
# What is **Winter Takes The Weak**?
**Winter Takes the Weak** is a gritty tabletop adaptation of the world and atmosphere of _Skyrim_ into the **Mythras** roleplaying system. Rather than recreating the video game blow-for-blow, it translates the harsh northern province of Tamriel into a grounded, dangerous, skill-driven campaign where survival matters, steel has weight, magic has consequence, and every choice leaves tracks in the snow.

Built for **Mythras**, the game reimagines Skyrim’s peoples, weapons, armour, crafting traditions, magic, and wilderness threats through a more tactical and character-focused lens. Species such as Nords, Dunmer, Altmer, Argonians, Khajiit, Bretons, Imperials, Orcs, Redguards, and Bosmer are given Mythras-style characteristics, traits, cultures, passions, combat styles, and equipment rules. Weapons, armour, shields, jewellery, robes, staves, materials, crafting motifs, quality, and runes all combine into a modular equipment system that keeps the flavour of _The Elder Scrolls_ while using the mechanical bones of Mythras.

The result is a colder, harsher Skyrim: a place of barrow-haunted roads, desperate villages, old grudges, broken shrines, hungry forests, and ancient magic sleeping beneath stone. Heroes are not defined by classes, but by culture, training, passions, scars, and the choices they make when the fire burns low.

In **Winter Takes the Weak**, Skyrim is not a backdrop. It is the storm at the door, the blade in the dark, the voice in the ruin, and the winter that asks every traveller the same question:

**What are you strong enough to carry?**

# Step 1 - Choose your species

Players have a choice from 10 core species
* [[Altmer]]
* [[Argonian]]
* [[Bosmer]]
* [[Breton]]
* [[Dunmer]]
* [[Imperial]]
* [[Khajiit]]
* [[Nord]]
* [[Orsimer]]
* [[Redguard]]

# Step 2 - Allocate your characteristics

Each player has 84 points to allocate across their characters characteristics. Points are spent on a 1 for 1 basis and characteristics must meet minimum and can not exceed maximum amounts. Apply any racial bonuses or penalties once you've allocated all points.
Each characteristic is described below;
## Strength (STR)
STR represents physical strength: how much one can lift, how hard one can hit, and so on. Characters with a high STR are likely to be more heavily muscled whilst those with a low STR are somewhat on the scrawny side. STR is a component of the Damage Modifier (see page 9). If a character is reduced to zero STR he lacks the ability to move or lift objects, becoming bedridden until STR improves somehow (through natural healing or magic, for example).
## Constitution (CON)
CON is measure of health and hardiness. Those with a high CON are physically tough, and likely to be more resistant to disease or poison. Those with a low CON are less resilient, and may be prone to sickness and tire quickly. CON is a component in determining Hit Points (see page 10), and Healing Rate (see page 9). If CON falls to zero for any reason the character dies.
## Size (SIZ)
SIZ measures mass and helps indicate height and weight. The larger the SIZ the heavier or bigger the creature is likely to be. Most creatures’ SIZ has a higher minimum value than other characteristics, representing the smallest example of an adult of that race; which in the case of humans is 8. SIZ is used to help figure Hit Points (see page 10), as larger, heavier creatures tend to have greater endurance against damage. SIZ can also be used to determine a Character’s Damage Modifier, since mass helps to increase the force of a blow. SIZ provides rough limits to Height and Weight, depending on the character’s body frame (see page 9). If SIZ drops below the species minimum they are considered to have wasted away to the point they are bedridden.
## Dexterity (DEX)
Agility, balance, and reflexes are measured by DEX. Characters with high DEX are fast, nimble, and graceful of movement. Those with a low DEX tend to be lumbering and clumsy. DEX is an important aspect of Action Points (see page 8), and Initiative Bonus (see page 10). If a character is reduced to zero DEX they suffer functional paralysis, unable to move until the situation is rectified.
## Intelligence (INT)
INT is measurement of cognitive ability. It indicates the capacity for a character to think both logically and creatively. Those with a lower INT score are not necessarily stupid, but they are likely to be constrained in how creatively they can employ their wits. Creatures with an INT of 7 or below are considered sentient, retaining animal level instinct, and able to react to stimuli. Individuals with an INT of 8 or higher are deemed fully sapient. INT is a factor in calculating Action Points (see page 8), and Initiative Bonus (see page 10). If INT is reduced to zero the character becomes completely mindless.
## Power (POW)
Power is a measurement of a character’s soul, spirit, inner drive, and capacity for magic. It encompasses a number of different things and is a relatively abstract measurement, but is also one of the most important. POW is the characteristic that marks a character out to the gods or other supernatural powers, and is an indication of divine or magical potential, as well as being an indication of the force of their personal determination. POW governs a character’s Magic Points (see page 10), and Luck Points (see page 10). If a character’s POW ever drops to zero they lose all independent will.
## Charisma (CHA)
Charisma measures personality, and is independent of physical appearance. Someone with a high CHA for example, might be ugly or plain to look at, but blessed with a charm and wit that more than compensates for not being handsome. Likewise a low CHA might indicate someone who is radiantly beautiful but utterly shallow or simply meek. A good CHA is often useful for those who wish to be leaders or centres of their local community. Diehard loners and submissive followers tend towards the other extreme. CHA affects a character’s Experience Modifier (see page 9). If CHA is ever falls to zero, the character can no longer socially interact with others, becoming so painfully shy or antisocial they are ignored or even driven away.

### Altmer
| STR | CON | SIZ | DEX | INT | POW | CHA |     |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
|     | -1  |     |     | +2  | +1  |     |     |
|  3  |  2  |  8  |  3  |  8  |  3  |  3  | MIN |
| 18  | 17  | 18  | 18  | 20  | 19  | 18  | MAX |
### Argonian
| STR | CON | SIZ | DEX | INT | POW | CHA |     |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
|     | +2  |     | +1  |     |     | -1  |     |
|  3  |  5  |  8  |  4  |  8  |  3  |  2  | MIN |
| 18  | 20  | 18  | 19  | 18  | 18  | 17  | MAX |
### Bosmer
| STR | CON | SIZ | DEX | INT | POW | CHA |     |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
|     |     | -1  | +2  |     | +1  |     |     |
|  3  |  3  |  7  |  5  |  8  |  4  |  3  | MIN |
| 18  | 18  | 17  | 20  | 18  | 19  | 18  | MAX |
### Breton
| STR | CON | SIZ | DEX | INT | POW | CHA |     |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- |
|     |     |     |     | +1  | +1  | +1  |     |
|  3  |  3  |  8  |  3  |  9  |  4  |  4  | MIN |
| 18  | 18  | 18  | 18  | 19  | 19  | 19  | MAX |
### Dunmer
| STR | CON | SIZ | DEX | INT | POW | CHA |     |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- |
|     |     |     | +1  | +1  | +1  | -1  |     |
|  3  |  3  |  8  |  4  |  9  |  4  |  2  | MIN |
| 18  | 18  | 18  | 19  | 19  | 19  | 17  | MAX |
### Imperial
| STR | CON | SIZ | DEX | INT | POW | CHA |     |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- |
|     |     |     |     | +1  | +1  | +1  |     |
|  3  |  3  |  8  |  3  |  9  |  4  |  4  | MIN |
| 18  | 18  | 18  | 18  | 19  | 19  | 19  | MAX |
### Khajit
| STR | CON | SIZ | DEX | INT | POW | CHA |     |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | --- |
| -1  |     |     | +2  |     |     | +1  |     |
|  2  |  3  |  8  |  5  |  8  |  3  |  4  | MIN |
| 17  | 18  | 18  | 20  | 18  | 18  | 19  | MAX |
### Nord
| STR | CON | SIZ | DEX | INT | POW | CHA |     |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| +1  | +1  | +1  |     |     |     |     |     |
|  4  |  4  |  9  |  3  |  8  |  3  |  3  | MIN |
| 19  | 19  | 19  | 18  | 18  | 18  | 18  | MAX |
### Orsimer
| STR | CON | SIZ | DEX | INT | POW | CHA |     |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| +2  | +1  |     |     |     |     | -1  |     |
|  5  |  4  |  8  |  3  |  8  |  3  |  2  | MIN |
| 20  | 19  | 18  | 18  | 18  | 18  | 17  | MAX |
### Redguard
| STR | CON | SIZ | DEX | INT | POW | CHA |     |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| +1  | +1  |     | +1  |     |     |     |     |
|  4  |  4  |  8  |  4  |  8  |  3  |  3  | MIN |
| 19  | 19  | 18  | 19  | 18  | 18  | 18  | MAX |
# Step 3: Work out your attributes
## Action Points
How often a character can act in a combat round (see the Combat chapter) is determined by Action Points. How they are used is discussed in more detail on page 91, but to determine a character’s base number of Action Points take the sum of INT and DEX, and consult the chart below:

|           INT + DEX            | Action Points |
| :----------------------------: | :-----------: |
|           12 or less           |       1       |
|             13-24              |       2       |
|             25-36              |       3       |
| For every additional 12 points |      +1       |
## Damage Modifier
The bonus amount of damage a character inflicts when they physically strike or apply force. It is generally used in combat situations, but can also be utilised when attempting to break objects. The damage modifier is an extra die roll which is either added to, or subtracted from, the damage inflicted by the weapon or tool. If a negative damage modifier takes a weapon’s damage to zero or below then no damage at all has been inflicted. Add together STR and SIZ, and consult the Damage Modifier table:

| STR + SIZ | Damage Modifier |
| :-------: | :-------------: |
| 5 or less |      -1d8       |
|   6-10    |      -1d6       |
|   11-15   |      -1d4       |
|   16-20   |      -1d2       |
|   21-25   |       +0        |
|   26-30   |      +1d2       |
|   31-35   |      +1d4       |
|   36-40   |      +1d6       |
## Experience Modifier
Over the course of play characters improve their skills and capabilities. This is achieved through the use of Experience Rolls which are explained in more detail on page 71.

A character’s CHA score may adjust the number of Experience Rolls the character has, reflecting the relationship he has with his peers, and his reputation in his community. If CHA is high people are willing to put themselves out to help train or support the character whilst they undergo tuition. Conversely, if CHA is particularly low, there may be some difficulty improving one’s capabilities without the assistance of others; finding someone to spar against for example.

|      CHA      | Experience Modifier |
| :-----------: | :-----------------: |
|   6 or less   |         -1          |
|     7-12      |          0          |
|     13-18     |         +1          |
| Each 6 points |         +1          |
## Healing Rate
After receiving injuries, a character needs to recuperate. Healing Rate determines how quickly they naturally recover from wounds. Depending on the severity of the injury (see page 80), the Healing Rate denotes how many Hit Points are recovered per day, week or month.

|      CON      | Healing Rate |
| :-----------: | :----------: |
|   6 or less   |      1       |
|     7-12      |      2       |
|     13-18     |      3       |
| Each 6 points |      +1      |
## Height & Weight
A character’s height and weight depend on two things: SIZ, and the character’s body frame. Three body frames are provided; lithe (slender, athletic, underweight), medium, and heavy (broad shouldered,

| SIZ | Height (cm) | **Lithe (kg)** | **Medium (kg)** | **Heavy (kg)** |
| :-: | :---------: | :------------: | :-------------: | :------------: |
|  7  |   141-150   |     31-35      |      43-49      |     55-63      |
|  8  |   151-155   |     36-40      |      50-56      |     64-72      |
|  9  |   156-160   |     41-45      |      57-63      |     73-81      |
| 10  |   161-165   |     46-50      |      64-70      |     82-90      |
| 11  |   166-170   |     51-55      |      71-77      |     91-99      |
| 12  |   171-175   |     56-60      |      78-84      |    100-108     |
| 13  |   176-180   |     61-65      |      85-91      |    109-117     |
| 14  |   181-185   |     66-70      |      92-98      |    118-126     |
| 15  |   186-190   |     71-75      |     99-105      |    127-135     |
| 16  |   191-195   |     76-80      |     106-112     |    136-144     |
| 17  |   196-200   |     81-85      |     113-119     |    145-153     |
| 18  |   201-205   |     86-90      |     120-126     |    154-162     |
| 19  |   206-210   |     91-95      |    `127-133`    |    163-171     |
## Hit Points
Hit Points represent how much injury an area of the body can withstand before it becomes useless, possibly resulting in incapacitation, and ultimately the character’s death. The body of every creature is divided into separate locations – humans for example have seven; the head, chest, abdomen, arms, and legs – each location with its own hit points.

Some creatures, such as monsters or different classes of animal, by their very nature often have radically different body structures, yet each location they possess still has Hit Points. When a location’s hit points are reduced to a certain level through damage of any kind, then the character suffers certain c consequences that reflect the severity of the injury. For further information concerning wounds see page 80.

To calculate the Hit Points of each location, add CON and SIZ together and cross-reference on the Hit Points table.

### Altmer, Bosmer, Breton, Dunmer, Imperial, Nord, Orsimer, and Redguard use the table below.

| Location | 1-5 | 6-10 | 11-15 | 16-20 | 21-25 | 26-30 | 31-35 | 36-40 |
| :------: | :-: | :--: | :---: | :---: | :---: | :---: | :---: | :---: |
|   Leg    |  1  |  2   |   3   |   4   |   5   |   6   |   7   |   8   |
| Abdomen  |  2  |  3   |   4   |   5   |   6   |   7   |   8   |   9   |
|  Chest   |  3  |  4   |   5   |   6   |   7   |   8   |   9   |  10   |
| Each Arm |  1  |  1   |   2   |   3   |   4   |   5   |   6   |   7   |
|   Head   |  1  |  2   |   3   |   4   |   5   |   6   |   7   |   8   |
### Khajit use the table below

|  Location  | 1-5 | 6-10 | 11-15 | 16-20 | 21-25 | 26-30 | 31-35 | 36-40 |
| :--------: | :-: | :--: | :---: | :---: | :---: | :---: | :---: | :---: |
| Light Tail |  1  |  1   |   2   |   3   |   4   |   5   |   6   |   7   |
|    Leg     |  1  |  2   |   3   |   4   |   5   |   6   |   7   |   8   |
|  Abdomen   |  2  |  3   |   4   |   5   |   6   |   7   |   8   |   9   |
|   Chest    |  3  |  4   |   5   |   6   |   7   |   8   |   9   |  10   |
|  Each Arm  |  1  |  1   |   2   |   3   |   4   |   5   |   6   |   7   |
|    Head    |  1  |  2   |   3   |   4   |   5   |   6   |   7   |   8   |
### Argonian use the table below

|  Location  | 1-5 | 6-10 | 11-15 | 16-20 | 21-25 | 26-30 | 31-35 | 36-40 |
| :--------: | :-: | :--: | :---: | :---: | :---: | :---: | :---: | :---: |
| Heavy Tail |  1  |  2   |   3   |   4   |   5   |   6   |   7   |   8   |
|    Leg     |  1  |  2   |   3   |   4   |   5   |   6   |   7   |   8   |
|  Abdomen   |  2  |  3   |   4   |   5   |   6   |   7   |   8   |   9   |
|   Chest    |  3  |  4   |   5   |   6   |   7   |   8   |   9   |  10   |
|  Each Arm  |  1  |  1   |   2   |   3   |   4   |   5   |   6   |   7   |
|    Head    |  1  |  2   |   3   |   4   |   5   |   6   |   7   |   8   |
## Luck Points
Luck Points represent that strange force differentiating adventuring heroes from everyday folk. Call it fate, karma or simple good fortune. Luck Points can be used to:
* Re-roll the dice, if they are unfavourable
* Mitigate physical damage or other unfortunate circumstances
* Gain an edge at a vital moment in

|      POW      | Luck Points |
| :-----------: | :---------: |
|   6 or less   |      1      |
|     7-12      |      2      |
|     13-18     |      3      |
| Each 6 points |     +1      |
## Magic Points
A character's Magic Points are equal to their POW score.
## Movement Rate
All species with the exception of Khajit have a base 6 metre movement rate. Khajit have a base movement rate of 7 metres.

# Step 4: Allocate your Standard Skills
When applying species skills perform the following steps:
* Apply the static bonuses to [[Customs]] and Native Tongue: these are +40% to each, irrespective of the species chosen.
* Select three Professional Skills from the options offered
* If desired, select a single Combat Style
* Distribute 112 points amongst the listed Standard Skills, the chosen Professional Skills, and the Combat Style (if selected), increasing that skill by 1% for every point spent on improving it. Players are free to choose how much each skill is improved by, but each skill must receive a minimum of 5% and cannot receive more than 15%.

|      Standard Skill       | Base Percentage | Altmer | Argonian | Bosmer | Breton | Dunmer | Imperial | Khajit | Nord | Orsimer | Redguard |
| :-----------------------: | :-------------: | :----: | :------: | :----: | :----: | :----: | :------: | :----: | :--: | :-----: | :------: |
|       [[Athletics]]       |    STR + DEX    |        |    ☑     |   ☑    |        |        |          |   ☑    |  ☑   |    ☑    |    ☑     |
|        [[Boating]]        |    STR + CON    |        |    ☑     |        |        |        |          |        |      |         |          |
|         [[Brawn]]         |    STR + SIZ    |        |          |        |        |        |          |        |  ☑   |    ☑    |    ☑     |
|        [[Conceal]]        |    DEX + POW    |        |          |   ☑    |        |   ☑    |          |   ☑    |      |         |          |
|        [[Customs]]        |     INT x 2     | +40% ☑ |   +40%   |  +40%  | +40% ☑ | +40% ☑ |  +40% ☑  |  +40%  | +40% |  +40%   |   +40%   |
|         [[Dance]]         |    DEX + CHA    |        |          |   ☑    |        |        |          |        |      |         |    ☑     |
|        [[Deceit]]         |    INT + CHA    |   ☑    |          |        |   ☑    |   ☑    |    ☑     |   ☑    |      |         |          |
|         [[Drive]]         |    DEX + POW    |        |          |        |        |        |    ☑     |        |      |         |          |
|       [[Endurance]]       |     CON x 2     |        |    ☑     |   ☑    |        |   ☑    |          |        |  ☑   |    ☑    |    ☑     |
|         [[Evade]]         |     DEX x 2     |        |    ☑     |   ☑    |        |        |          |   ☑    |      |         |    ☑     |
|       [[First Aid]]       |    INT + DEX    |        |          |        |        |        |          |        |      |         |          |
|       [[Influence]]       |     CHA x 2     |   ☑    |          |        |   ☑    |   ☑    |    ☑     |        |  ☑   |    ☑    |    ☑     |
|        [[Insight]]        |    INT + POW    |   ☑    |    ☑     |        |   ☑    |   ☑    |    ☑     |   ☑    |      |         |          |
|        [[Locale]]         |     INT x 2     |   ☑    |          |   ☑    |   ☑    |        |    ☑     |        |  ☑   |    ☑    |          |
|     [[Native Tongue]]     |    INT + CHA    |  +40%  |   +40%   |  +40%  |  +40%  |  +40%  |   +40%   |  +40%  | +40% |  +40%   |   +40%   |
|      [[Perception]]       |    INT + POW    |   ☑    |    ☑     |   ☑    |   ☑    |   ☑    |          |   ☑    |  ☑   |    ☑    |    ☑     |
|         [[Ride]]          |    DEX + POW    |        |          |        |        |        |    ☑     |        |      |         |    ☑     |
|         [[Sing]]          |    CHA + POW    |   ☑    |          |        |   ☑    |        |          |        |      |         |          |
|        [[Stealth]]        |    DEX + INT    |        |          |   ☑    |        |        |          |   ☑    |      |         |          |
|         [[Swim]]          |    STR + CON    |        |    ☑     |        |        |        |          |        |  ☑   |    ☑    |          |
|        [[Unarmed]]        |    STR + DEX    |        |    ☑     |        |        |        |          |   ☑    |      |    ☑    |          |
|       [[Willpower]]       |     POW x 2     |   ☑    |          |        |   ☑    |   ☑    |    ☑     |        |  ☑   |         |          |
|                           |                 |        |          |        |        |        |          |        |      |         |          |
| Species [[Combat Styles]] |    STR + DEX    |   ☑    |    ☑     |   ☑    |   ☑    |   ☑    |    ☑     |   ☑    |  ☑   |    ☑    |    ☑     |

| Professional Skill | Base Percentage | Altmer | Argonian | Bosmer | Breton | Dunmer | Imperial | Khajit | Nord | Orsimer | Redguard |
| :----------------: | :-------------: | :----: | :------: | :----: | :----: | :----: | :------: | :----: | :--: | :-----: | :------: |
|     [[Acting]]     |     CHA x 2     |        |          |        |        |        |          |   ☑    |      |         |          |
|   [[Acrobatics]]   |    STR + DEX    |        |          |        |        |        |          |   ☑    |      |         |          |
|      [[Art]]       |    POW + CHA    |   ☑    |          |        |   ☑    |        |          |        |      |         |          |
|    [[Binding]]     |    POW + CHA    |        |          |        |        |        |          |        |      |         |          |
|  [[Bureaucracy]]   |     INT x 2     |   ☑    |          |        |   ☑    |   ☑    |    ☑     |        |      |         |          |
|    [[Commerce]]    |    INT + CHA    |        |          |        |   ☑    |        |    ☑     |   ☑    |      |         |    ☑     |
|    [[Courtesy]]    |    INT + CHA    |   ☑    |          |        |   ☑    |   ☑    |    ☑     |        |      |         |    ☑     |
|     [[Craft]]      |    DEX + INT    |        |    ☑     |   ☑    |        |   ☑    |          |        |  ☑   |    ☑    |    ☑     |
|    [[Culture]]     |     INT x 2     |        |          |        |        |        |          |        |      |         |          |
|    [[Devotion]]    |    POW + CHA    |        |          |        |        |   ☑    |          |        |      |         |          |
|    [[Disguise]]    |    INT + CHA    |        |          |        |        |        |          |   ☑    |      |         |          |
|  [[Engineering]]   |     INT x 2     |        |          |        |        |        |    ☑     |        |      |    ☑    |          |
|     [[Exhort]]     |    INT + CHA    |        |          |        |        |        |          |        |      |         |          |
|   [[Folk Magic]]   |    POW + CHA    |        |          |        |   ☑    |        |          |        |      |         |          |
|    [[Gambling]]    |    INT + POW    |        |          |        |        |        |          |   ☑    |      |         |          |
|    [[Healing]]     |    INT + POW    |        |    ☑     |   ☑    |        |        |          |        |  ☑   |    ☑    |    ☑     |
|   [[Invocation]]   |     INT x 2     |        |          |        |        |        |          |        |      |         |          |
|    [[Language]]    |    INT + CHA    |   ☑    |    ☑     |        |   ☑    |   ☑    |    ☑     |   ☑    |      |         |    ☑     |
|    [[Literacy]]    |     INT x 2     |   ☑    |          |        |        |        |    ☑     |        |      |         |          |
|  [[Lockpicking]]   |     DEX x 2     |        |          |        |        |        |          |        |      |         |          |
|      [[Lore]]      |     INT x 2     |   ☑    |    ☑     |   ☑    |   ☑    |   ☑    |          |        |  ☑   |    ☑    |          |
|   [[Mechanisms]]   |    DEX + INT    |        |          |        |        |        |          |        |      |         |          |
|   [[Meditation]]   |    INT + CON    |        |          |        |        |        |          |        |      |         |          |
|  [[Musicianship]]  |    DEX + CHA    |        |          |   ☑    |        |        |          |        |  ☑   |         |          |
|   [[Mysticism]]    |    POW + CON    |        |          |        |        |        |          |        |      |         |          |
|   [[Navigation]]   |    INT + POW    |        |    ☑     |   ☑    |        |        |          |        |      |    ☑    |    ☑     |
|    [[Oratory]]     |    POW + CHA    |   ☑    |          |        |   ☑    |   ☑    |    ☑     |        |  ☑   |    ☑    |          |
|   [[Seamanship]]   |    INT + CON    |        |          |        |        |        |          |        |  ☑   |         |          |
|   [[Seduction]]    |    INT + CHA    |        |          |        |        |        |          |   ☑    |      |         |          |
|    [[Shaping]]     |    INT + POW    |        |          |        |        |        |          |        |      |         |          |
|    [[Sleight]]     |    DEX + CHA    |        |          |        |        |        |          |        |      |         |          |
|   [[Streetwise]]   |    POW + CHA    |        |          |        |        |        |    ☑     |   ☑    |      |         |          |
|    [[Survival]]    |    CON + POW    |        |    ☑     |   ☑    |        |   ☑    |          |        |  ☑   |    ☑    |    ☑     |
|     [[Teach]]      |    INT + CHA    |   ☑    |          |        |        |        |          |        |      |         |          |
|     [[Track]]      |    INT + CON    |        |    ☑     |   ☑    |        |        |          |        |  ☑   |    ☑    |          |
|     [[Trance]]     |    POW + CON    |        |    ☑     |   ☑    |        |        |          |        |      |         |          |
## Apply Species Traits
Apply any species trait bonuses to the appropriate skills.
### Altmer
- Magic Affinity (+20% one Magic Skill)
- Aetherial Sensitivity (+10% Perception when detecting magic, enchantments, spirits, Daedra, or supernatural disturbances)
- Highborn Education (+10% to Lore Skill)
- Frail (−10% Endurance)
### Argonian
- Amphibious (Air & Water Breathing)
- Natural Armour (1 AP skin)
- Disease Resistance (+40% Endurance vs Disease & Infection)
- Claws (1d6 damage usable with Unarmed)
### Bosmer
- Stealth Mastery (+20% Stealth Skill)
- Disease Resistance (+20% Endurance vs disease & infection)
- Forest Stride (Ignore one grade of movement or skill penalty caused by natural forest terrain)
- Hunter's Instinct (+10% Track OR +10% Survival)
### Breton
- Magic Resistance (+20% to resist hostile magic, curses, possession, and supernatural coercion)
- Arcane Gift (+10% to one Magic Skill)
- Courtly Adaptability (+10% Courtesy or +10% Influence)
- Mixed Blooded Insight (+10% Insight)
### Dunmer
- Fire Resistance (+40% Endurance against fire, heat, and smoke-related harm)
- Ancestor Reverence (+10% [[Customs]], Lore or Willpower)
- Ash-Born Survival (+10% Survival)
- Sunlight Sensitivity (−10% Perception and Combat Style in harsh direct sunlight, snow glare, magically intensified brightness, or similarly painful bright conditions)
### Imperial
- Silver Tongue (+10% Influence Skill and +10% Commerce Skill)
- Starting Contact (Start play with GM-Approved Contact)
- Civic Education (+10% [[Customs]] Skill or +10% Locale Skill)
- Commanding Presence (+20% to Influence or Oratory when issuing orders, rallying allies, invoking law, rank, military authority, civic tradition, or negotiating from an acknowledged position of status)
### Khajit
- Dark Sight (Can see in darkness as dim light, excludes magical darkness)
- Claws (1d4 damage, usable with Unarmed)
- Enhanced Balance (+20% Acrobatics)
- Silent Paws (+10% Stealth when moving barefoot, climbing, stalking, or moving through darkness)
### Nord
- Cold Resistance (+40% Endurance vs Cold and cold exposure)
- Fear Resistance (+20% Willpower Skill vs fear)
- Snow-Strider (Ignore one grade of movement or survival penalty caused by snow, ice, sleet, freezing wind, or mountain cold)
- Battle Cry (+10% to Combat Style, Brawn, Endurance, or Willpower when the Nord openly bellows a challenge, war cry, oath, or defiant roar in a dangerous situation. The cry must be audible and obvious, making stealth impossible until the immediate action is resolved)
### Orsimer
- Dark Sight (Can see in darkness as dim light, excludes magical darkness)
- Berserk (enter a rage for a number of rounds equal to **CON/3, rounded up**. Gain **+10% to melee Combat Style and Endurance**, but suffer **−10% Evade, Influence, and ranged attacks** while berserk)
- Natural Armour (1 AP)
- Forge-Blooded (+10% Craft: Smithing, Engineering, or Armoury Skill)
### Redguard
- Fatigue Resistance (reduce fatigue penalties by one step)
- Poison Resistance (+20% Endurance vs Poison, Venom, or Toxins)
- Sword-Saint Training (+10% to Combat Style involving Swords, Curved Blades, Knives, Spears or Martial Duelling)
- Desert Runner (Ignore one grade of penalty from heat, thirst, sand, or dry terrain in arid environments)
# Step 5: Decide Passions
Each player chooses 1 passion from the species list of passions. Each character also has two other passions that are made by the player from the following list; Comfort, Desire, Despise, Destroy, Espouse, Fear, Flee, Foreswear, Hate, Love, Loyalty to, Protect, Repudiate, Respect, Seek, Subvert, Torment or Uphold. Reference to page 23 of the Mythras rulebook to work out starting passion amounts.

| Passion Type   | Meaning                                                                                                                                                                                             | Example                                                                                   |
| -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------- |
| **Comfort**    | You are driven to soothe, shelter, heal, or emotionally support the subject. This is gentler than Protect; it is about care, mercy, and reassurance.                                                | **Comfort the Grieving**, **Comfort Lost Children**, **Comfort the Dying**                |
| **Desire**     | You strongly want the subject, whether it is a person, object, status, experience, secret, or future. Desire can be noble, selfish, romantic, greedy, or dangerous.                                 | **Desire Ancient Knowledge, Desire Recognition, Desire the Ruby Crown**                   |
| **Despise**    | You hold contempt for the subject. This is colder than Hate; you look down on it, mock it, reject its worth, or consider it beneath respect.                                                        | **Despise Cowards. Despise Imperial Bureaucracy, Despise False Nobles**                   |
| **Destroy**    | You are driven to end, break, kill, ruin, dismantle, or erase the subject. This is an active, violent, or absolute Passion.                                                                         | **Destroy Vampires. Destroy the Thalmor Cell. Destroy Corruption**                        |
| **Espouse**    | You openly advocate for the subject. You speak for it, promote it, defend its value, and try to persuade others to accept it.                                                                       | **Espouse Nordic Independence, Espouse Mercy. Espouse the Old Ways**                      |
| **Fear**       | The subject frightens you. You may hesitate, freeze, avoid, obey, or become reckless when confronted by it. Fear does not always mean cowardice; sometimes it means wisdom with shaking hands.      | **Fear Daedra. Fear Deep Water. Fear Becoming Like My Father**                            |
| **Flee**       | You are specifically driven to escape or avoid the subject. This is more behavioural than Fear; when it appears, your instinct is to get away.                                                      | **Flee the Dead. Flee Enclosed Places. Flee the Thalmor**                                 |
| **Foreswear**  | You have sworn off the subject. You reject using, serving, loving, eating, wielding, or relying on it, usually because of a vow, trauma, shame, or discipline.                                      | **Foreswear Necromancy**, **Foreswear Skooma**, **Foreswear Killing Kin**                 |
| **Hate**       | You feel deep hostility toward the subject. Hate is hotter and more emotional than Despise, but less necessarily goal-driven than Destroy.                                                          | **Hate Slavers**, **Hate Oathbreakers**, **Hate the Undead**                              |
| **Love**       | You feel deep affection, devotion, attachment, or tenderness toward the subject. This can be romantic, familial, spiritual, patriotic, or idealistic.                                               | **Love My Sister**, **Love the Open Road**, **Love Skyrim’s Wild Places**                 |
| **Loyalty to** | You owe allegiance to the subject and feel bound to serve, support, obey, or stand with it. This is ideal for factions, clans, families, patrons, oaths, and homelands.                             | **Loyalty to the Companions**, **Loyalty to Clan or Caravan**, **Loyalty to the Hist**    |
| **Protect**    | You are driven to guard the subject from harm. This is more active than Love and more martial than Comfort. Protection may involve sacrifice, violence, vigilance, or hard choices.                 | **Protect My Younger Brother**, **Protect the Innocent**, **Protect the Sacred Grove**    |
| **Repudiate**  | You reject the subject publicly and morally. This is stronger than “disagree with”; you deny its legitimacy and may refuse association with it.                                                     | **Repudiate Necromancy**, **Repudiate the Empire**, **Repudiate False Prophets**          |
| **Respect**    | You honour, admire, or acknowledge the worth of the subject, even if you do not love or obey it. Respect can apply to enemies, traditions, laws, elders, or dangerous forces.                       | **Respect Worthy Foes**, **Respect the Old Laws**, **Respect the Power of Winter**        |
| **Seek**       | You are driven to find, uncover, reach, recover, or understand the subject. Excellent for explorers, scholars, pilgrims, treasure-hunters, and vengeance-bound heroes.                              | **Seek My Lost Father**, **Seek Dwemer Ruins**, **Seek the Truth of the Dragon Cult**     |
| **Subvert**    | You want to undermine the subject from within or weaken it indirectly. This is ideal for spies, rebels, manipulators, infiltrators, and political characters.                                       | **Subvert the Thalmor**, **Subvert Corrupt Jarls**, **Subvert Imperial Rule**             |
| **Torment**    | You are driven to make the subject suffer. This is crueler and more personal than Destroy. It implies punishment, vengeance, humiliation, or obsession. Handle with care; this one has sharp teeth. | **Torment My Betrayer**, **Torment Bandit Chiefs**, **Torment Those Who Mocked Me**       |
| **Uphold**     | You are committed to maintaining, defending, or living by the subject. This works beautifully for laws, codes, traditions, taboos, oaths, and ideals.                                               | **Uphold the Code of Malacath**, **Uphold Hospitality**, **Uphold the Honour of My Name** |
# Step 6: Calculate Starting Money
| Species      | Suggested Mythras Culture Equivalent | Starting Gold     | Reasoning                                                                                                                                                                |
| ------------ | ------------------------------------ | ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Altmer**   | Civilised                            | **4d6 × 75 Gold** | Altmer society is refined, scholarly, lineage-conscious, and magically educated. Their species file emphasises refinement, lineage, scholarship, and magical excellence. |
| **Argonian** | Nomadic                              | **4d6 × 25 Gold** | In Skyrim, Argonians are often outsiders, dockworkers, scouts, wanderers, and survivors. Their wealth should be modest unless career or background says otherwise.       |
| **Bosmer**   | Barbarian                            | **4d6 × 50 Gold** | Bosmer culture leans toward forest survival, hunting, stealth, tracking, and wilderness competence rather than urban wealth.                                             |
| **Breton**   | Civilised                            | **4d6 × 75 Gold** | Bretons suit courts, compacts, hedge magic, politics, and noble or mercantile networks, making Civilised wealth the best default.                                        |
| **Dunmer**   | Civilised                            | **4d6 × 75 Gold** | Dunmer culture is old, urban, political, ancestral, and House-based, even if many Skyrim Dunmer are refugees or exiles.                                                  |
| **Imperial** | Civilised                            | **4d6 × 75 Gold** | Imperials are the clearest Civilised match: law, roads, coin, trade, bureaucracy, legion, and civic authority.                                                           |
| **Khajiit**  | Nomadic                              | **4d6 × 25 Gold** | Khajiit in Skyrim are commonly associated with caravans, trade roads, exile, stealth, and mobility. Their wealth is likely portable rather than settled.                 |
| **Nord**     | Barbarian                            | **4d6 × 50 Gold** | Nords fit Mythras’ Barbarian model well: clan, hearth, hold, honour, survival, war stories, harsh land, and strong local ties.                                           |
| **Orsimer**  | Barbarian                            | **4d6 × 50 Gold** | Orc strongholds are martial, clan-bound, honour-based, craft-heavy, and self-reliant rather than urban-bureaucratic.                                                     |
| **Redguard** | Civilised                            | **4d6 × 75 Gold** | Redguards come from a sophisticated martial civilisation with trade, sword traditions, desert survival, and strong independence.                                         |
# Step 7: Background
Roll 1d100 and select a background event or make one up for your character.

| 1d100 | Event                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| :---- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 01    | A case of mistaken identity resulted in a period of imprisonment or some other punishment for your character. You have long<br>wanted to find whoever it was who was responsible for the crime you were punished for.                                                                                                                                                                                                                                                                                  |
| 02    | A curse has been placed upon your family. For generations all children of the opposite gender to your character have died in<br>tragic circumstances. It falls to each generation to select one who will find a way to lift the curse, and you are the chosen one.                                                                                                                                                                                                                                     |
| 03-04 | A girl in your community wants you to carry messages to a boy in another community. She pays you well enough and you<br>believe that the messages are love letters. But can you be sure? Why are these two not allowed to communicate directly? What<br>would happen if they did? What would happen if anyone else found out? And why did she choose you to be her messenger?                                                                                                                          |
| 05-06 | A group of travelling players visited your community and stayed for several weeks. They performed feats of legerdemain,<br>juggling and acrobatics. As a child you were enthralled, and spent as much time as you could with them. Then you were<br>kidnapped, carried far away from your homeland and abandoned. How did you escape? Did you even make it home?                                                                                                                                       |
| 07-08 | A priceless object owned or protected by your family was stolen by enemies. On his deathbed the head of the family made<br>you swear to retrieve it from the thieves. You’re not sure what the item is or why it is so special, but loyalty to your deceased<br>relative drives you to complete your oath.                                                                                                                                                                                             |
| 09-10 | A relative or family member has bequeathed you a secret: the whereabouts of a lost legendary heirloom; the location of an<br>imprisoned deity; or maybe the rituals for a special spell. The information is shrouded in family myth, and you have been<br>oath-sworn to either protect this secret or find and awaken it.                                                                                                                                                                              |
| 11-12 | A sibling has been betrothed to someone from your childhood that you consider an enemy. You are forced to make a sullen<br>peace with this new in-law but your hatred still burns beneath. What is worse is that you fear your sibling is being turned<br>against you. What can you do to set matters to rights?                                                                                                                                                                                       |
| 13    | You believe yourself to be suffering a divine or magical curse. Moan, groan and whinge at every opportunity, or remain<br>completely stoic at every misfortune that befalls you in the future.                                                                                                                                                                                                                                                                                                         |
| 14-15 | An old, warlike relative has died, bequeathing you a useless suit of armour which will fall apart the first time it’s used.<br>However the scratches and dents tell of great battles and a life of adventure. Despite the shoddiness of the armour you are<br>very fond of it and, when wearing it, you feel as if the spirit of your relative is watching over you.                                                                                                                                   |
| 16-17 | A scholar, priest or mystic visits your community, and demonstrates his almost supernatural wisdom. You are fascinated by<br>what you see but the individual does not remain long enough for you to learn more. You do, however, receive dreams that<br>show you meeting up with this person again and learning from him. When, where, and how will form a future part of the<br>story.                                                                                                                |
| 18-19 | Distant relatives demanded that you be sent to stay with them. Your father could not refuse – why was that? The relatives<br>treated you well but were always cold and distant with you, despite insisting that you live with them for several years. On<br>returning to your true family, they had also become distant with you. What is at the root of this strangeness? Why have you<br>been caught in the middle?                                                                                  |
| 20    | Fate has closely watched over you as you grew to adulthood. Siblings have drowned, friends died from plague, parents<br>disgraced, but you have emerged unscathed from everything. Are you truly blessed by the gods?                                                                                                                                                                                                                                                                                  |
| 21-22 | For some reason you have shamed your family and have been cast out. What did you do? Is there hope of reconciliation?<br>Were you to blame or were you just a scapegoat for someone else? At first you lived on your wits, but people in your<br>community grew suspicious and shunned you.                                                                                                                                                                                                            |
| 23-24 | It transpires that one of your parents is, in fact, a member of a noble family (and possibly even a prince or princess) who has<br>turned their back on their heritage to live a simple life. This does, however, mean you are an heir to a noble estate or title. Will<br>you ever realise your inheritance?                                                                                                                                                                                          |
| 25    | On your birthday two years ago it rained frogs. Last birthday it rained lizards. What will it rain this year? More to the point,<br>why does it rain strange things on your birthday?                                                                                                                                                                                                                                                                                                                  |
| 26-27 | Playing one day you discovered a dead man – a warrior – in the cellar or outbuildings. Who was he? And more importantly<br>who killed him? Was it your father, or worse still your mother, who had been looking rather nervous of late...                                                                                                                                                                                                                                                              |
| 28-29 | Somehow you have picked up a loyal companion or retainer. Maybe a childhood friend; perhaps a hanger-on from some<br>chance encounter. This does not necessarily make your companion a welcome presence, but the relationship has somehow<br>endured over the years.                                                                                                                                                                                                                                   |
| 30-31 | You come into possession of a mundane item that a friend or family member claims is magical. So far the item has not<br>exhibited any magical properties, and it could well be that some form of quest is needed to activate its magical abilities.<br>Worse, the item if known about may attract unwelcome attention. What the abilities are remain for the Games Master to<br>determine at an appropriate time.                                                                                      |
| 32    | You have been marked as special by the gods. You carry with you a symbol or marking that is of great reverence to a particular<br>religion or cult. The gods and the cult in question may be very far from where you were born, and may even be an enemy of<br>your culture, but this makes no difference.                                                                                                                                                                                             |
| 33-34 | You have a favoured and beloved pet which follows them everywhere. It has no abilities or special powers, but offers comfort<br>and companionship.                                                                                                                                                                                                                                                                                                                                                     |
| 35    | You have studied with a noted master, scholar or wise man. Whenever you meet up with the teacher, you can request personal<br>tuition for one or more of your related Professional Skills.                                                                                                                                                                                                                                                                                                             |
| 36-37 | You have suffered some form of horrific attack that has left you psychologically scarred, and extremely wary about the<br>situation or thing which harmed you. This might be nearly dying from drowning, man-eating lions or necromantic magic.<br>Whatever it is, gain a new passion of Fear (thing which harmed you) or roleplay your subsequent trepidation.                                                                                                                                        |
| 38-39 | You have sworn a fervent oath with a member of the opposite sex. You are compelled to help this person, and never betray<br>him or her. By some intuition you are always aware of their presence in your dreams, and sense any danger he or she is subject<br>to even when many miles apart.                                                                                                                                                                                                           |
| 40-41 | You were born into a once rich and powerful family that has somehow fallen on rough times or suffered a severe blow to its<br>reputation. Perhaps the family name is a mockery, or reviled, or even revered still by those who know the truth.                                                                                                                                                                                                                                                         |
| 42-43 | You were born with an unusual sensitivity to a particular substance, species of creature or type of supernatural power. When<br>the subject in question is nearby, you suffer a mild physiological effect such as tingling fingers, sneezing or headaches. Upon a<br>successful Perception roll you can determine the rough location of the detected thing.                                                                                                                                            |
| 44-45 | You were either born with, or somehow received, a mark, blemish or scar that resembles a glyph. The symbol does not exhibit<br>any power yet, but all who see it remark on it – some acting with wonder, and others fear. A quest of some kind is needed to<br>awaken the glyph; but is this wise? Only time will tell.                                                                                                                                                                                |
| 46    | You are magically gifted, attracting the attention of a scrying sorcerer, the priest of a cult or a wandering shaman. If<br>permitted, you may choose to enter a magical profession. If magic-using characters are not permitted, you instead become the<br>focus of that magician, who desires to extract your inherent power via some suitably nefarious, and possibly fatal, means.                                                                                                                 |
| 47    | You awoke one morning to find a valuable object, one with significant religious or ruling importance, lying in bed with you.<br>The question of how precisely it got there aside, do you keep the object with the intent to sell or use it later, or do you return it,<br>thus placing yourself under suspicion of its theft?                                                                                                                                                                          |
| 48-49 | When you were a child you nearly died from a fatal disease, but since then you have never, ever been ill. Are you simply<br>paranoid about any type of infection or do you believe you are immune to any form of contagion?                                                                                                                                                                                                                                                                            |
| 50    | Several years ago you were attacked by an unidentifiable wild beast, which nearly killed you. The creature vanished but<br>since that time you’ve felt an ominous presence when wandering the edges of your homelands. Thus far the beast has not<br>reappeared, yet perhaps it’s merely biding its time. What was the creature, and why is it hunting you?                                                                                                                                            |
| 51-52 | You spent your childhood as a slave before either escaping or being freed. The experience had a significant effect upon you.<br>How do you view slavery now? Do you hate and fear it, or did the experience institutionalise you?                                                                                                                                                                                                                                                                      |
| 53-54 | The eldest surviving member of your family harbours a great secret, and many times they have told you that when you are old<br>enough, it will be entrusted to you. What is this secret? When will the time be right? Your Games Master will decide, but until<br>then you must be patient. Can you contain your curiosity?                                                                                                                                                                            |
| 55-56 | As a child you witnessed some ceremony or ritual that had a profound effect on your psyche. The chants and dances haunt<br>your dreams, and you feel compelled to discover what it was you witnessed. The outcome of the ritual is unknown, it might be<br>for good or ill; you do not know. Its true nature must be discovered through adventuring.                                                                                                                                                   |
| 57-58 | Your family was hunted by powerful foes. Why is this? Why did your family need to keep moving and hiding? What do the<br>pursuers want? Are they still following you? Should you confront them? You are sick and tired of being on the run.                                                                                                                                                                                                                                                            |
| 59-60 | You are a bastard-born. Your mother swears your father was a man of note and station, but she herself is of low status, and<br>you are considered even lower than she is. Where your father is, no one knows, but you would love to meet him some day and<br>discover the truth about him. Perhaps, if reunited with your father, the stigma of your birth might be erased.                                                                                                                            |
| 61-62 | You are adopted. Your true parents either abandoned you or were killed, and the family that raised you has always accepted<br>you as one of their own – except for certain jealous relatives who see you as an imposter, and would gladly have you cast out<br>of the family so their own offspring might benefit. You have had to fight their resentment for most of your life but now things<br>appear to be coming to a head.                                                                       |
| 63-64 | You came across a tinker or peddler on the road. He offered to read your fortune for a silver piece, but you had no money, and<br>instead offered to share your meal with him, which he accepted. Reading your palm he declared you would become a great<br>hero and travel the world, but not before encountering ‘A great sorrow, a great victory, and a great reversal.’ You have often<br>wondered what he meant because none of those things have come to pass. Might the tinker have been lying? |
| 65-66 | You come from a family that is artistically adept. Their fame has spread far and wide, granting you access to high status<br>patrons if you yourself are an artist, craftsman or performer. Conversely it is a constant source of irritation when casual<br>acquaintances are taken aback at your lack of talent.                                                                                                                                                                                      |
| 67-68 | A sibling committed a heinous crime that has brought shame on your family. They fled soon after, vanishing entirely, casting<br>suspicion on you. Were you yourself falsely blamed for the crime? Or did you willingly confess, to preserve the remnants of<br>your family’s honour? Is blood truly thicker than water?                                                                                                                                                                                |
| 69-70 | You are a twin. Your brother or sister has similar characteristics and skills to yourself but you are clearly different people. Are<br>you close, as twins usually are, or estranged? You always seem to know where your sibling is, even if relations between you are<br>not good.                                                                                                                                                                                                                    |
| 71-72 | You are the sole survivor of a horrific catastrophe. Your entire family was wiped out by some tragedy leaving you to fend<br>completely for yourself.                                                                                                                                                                                                                                                                                                                                                  |
| 73-74 | You met a great hero (or villain) at a time when he or she was unknown. You suspected, perhaps, that this person was destined<br>for greatness (or infamy), but you still became friends before you parted. Will they remember you? Will you still be friends?                                                                                                                                                                                                                                         |
| 75-76 | Your elder brother or sister is (or was) a great hero for some reason, and you live somewhat in their shadow. You are desperate<br>to prove that you are your sibling’s equal, and want to outdo their deeds, proving that your family can produce more than one<br>hero.                                                                                                                                                                                                                              |
| 77-78 | Your family crossed a wealthy or influential family and have suffered because of it. That family is now your Enemy.                                                                                                                                                                                                                                                                                                                                                                                    |
| 79-80 | Your family follows a religion or philosophy unaccepted by the rest of your community. Possibly they have kept their beliefs<br>hidden, or perhaps they simply ignore the sneers and cold looks. Whatever, it marks you as different, and the increasing<br>persecution has made your convictions stronger.                                                                                                                                                                                            |
| 81-82 | Your family has a reputation for luck. Everything your family does turns-out splendidly; it has wealth it has never seemed to<br>work for; it has a strong reputation; no ill has ever befallen it. You have, however, heard something that makes you suspicious<br>of this charmed life you’ve led. How did you family come by this luck? Was a much higher price – perhaps a darker price –<br>paid for it?                                                                                          |
| 83-84 | Your family performed a great service for a wealthy noble or person of influence. As a reward you were taken into that<br>person’s service. You gain this powerful patron as an Ally.                                                                                                                                                                                                                                                                                                                  |
| 85-86 | Your family was ever cruel to you. Why, you do not know, but your siblings always seemed to receive better treatment and<br>more favour. You have always been denied. That is why, at the first opportunity, you left them behind, forgetting them and<br>seeking the life of an adventurer.                                                                                                                                                                                                           |
| 87-88 | Your hereditary line is slowly becoming extinct, every year one member of the diminishing family dies in a frightful and<br>twisted ‘accident’. What is behind this run of misfortune? Are you family cursed or has some evil agency taken to expunging<br>your blood line? Are you next?                                                                                                                                                                                                              |
| 89-90 | Your family was involved in some community event that has made them either famous or infamous. The legacy of what they<br>did follows you everywhere. What did your family do? Can you shake the reputation? Do you want to?                                                                                                                                                                                                                                                                           |
| 91-92 | Your family was wealthy once, but is now reduced to poverty. How did it lose its fortune? Was it due to circumstance or the<br>actions of others? If others, how did they ruin you – and how will you make them pay?                                                                                                                                                                                                                                                                                   |
| 93-94 | Your family, previously poor and beggared, has ever struggled to survive. Yet when you were a lad somehow your father<br>attained great wealth. How did they come by this money? What effect did it have on the family? Will somebody arrive to<br>reclaim or perhaps terminate the mysterious fortune?                                                                                                                                                                                                |
| 95-96 | Your family, through financial need, sent you into service with another family of some prestige. As their ward you have learned<br>many things about them including a dire secret that, if revealed, would get you killed. What is this hidden truth? What damage<br>could it do? Decide with your Games Master.                                                                                                                                                                                       |
| 97-98 | You accidentally killed a close friend or sibling when playing together. The horror of the situation caused you to flee,<br>remaining silent about the tragedy. When the adults finally went out to search for the missing adolescent no trace could be<br>found, although they searched the area where you left the body. You have lived with the guilt ever since, but whatever became<br>of you compatriot? Did they escape death or did something unspeakable happen to the body?                  |
| 99-00 | You recently experienced a supernatural epiphany which shook you. Whilst out alone a god personally came to speak with<br>you, or perhaps a host of spirits manifested and danced about you. The event, whatever it was, may be seen as a blessing by<br>the local community or conversely deemed blasphemous. In more secular societies the experience, if reported, could be viewed<br>as the onset of insanity.                                                                                     |
# Step 8: Choose a Career
Characters develop their career skills in the following way:
* Select up to three skills from the Professional Skills available to that career.
* Distribute 105 points amongst the career’s listed Standard Skills and whatever Professional Skills were chosen, increasing each skill by 1% for every point spent on improving it. Not all of the available skills need to be improved, but no individual skill can receive more than 15%. Newly chosen Combat Styles and Professional Skills start off at their base characteristic value. Choosing a Style or Professional Skill previously gained via cultural background simply allows the character to further apply some of their career skill points at this stage. Some of these skills such as Craft, Language or Lore offer choice of a specialisation. In these cases the speciality selected should be one which suits the character’s culture.

| Skyrim Career Name | Mythras Career | Skyrim Description                                                                                                                                                                                          | Standard Skills                                                                                                     | Professional Skills                                                                                                               |
| ------------------ | -------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------- |
| Agent              | Agent          | A spy, assassin, informant, Thalmor operative, Penitus Oculatus agent, Stormcloak scout, or quiet knife in someone else's war. Agents survive through secrecy, misdirection, and knowing when to vanish.    | [[Conceal]], [[Deceit]], Evade, Insight, Perception, Stealth, Combat Style (Concealed Weapons)                      | Acting, Bureaucracy, Commerce, Courtesy, Disguise, Language, Lockpicking, Streetwise                                              |
| Alchemist          | Alchemist      | An apothecary, herbalist, poisoner, temple brewer, witch's assistant, or wilderness potion-maker who understands plants, venoms, curatives, and the useful habit of labelling bottles before drinking them. | [[Customs]], Endurance, First Aid, Insight, Locale, Perception, Willpower                                           | Alchemy, Commerce, Healing, Language, Literacy, Lore (Alchemy), Lore (Poisons), Streetwise                                        |
| Animal Handler     | Beast Handler  | A stablehand, houndmaster, horse-breeder, falconer, caravan beast-keeper, or hunter who works with Skyrim's useful, stubborn, bite-prone animals.                                                           | Drive, Endurance, First Aid, Influence, Locale, Ride, Willpower                                                     | Commerce, Craft (Clothing), Healing, Lore (Animals), Survival, Teach, Track                                                       |
| Artisan            | Crafter        | A smith, leatherworker, tailor, bowyer, carpenter, jeweller, or enchanter's apprentice. Artisans make the things adventurers rely on, then watch those same adventurers immediately lose them in a cave.    | [[Brawn]], [[Customs]], Drive, Endurance, Locale, Perception, Willpower                                             | Craft (Smithing), Craft (Clothing), Craft (Woodworking), Craft (Jewellery), Craft (Enchanting), Commerce, Engineering, Mechanisms |
| Bard               | Entertainer    | A skald, bard, tavern singer, storyteller, dancer, actor, or mead-hall performer trained to turn history into song and poor decisions into public entertainment.                                            | [[Customs]], [[Dance]], [[Deceit]], Influence, Insight, Sing, Willpower                                             | Acting, Art, Courtesy, Language, Lore (Legends), Musicianship, Oratory, Streetwise                                                |
| Court Companion    | Courtesan      | A court companion, social entertainer, noble favourite, salon wit, or private confidant who survives through charm, discretion, beauty, conversation, and knowing exactly which secrets are worth coin.     | [[Customs]], [[Dance]], [[Deceit]], Influence, Insight, Perception, Sing                                            | Acting, Art, Courtesy, Gambling, Language, Musicianship, Seduction, Streetwise                                                    |
| Courtier           | Courtier       | A diplomat, noble retainer, advisor, envoy, emissary, clan negotiator, or court schemer familiar with jarls, thanes, Imperial officers, embassy etiquette, and polite lies.                                 | [[Customs]], [[Deceit]], Influence, Insight, Locale, Perception, Willpower                                          | Bureaucracy, Commerce, Courtesy, Language, Literacy, Lore (Politics), Oratory, Streetwise                                         |
| Farmer             | Farmer         | A crofter, homesteader, mill worker, field hand, beekeeper, or rural labourer from Skyrim's farms and settlements. Tough, practical, and painfully aware that wolves do not respect property lines.         | [[Athletics]], [[Brawn]], Drive, Endurance, First Aid, Locale, Willpower                                            | Commerce, Craft (Woodworking), Healing, Lore (Farming), Survival, Track                                                           |
| Fisher             | Fisher         | A lake-fisher, river fisher, dock worker, net-mender, ice-fisher, or coastal hand from places like Riften, Dawnstar, Solitude, or Windhelm's cold and cheerless docks.                                      | [[Boating]], [[Brawn]], Endurance, Locale, Perception, Swim, Willpower                                              | Commerce, Craft (Woodworking), Healing, Lore (Fishing), Navigate, Seamanship, Survival                                            |
| Herder             | Herder         | A goat-keeper, cattle hand, horse wrangler, mammoth-camp labourer, caravan animal guard, or upland drover used to weather, animals, and long silences broken only by bells and cursing.                     | [[Athletics]], [[Brawn]], Endurance, First Aid, Locale, Ride, Willpower                                             | Craft (Clothing), Healing, Lore (Herd Animals), Navigate, Survival, Teach, Track                                                  |
| Hunter             | Hunter         | A trapper, archer, fur-taker, game stalker, bounty tracker, or wilderness provider who knows the old trails, the smell of snow, and when the forest has gone too quiet.                                     | [[Athletics]], Endurance, Evade, Locale, Perception, Stealth, Combat Style (Hunting Weapons)                        | Craft (Clothing), Healing, Lore (Beasts), Navigate, Survival, Track                                                               |
| Merchant           | Merchant       | A trader, shopkeeper, caravaner, pawnbroker, fence, provisioner, or market factor who understands that every road is a vein, every town a heart, and every adventurer a purse with legs.                    | [[Customs]], [[Deceit]], Drive, Influence, Insight, Locale, Willpower                                               | Bureaucracy, Commerce, Courtesy, Language, Literacy, Lore (Trade), Streetwise                                                     |
| Miner              | Miner          | An ore miner, quarry worker, ebony digger, silver prospector, or stronghold labourer who spends too much time underground listening to stone, timber, and things that may not be stone or timber.           | [[Athletics]], [[Brawn]], Endurance, Locale, Perception, Willpower, Combat Style (Mining Tools)                     | Craft (Smithing), Engineering, Healing, Lore (Geology), Mechanisms, Survival                                                      |
| Mystic             | Mystic         | A monk, hermit, visionary, Greybeard aspirant, Khajiit moon-contemplative, Psijic-touched wanderer, or strange mountain soul who treats silence as a teacher and dreams as maps.                            | [[Customs]], Insight, Locale, Perception, Sing, Willpower, Combat Style (Monastic Defence)                          | Devotion, Folk Magic, Language, Lore (Mysticism), Meditation, Musicianship, Oratory, Trance                                       |
| Official           | Official       | A steward, clerk, tax collector, magistrate, quartermaster, scribe, guild recorder, or Imperial administrator who knows that ink can ruin lives just as surely as steel.                                    | [[Customs]], [[Deceit]], Influence, Insight, Locale, Perception, Willpower                                          | Bureaucracy, Commerce, Courtesy, Language, Literacy, Lore (Law), Oratory, Streetwise                                              |
| Physician          | Physician      | A healer, chirurgeon, wise-woman, battlefield medic, temple assistant, plague-tender, or village doctor who has learned that Skyrim produces injuries with impressive creativity.                           | [[Customs]], Endurance, First Aid, Insight, Locale, Perception, Willpower                                           | Alchemy, Craft (Clothing), Healing, Language, Literacy, Lore (Medicine), Lore (Diseases), Streetwise                              |
| Priest             | Priest         | A shrine-keeper, temple servant, priest of the Divines, Daedric cultist, ancestor devotee, travelling preacher, or sacred hermit who carries faith like a lantern into dark places.                         | [[Customs]], [[Deceit]], Influence, Insight, Locale, Sing, Willpower                                                | Bureaucracy, Courtesy, Devotion, Exhort, Folk Magic, Language, Literacy, Lore (Religion), Oratory                                 |
| Sailor             | Sailor         | A sailor, pirate, smuggler, dockhand, riverhand, oarsman, or Sea of Ghosts survivor familiar with wet ropes, bad weather, worse captains, and the horror of falling overboard in Skyrim.                    | [[Athletics]], [[Boating]], [[Brawn]], Endurance, Locale, Swim, Combat Style (Shipboard Weapons)                    | Commerce, Craft (Woodworking), Language, Lore (Sea of Ghosts), Navigate, Seamanship, Survival                                     |
| Scholar            | Scholar        | A scribe, lorekeeper, ruin researcher, Dwemer scholar, Nordic barrow obsessive, College assistant, or professional reader of books that probably should have stayed shut.                                   | [[Customs]], Insight, Locale, Perception, Willpower                                                                 | Bureaucracy, Language, Literacy, Lore (History), Lore (Dwemer), Lore (Magic), Research, Teach                                     |
| Scout              | Scout          | A ranger, pathfinder, outrider, bounty hunter, military scout, guide, or explorer trained to find roads, enemies, campsites, ruins, and ideally the way back again.                                         | [[Athletics]], Endurance, Evade, Locale, Perception, Stealth, Combat Style (Scout Weapons)                          | Healing, Lore (Geography), Navigate, Survival, Track                                                                              |
| Shaman             | Shaman         | A spirit-talker, Skaal seer, Reach wise-one, Hist-speaker, Ashlander ritualist, Orc wise-woman, or wilderness mystic who speaks with old powers that polite civilisation pretends not to hear.              | [[Customs]], [[Dance]], First Aid, Insight, Locale, Sing, Willpower                                                 | Binding, Devotion, Folk Magic, Healing, Lore (Spirits), Trance, Survival                                                          |
| Sorcerer           | Sorcerer       | A mage, wizard, witch, warlock, necromancer, College apprentice, court wizard, hedge-mage, or tower-dwelling problem waiting to happen.                                                                     | [[Customs]], [[Deceit]], Influence, Insight, Locale, Perception, Willpower                                          | Enchanting, Folk Magic, Invocation, Language, Literacy, Lore (Magic), Shaping                                                     |
| Thief              | Thief          | A burglar, pickpocket, smuggler, tomb robber, fence, cutpurse, con artist, Riften rat, or desperate survivor with quick hands and quicker excuses.                                                          | [[Athletics]], [[Deceit]], Evade, Insight, Perception, Stealth, Combat Style (Concealable Weapons)                  | Acting, Commerce, Disguise, Lockpicking, Mechanisms, Sleight, Streetwise                                                          |
| Warrior            | Warrior        | A soldier, guard, mercenary, Companion, bandit, shield-bearer, duelist, pit fighter, caravan guard, or hard-bitten professional who has learned that armour is cheaper than resurrection.                   | [[Athletics]], [[Brawn]], Endurance, Evade, Unarmed, Combat Style (Cultural Style), Combat Style (Specialist Style) | Craft (Smithing), Engineering, Gambling, Lore (Military History), Lore (Strategy and Tactics), Oratory, Survival                  |
# Step 9: Bonus Skill Points
At this stage every character gains an additional pool of ‘free’ skill points based on age, which can be distributed amongst his existing skills. These are provided so that the character can be rounded out, and given particular interests or areas of expertise. The default for adult characters is a pool of 150 points, with a limit of assigning no more than 15 points per skill.

Bonus Skill Points are used in the following way:
* Allow the character the option of choosing one final new Combat Style or Professional Skill, reflecting a personal hobby or interest.
* Distribute points amongst whatever skills the character currently has; increasing each skill by 1% for every point spent on improving it.
* Save for the optional hobby skill, no points may be assigned to those Combat Styles or Professional Skills not learned as part of their Culture or Career.
# Step 10: Starting Equipment
[[Weapons - 1 Handed]]
[[Weapons - 2 Handed]]
[[Weapons - Ranged]]
[[Weapons - Clubs & Staves]]
[[Armour - Light]]
[[Armour - Medium]]
[[Armour - Heavy]]
[[Jewellery]]

# Step 11: Choose a Faction
Players can choose to be part of a faction, cult, brotherhood, or religious order as part of their character creation.
To select a faction click to view  [[Factions]] page.
# Step 12: Name your character and establish connections with other characters
Select a name for your character.
Players are encouraged to create connections with other characters that will allow them to work together in a collaborative way.
