CS – Rulebook

In order to make use of our character sheet system, you will have to use dice. Since ESO doesn’t have dice, we use a dice bot in our Discord server for duels, whereas for most DMed events the DM is the one rolling the dice for the whole party and posting the results.

If you’ve never used dice before, please don’t be overwhelmed! It really isn’t that confusing once you get the hang of it, and you can always ask questions.

Area of Effect (AOE) Attacks

While most abilities are generally used on single targets, it is also possible to use many of them in a general radius. When an attempt is made to deal damage in a generic area, it is referred to as an AOE attack. This can be done to either deal damage to multiple targets at once, or to attempt to bring an invisible target out of stealth by blindly attacking in a general region, in any form.

AOE attacks always impact NPCs without perks. As in, if you are in a DMed event and three bandits are near your character, you can try to set them all on fire at once. This also applies to summoned minions in player duels; you can attack both another player and their minion with an AOE.

But in multi-person duels, you need perks in order to deal damage to more than one player at a time.

Channeled Abilities and Interrupts

Some skills need to be channeled for one round before being cast. The only way to interrupt a channeled ability is by either having the Interrupt perk, which enables you to roll your defense modifier against the channeler’s defense, or by rolling a critical hit.

Likewise, channeled abilities will fail if the caster rolls a critical failure on the attempt. While channeling, the caster may roll their defense modifier against any attacks, but cannot attack.

Critical Hits

A natural 20 on an attack roll is always a critical success. If you get a 20 via your modifiers, it just counts as a high roll and not as a critical hit. But a natural 20 means your attack is successful and does double damage.

If you roll a natural 20 on your defense roll, you are automatically able to counter attack, which means you may roll a 1d4 to determine how much damage your foe took.

Your defense should always be rolled against your opponent’s, even if their attack is critically successful. Please note that in the case of rolling against a nat 20 attack, your defense mods don’t matter. A nat 20 attack can only be countered by a nat 20 defense, where the tie goes to the defender. In addition, if you roll a nat 1 defense against a nat 20 attack, you take triple damage (which is considered a mortal wound).

A natural 1 is always a critical failure. Whereas a 2 is just an ineffective move, a 1 is an outright failure. This means you can’t apply any mods to your natural 1—it is a miss no matter what. In addition to that, if you get a natural 1 during your attack or damage rolls you automatically do -1 damage to yourself.

Keep in mind some perks change the range of your critical hit or critical failure pool.

In summary:

Nat 20 on attack – double damage
Nat 20 on defense – counter attack, roll 1d4 for damage
Nat 1 on attack – you take 1 damage
Nat 1 on defense – you take 1 damage
Nat 1 on defense vs nat 20 on attack – you take triple damage
You should always roll defense, even against a crit.


When your HP hits 0, you are considered unconscious and out of the fight. You are near death and will die if not given medical aid. For this reason, we urge everyone to exercise extreme caution when continuing to fight when very low HP. We won’t force permadeath on anyone, but at the same time, we expect logical RP and IC caution of death–and while your character won’t die, they will suffer a consequence.

If your HP dips below 0 (such as getting damaged for 4 when at 2 HP), you will be “dead”. However, you can still be rezzed from this point if someone gets a successful healing roll on you. If you are successfully brought back from death’s door, you must take one of the mandatory death flaws. If you cannot be revived, you will be considered dead.

In addition to the mandatory death perk everyone must take when dipping under 0 hp, your character will take an attack and defense penalty of -5 for one week after the incident to reflect the severity of the wound. This is to prevent people from shrugging off falling to -10 hp and acting as if nothing happened just because they were healed.

If you do wish to risk permadeath, you can choose to roll a 1d20 when at 0 hp or below. If you roll 1-5 you die, if you roll 6-20 you are gravely wounded and will die in 1d4 rounds if not revived in that time.

Defense Modifier

Your defense modifier is static and does not change while in combat (with the exception of situational perks). Your defense rating is determined by the following:

– Putting points in the following skills: Light Armor, Medium Armor, or Heavy Armor
– The type of gear you are wearing (Light adds 1, Medium adds 2, Heavy adds 3, and Shield adds 1)
– Perks which add defense points

So, if you have an expert (+4 points) in heavy armor, and are also wearing heavy armor, your defense modifier would be 7. You must be wearing the armor type in order to take advantage of these modifiers.

It is important to keep in mind this is a largely OOC mechanic in order to determine how tough your character is. You can emote your defense being anything you want in combat–using a shield, putting up a magical ward, dodging, blocking with a sword, etc. But, the modifier always comes from your armor, not any weapons, magic skills, or other schools.


Some perks carry the special ability to disarm you for one turn. You can always pick up your weapon again next turn unless it is kicked away from you or destroyed. In addition to this, a natural 20 in a targeted attack against your weapon or shield will result in disarming.

Drain Effects

For spells that drain, transfer, or absorb life from other players, you roll your skill like normal with the appropriate modifiers applied (for instance, +5 mysticism). If your roll is successful, you remove 1 hp from your opponent and gain 1 hp for yourself, at a flat rate.

Dual Wielding

You can choose to use two different skills at once during combat, provided the skills you are attempting to dual wield are both at least expert level.

You can dual wield in any combination—using a shield to bash with one hand and stabbing with a sword with the other; shooting two fireballs at two different people; casting restoration magic with one hand and using an axe with the other; etc. In short, dual wielding applies to using two different types of attacks at once, as well as using the same attack on two different targets.

When you use two different attacks, you roll twice—one for each hand, with the appropriate modifiers applied. You then roll a 1d2 for each successful hit.

This enables characters to use two different attacks situationally, for a chance at hitting twice, but you won’t do more damage than someone just using one attack with the standard chance at a 1d4 hit. The damage roll is split because your focus is split, but the tradeoff is having double the chance of getting a successful hit.

You are not allowed to dual wield stuns–as in, you can’t paralyze someone with one hand and stab them with the other. All stun effects are considered to require full focus, i.e. both hands.

All standard modifiers and perks apply to each dual wielded ability. The only penalty comes from being limited to a 1d2 damage roll for each hand.

In addition, even if you’re holding two different things, if you choose to attack with only one, you can go for the full 1d4 hit.

Enchanted Armor

The armor enchanting system is a means to customize character abilities with the use of gear enhancements. Every piece of gear your character carries can theoretically be enchanted. The pieces of gear that may have an enchantment are as follows:

– Head
– Chest
– Legs
– Hands
– Feet
– Accessory (jewelry or trinket)

You can have multiple pieces of enchanted gear (such as three different enchanted helmets) as long as you only use one at a time. Additionally, you must document which set of enchanted gear your character is wearing prior to an arena fight or DMed event.

For every slot, you may only use one enchanted piece of gear at a time, with the exception of accessories. There is no limit to the number of enchanted accessories your character can carry.

All enchanted gear must be documented on your character sheet in order to be used with the CS system, and all gear is subject to approval along with the rest of the sheet. This is to ensure everyone is balanced and one person doesn’t carry 15 enchanted accessories or use enchantments that do not exist in the system during CS events.

Enchanted gear can be used by anyone; in other words, you don’t have to be an enchanter to use enchanted gear. However, we do ask that people RP with the enchanters in the guild to make new gear and not just make it up from NPCs. Existing gear you’ve been RPing is of course different–and if you can’t find an enchanter to RP with, then NPCing is acceptable.

Keep in mind that only the following enchantments can be used within the CS system. However, you are still allowed to have custom enchantments. These custom enchantments can be used outside of combat without dice rolls as flavor, but are still subject to sheet approval to ensure nobody is carrying something outlandish like enchanted daedric weapons.

Finally, the following enchantments do not stack with similar effects from perks or weapon enchantments.

– Increase Health (+1 health)
– Increase Magicka (+1 resilience)
– Increase Stamina (+1 survival)
– Night Vision (+1 to stealth checks at night)
– Water Breathing

– Affliction Resistance (-1 damage to poison or disease)
– Elemental Resistance (-1 damage to frost, shock, or fire)
– Hardened (decrease crit damage by -1)

– Nimble (+1 athletics)
– Regeneration (+1 to recovery rolls made out of combat)
– Riding (+1 riding)

– Assist (+1 health to healing done on others)
– Deft (+1 to lockpicking or pickpocketing)
– Fortify (+1 to a single specific non-combat or crafting skill)

– Bounding (+1 acrobatics)
– Muffle (+1 stealth)
– Speed (+1 athletics)

– Weight Bearing (gain the ability to carry more)
– Water Breathing
– Muffle (reduce noise of footsteps/gear, +1 stealth)
– Cat’s Eye (night vision)
– Detect Life
– Detect Undead
– Health Recovery contains a single healing spell per day, roll d20 to determine how much is healed)
– Mage Light (summon a ball of magicka for light)

Enchanted Weapons

You are allowed to use a weapon with an enchantment upon it. Enchanted weapons have additional effects which proc on a damage roll of 4. Meaning, you roll a 1d4 to damage as normal, and if you roll a 4, your weapon’s special effect procs. This applies to weapons treated with poison or paralytics as well as those enhanced by an enchanter.

You can also use enchanted weapons while dual wielding; all that changes is you must roll two 2s for a total of 4 damage for the effect to proc. In addition, if you are dual wielding two different enchantments (such as a flame sword and a shock dagger), you may choose which effect procs for each successful roll of 4.

Both enchantments and poisons change the damage type of the base weapon–so adding poison to a silver blade does poison damage, not silver. The only exception is if the target is immune to poison, such as a vampire or werewolf–in that case, the enchantment would have no effect and the weapon would do its base damage type.

Silver is considered an enchantment for the sake of the system, but is the only weapon type that does not do additional damage on a proc of 4. Instead, silver does additional damage to supernatural creatures based on their innate weaknesses.

The following enchantments are available:

You do an extra +1 damage on hit, as well as a guaranteed +1 damage in the next turn

Your opponent’s next defense roll is halved, with a minimum of 1

Your opponent’s next damaging attack can only hit at half potency, with a minimum of 1

You do an extra +1 damage on hit, as well as a guaranteed +1 damage in the next turn

You drain +1 extra health from your opponent and gain +1 healing as a result

Your opponent’s attack and defense are halved on the next round

You do an extra +1 damage to your oponent, but you take +1 too

Your opponent cannot attack for the next round, but they can defend

Fear Effects

Skills which have the chance to cause fear effects, such as intimidation or illusion magic, can be used in combat under specific circumstances.

If you wish to fear your target, you can cast the fear attempt against your opponent’s resilience roll on your turn. You may not attack while attempting to fear someone.

On your opponent’s turn, they roll resilience first; if it is lower than your attempt, they are feared, and can’t attack for that round.

On your next turn, you may attack as normal. Your opponent can defend and attack as normal, but for one round following being feared, they may only roll a d10 for both attack and defense.

Flow of Combat

Player 1 writes an emote describing their attack, then adds on a modifier at the end, based on the various skills, perks, and modifiers of their sheet, such as “Shoots a lightning bolt (+6 destruction).”

Player 1 rolls 1d20+6 (or whatever their modifier is).

Player 2 rolls 1d20+X for defense (with X being whatever their defensive modifier is).

If player 1 rolls higher than player 2, his attack successfully lands, at which point he can roll a 1d4 to determine how much damage player 2 took.

If player 2 rolls higher than player 1, he successfully defended against the attack, and gets to attack next.

Gambit System

The gambit system grants characters the chance to push themselves at the expense of their own health for the chance to succeed. OOCly, you must declare a gambit before making your roll; ICly, your character is risking themselves for a strategic strike.

When a player decides to declare a gambit, he or she may attempt to alter a skill check by trading health for skill BEFORE a roll is made. For every health spent, a +1 is added to the skill, to a maximum of +20 (including the normal value of the player’s skill modifiers). Any health used to boost a skill is considered lost as if the character was wounded and is explained as the toll paid for pushing toward such success.

A roll for the skill must still be made, even if the success would be a given on numbers alone, in order to determine critical success or failure. If a critical failure is rolled, the player attempting the gambit automatically has their health reduced to zero and are considered to be in a near-death state. It is mandatory to take a death perk, as well. This is explained in-character as the character failing spectacularly despite their best efforts and the failure coming at the cost of life.


Healing can never critically fail–you will always heal at least +1 health (so long as your target can be healed by the method you are using). However, successful healing will result in more HP being returned.

The success of your healing attempt will vary by your roll. This means skilled healers have a higher chance of successfully healing their target.

1-5 – You heal 1 health
6-10 – You heal 2 health
11-15 – You heal 3 health
16-20+ – You heal 4 health
Crit (natural 20) – You heal 6 health

Heals can be cast on individuals or in a group, so long as the group is reasonably close to each other and within AOE range.

Remember that most vampire strains cannot be healed by restoration magic. However, if you used blood magic or necromancy to heal a vampire, the above rules would also apply.

These rules also apply to vampires who feed to heal, except they roll an unmodified 20 per turn.

Health and Defense

All player characters have a starter pool of 12 health. It is possible to permanently or temporarily increase your max health pool by taking certain perks or wearing certain gear.

In addition to this, your current defensive capabilities will vary depending upon the details on your sheet. Perks, armor type, vampire strains and more will combine to make up your base defense for a fight. You add up this modifier before a fight based on your character’s present state and then use it in your defensive rolls.


In 1v1 duels between players, players will roll a 1d20 and apply any skill related bonuses of their choosing. The highest number goes first.

In the case of DMed events, the post order is determined by the alphabetical order in group.

Low Health

Once you reach 4 hp, you are considered at low health and at risk of imminent death. As a result, you can continue to fight, but will take a penalty to your attack, defense, and healing modifiers due to your weakened state. This penalty remains even if you manage to heal above 4 hp, to reflect the fact that even if you can keep fighting longer, you are severely wounded. The penalty will remain in place for 24 hours.

For the sake of the Arena, fights will be called once a combatant hits 4 hp or below.

4 hp – You roll a flat d20 for attack and defense
3 hp – You roll a d20-1 for attack and defense
2 hp – You roll a d20-2 for attack and defense
1 hp – You roll a d20-3 for attack and defense


If you have the ability to summon minions, be they wild creatures, undead, or daedra…

  • You spend your attack turn to roll the appropriate modifier to determine your minion’s health (conjuration, necromancy, etc). This turn can only be interrupted by your opponent utilizing the Interrupt perk or rolling a critical hit. Your minion cannot attack until the next turn, when it is successfully summoned.
  • Each minion has a HP pool dependent on your dice roll; it’s on you to keep track of your minion’s health.
  • Minions get their own dice roll in addition to your normal roll (so if you have 2 minions, you roll with your normal modifiers for yourself, then also roll for each minion).
  • Minions also have their own defense roll, which uses a flat d20. Minions must be specifically targeted by your opponent, unless they are using an attack or perk that can hit multiple targets at once.
  • If minions crit, they do an additional +1 damage.

The exact values of health pools depend upon your dice roll to summon it:

1 – Crit failure, you take 1 damage
2-5 – Minion has 2 hp
6-10 – Minion has 4 hp
11-15 – Minion has 6 hp
16-19 – Minion has 8 hp
20 – Minion has 10 hp

The minion’s attack and damage varies based on your skill in the ability used to summon the minion:

Novice – No damage roll, 1 damage on successful hit
Apprentice – No damage roll, 1d2 damage on successful hit
Adept – d20+1, 1d2 damage roll
Expert – d20+2, 1d3 damage roll
Master – d20+3, 1d3 damage roll
Grandmaster d20+4, 1d4 damage roll

Mounted Combat

By default, you can attack while mounted even if you have no riding skill. However, you cannot use any perks or modifiers on your roll. For example, if you have a +5 in destruction, you can still roll a 20 to use destruction from horseback, but you can’t apply your +5.

If you have riding skill, your skill modifier is added to your roll. For example, if you have a +3 to riding skill and use destruction from horseback, you add your +3 to riding instead of your destruction skill.

In order to have access to all of your ‘ground’ modifiers and perks, you must have taken the Mounted Combat minor perk.


When using a non-healing potion out of combat, it can never fail. For instance, a stealth potion will automatically make you invisible when consumed.

However, when potions are used in combat, or to heal, you must roll the skill level of your potion to determine its success.

Potion skill level is determined by the alchemy skill of the person who crafted it (including yourself, if you made your own potion); for example, if you get a potion from Bob and he has a +5 in alchemy, you would roll a +5 to use your potion. If the source of your potion is an NPC, they have an automatic value of +3.

When using a healing potion, it can never fail, but how successful it is will vary by your roll. This means higher quality potions with a higher skill level have a better chance of healing you.

1-5 – You heal 1 health
6-10 – You heal 2 health
11-15 – You heal 3 health
16-20 – You heal 4 health


We ask that everyone continues to RP and write their posts realistically regardless of modifiers. For example, if someone shoots you in the knee, you can’t run at them. If someone kicks sand in your eyes and dirt in your mouth, you probably won’t be casting spells effectively.


When characters are injured using the dice system, they take a loss to their HP. Based on how much HP your character loses, you need to spend time recovering from the injuries sustained. This is to maintain our standard of valuing life and make sure healers and potions are valued parts of RP. In other words, you can’t be near death one day and be on your feet the next.

There is of course flexibility in which specific injuries can be sustained for each tier, but as a general guideline:

0 hp = unconscious and near death
1-4 hp = life threatening injuries—broken bones, internal damage, excessive bleeding, etc
5-9 hp = critically wounded—heavy bleeding, loss of function, etc
10+ hp = mild to moderate injuries—cuts, burns, bruises, etc

Your character can recover a certain amount of HP every day. By default, you regen…

Mortals: +1 HP every day
Thralls: +2 HP every day
Werewolves: +2 HP every day (+3 if thralled)
Vampires: +3 HP every day

You can expediate things by using the healing rules once per day. For example, if you see a healer, the healer can use their healing modifier to give you a single HP boost per day. Your character can also use a single health potion per day (if mortal), or feed (if vampire).

The once per day rules apply when out of combat. You can gain HP from more than one healing attempt while in combat, with the logic that some of that is simply mitigating damage—but once combat is over, your character is stuck with their injuries until they heal.

Skill Progression

While everyone is encouraged to actively RP out progression and training, training does not automatically result in an increase of a skill. Instead, it’s to be assumed that your character gradually gets better at skills by regularly using them over time.

It takes the following amount of time to increase each rank:

Novice (+1) = 1 Month
Apprentice (+2) = 2 Months
Adept (+3) = 4 Months
Expert (+4) = 6 Months
Master (+5) = 8 Months
Grandmastery (+6) = 12 Months

These values are cumulative, so if you were starting from scratch, it would take 1 month to reach novice, 3 months to reach apprentice, 7 months to reach adept, 11 months to reach expert, 17 months to reach master, and 29 months to reach grandmaster

Obviously, you are under no obligation to increase a skill if it doesn’t make sense for your character–some people will never be above adept in a skill no matter how much they use it.


For the sake of the system and different dice modifiers, there are three types of stealth: environmental, magic, and potions.

Stealth – Environmental
You may enter stealth when the line of sight with your enemy is obstructed. Obstruction can be caused by debris, furniture, smoke, etc; anything that would otherwise be difficult to see through can serve as an obstruction you are hiding behind or within. No roll is needed to enter environmental stealth out of combat. Once in stealth, you can defend against attempts to detect you by rolling your stealth skill against the perception skills of those seeking to find you.

Stealth – Magic
You may enter stealth when in full sight of others as long as that stealth is magical in nature. When first entering stealth through magical means, you must roll the magic skill you are using to cloak with (illusion, shadow magic, etc) against the combat or perception skill your opponent uses. Once in stealth, you can defend against attempts to detect you by rolling your stealth skill against the perception skills of those seeking to find you.

Stealth – Potions
You may enter stealth through use of an invisibility potion. If you use the potion while out of combat, it will never fail, and you don’t need to roll for success. If you use it while in combat, you must roll the skill level of the potion. Potion skill level is determined by the alchemy skill of the person who crafted it (including yourself, if you made your own potion); for example, if you get a potion from Bob and he has a +5 in alchemy, you would roll a +5 to use your potion. If the source of your potion is an NPC, they have an automatic value of +3. Once in stealth, you can defend against attempts to detect you by rolling your stealth skill against the perception skills of those seeking to find you.

In addition to these methods of stealth, there are also rules for perception checks, combat, and damage.

Perception Checks
The perception checks for players are determined by their perception skills and modifiers. Valid perception skills are Spying for environmental stealth, and Resilience for stealth caused by magic or potions. If you don’t have these skills, roll an unmodified 20.
NPC enemies in DMed events are determined by an unmodified 20 unless the enemy is better at detecting stealth than a normal person.
A successive stealth detection roll does not remove that person from stealth, but allows them to be attacked by the person who found them.
Perception checks and damage-to-detect follow RP logic. If it doesn’t make sense for your character to be randomly setting an area on fire, it won’t be allowed. Likewise, there should be good reason for a person to roll perception if they are otherwise unassuming.

You may attack while in stealth, but once you’ve entered combat you are no longer cloaked from sight. The only exception is if you have a perk which enables you to stay hidden while attacking.

Stealthed targets can take damage from AOE attacks in their vicinity, but no direct attacks can be made against them. Taking damage draws you out of stealth, since your attacker would then know where you were.

Flow of Combat
Stealth/Perception precede Attack/Defend during a turn. As such, you roll for the former first and the latter second. A failure of the first immediately leads to the second at the discretion of the aggressing player. Therefore, stealth/perception follow the flow of combat and are at the beginning of every turn. A player that enters stealth can choose to waive an attack, which would then immediately go to the opposing player’s turn, which would go to a perception check if said player so desired. Emotes follow the end of resolved rolls during each turn.

Supernatural Affinity

Supernatural affinity is how close a character is to their curse, be it lycanthropy or vampirism. The closer a person is to such an affliction, the more it begins to present in their lives. This results in physical and metaphysical mutations.

Every five supernatural points earned through major and minor perks grants a character one optional mutation.

Mutations are largely custom and should fit the RP of the character while also being a good fit for the Elder Scrolls setting. A mutation cannot have a stat benefit but can offer utility benefits.

An example of a mutation would be a vampire being able to walk on walls or a werewolf developing a better sense of smell or sight while not being shifted. All mutations break the Veil in some form or another and give away the person’s cursed nature. They should be RPed with caution both IC and OOC.

An initial mutation occurs when vampires join the coven of the Dying Sun and taste the blood of the Synod. This mutation is free but required. Likewise, werewolves that are accepted into the Twin Manes will have a similar mutation given to them.

Some existing flavor perks can be considered mutations, but nothing with a stat advantage will be allowed. These mutations should be recorded on your character sheet through a CS update and require approval before being RPed.

Supernatural Proficiency

For some skills innate to vampires and werebeast such as feeding and a few unique bloodline abilities, you will have the opportunity to roll a flat base d20 like normal. Since there is no skill line for vampire or werebeast abilities, Supernatural Proficiency will be used to determine your modifier.

Supernatural Proficiency is determined by how many vampire or werebeast perks you have taken.
Major vampire or werebeast perks give +2 to your modifier.
Minor vampire or werebeast perks give +1 to your modifier.

So, if you have one major vampire perk and three minors, your feeding to heal roll would be +5. If you have no vampire or werebeast perks, your roll would be an unmodded 20. 

Please note for the sake of rolls, your supernatural modifier cannot go higher than 12. You can have additional vampire perks that would take you past this point, but 12 is the hard cap.


Some perks carry the special ability to stun your opponent for one turn. When this happens, they may still roll for defense, but may not attack for that round. ICly this can be a knock down, knock back, silence, or any other logical stun.