed, Elven people of far Eastern Empires are proud, aloof and value family and loyalty above all else.

  • Ancestor Guardian: You can invoke the spirits of your Ancestors to protect you from enemies. You must spend a Fate Point to invoke your Ancestor Guardian, but after doing so each time you successfully defend against a melee attack you inflict a 1-shift hit, dealing Fire Damage. If you succeed with style, you may choose to increase this to a 2-shift hit by forgoing the boost. Your Ancestor Guardian lasts until the end of the encounter.
  • Fire Resistance: You gain a +2 to any rolls to Defend against attacks that deal Fire Damage.

High Elves (a.k.a. Altmer)

The High Elves of Summerset Isle are the most naturally gifted in the arcane arts of all Tamriel's Races.

  • Enhanced Magicka: You gain 2 additional Magicka Stress boxes.
  • Highborn: You can call upon your Highborn power to regenerate Magicka quickly. You must spent a Fate Point to call upon this power, but after doing so you may either immediately clear any Magicka Stress.


The Imperials are well educated, shrewd diplomats, and master traders.

  • Imperial Luck: Twice per session, you may take a boost representing a financial windfall or to get a discounted on purchased goods.
  • Voice of the Emperor: When making Impress checks, you may target everyone in your zone with a single check. Further, you may spend a Fate Point and make an Impress check to Block a single target from attacking you (this block disappears if your any any allies attack your target).


Naturally gifted thieves and acrobats from the province of Elsweyr, the Khajiit are formidable hand to hand combatants, and peerless soldiers in darkness.

  • Claws: Your unarmed attacks count as a Weapon 2.
  • Nighteye: You never suffer penalties for operating in low or no light.


The children of the sky are tall, fair haired, incredibly resistant to cold, and are all strong, enthusiastic warriors.

  • Battlecry: You may target all non-allies in your zone with a single Threaten check. Further, you may spend a Fate point when making this check to create a Shaken advantage against anyone who fails to resist your threaten check.
  • Frost Resistance: You gain a +2 to any rolls to Defend against attacks that deal Frost Damage.

Orcs (a.k.a. Orsimer)

Peerless warriors when calm, and terrifying shock troops when berserk, the Orcs have been slowly winning acceptance through their battle and smithing prowess.

  • Berserker Rage: You can enter a Berserk Rage to become far more dangerous in combat. Entering a Berserk Rage costs a fate point after which you gain Armour 1, inflict 2 additional damage with any melee attacks, and gain a +1 to any application of raw physical power (breaking down doors, smashing things, etc). Your Berserk Rage either ends automatically at the end of the encounter, or when you forcibly calm yourself down. When your Berserk Rage ends, you automatically gain a Fatigue related Mild Consequence.
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The most naturally talented warriors in the world, the natives of Hammerfell boast a natural resistance to poisons and diseases, both natural and unnatural.

  • Adrenalin Rush: You can call upon an Adrenalin Rush to become quicker, more agile and possessed of greater stamina. Calling upon your Adrenalin Rush costs a fate point after which you may move up to 2 zones in addition to your action without penalty, and gain a +1 to all Acrobatics, Athletics and Fight checks. Your Adrenalin Rush either ends automatically at the end of the encounter, or when you stop to take a breather. When your Adrenalin Rush ends, you automatically gain a Fatigue related Mild Consequence.
  • Innate Hardiness: You gain a +1 to any rolls to Defend against any Poison or Disease.

Wood Elves (a.k.a. Bosmer)

The harsh and dangerous terrain of the Valenwood have led to it's natives growing an impressive resistance to Poison and Disease, as well as learning to communicate with it's animal dwellers.

  • Beast Tongue: You can talk to, and use social skills targeting, any animals or beasts.
  • Innate Hardiness: You gain a +1 to any rolls to Defend against any Poison or Disease.


Troubles follow all rules in the Fate Core book, with no alterations.


Try to pick out a name that is suitable to your Race, preferably one that won't get old by the end of the first session (especially relevant to the Argonian naming structure). Otherwise, no special rules here guys.

Phase 1: The Call to Adventure!

This is your first "adventure". It might be anything - the first time you struck out on your own, maybe you were kicked out of your home town for some reason, maybe you discovered something cool that ended up being a metric ton of trouble. Whatever it is, this will add elements to the game - a non-thieves guild gang of robbers is involved in your story? It's part of the game now! So make sure it's something cool, makes your character look like a badass, and would make a cool tavern story.

Just please, try not to make it to convoluted or esoteric - remember, someone else will be involved in this story, and if your story involves you being the sole survivor of one of Boethia's tournaments in Oblivion, then it's pretty damn hard for someone else to get involved in it (also: No, you can't have The Ebony Blade). Same goes for a story that happens on the opposite side of the world.

Phase 2: Meeting New People!

This is where you participate in someone else's first adventure. Try to link your inclusion to both the style of story, and your character type, while also not yanking the spotlight from them (remember, you're just a guest star in their story). To continue one of the above examples - you (new) friend, found something cool that ended up being a metric ton of trouble (because it turns out it's an ancient cursed artefact). They contact the local Mage's Guild for help with their vague magical problem, which leads to you being sent to investigate and assist (for a modest fee). So detail how you help them out, and come up with a suitable aspect.

Make sure you discuss their story with them, to make sure that the changes you make to it for your inclusion are ok - in fact, a great way to figure out how to get involved in their story is to ask for their ideas on how you could be involved. While it's totally cool that your Mage is included because some of the problems are magicka related, it is totally uncool for your to change their story into a tale of mages being amazing while their character does nothing (because they're a non-mage).

Phase 3: Even more Friends!

This is where the group collectively comes up with their first group adventure. This is where you should come up with your specific contribution - how your specific skills helped the group save the day (not how you saved the day - it's a joint adventure remember, not a solo act with some backup singers). Everyone should get a bit of spotlight time, and help out in their own way. This should be a hard one - you should come out alive, but battered. That way your friendship and trust in one another was forged in fire (quite possibly literally), so you're not going to betray one another at the clink of a few gold coins.

Once you've come up with a group story, create your phase aspect based on how you decided you contributed, or perhaps even something you learned from one of your fellow group members.

Skills and Stunts

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