The Elder Scrolls: Betrayal of the Second Era Rulebook
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https://botse-helper.com/docsComprehensive rules and gameplay mechanics for The Elder Scrolls: Betrayal of the Second Era v1.0. Documentation covers adventurer creation, inventory management, game phases (Encounter, Reward, and End of Day), overland movement, and detailed battle rules including Clash and Delve encounters, social checks, and enemy skill mechanics.
What's inside The Elder Scrolls: Betrayal of the Second Era
- The Legerdemain skill line is unique because it costs no Stamina or Magicka to use. It is situational in its application. When a die's text indicates it may be rolled, the player chooses whether to roll it and apply the results. Generally, dice are returned to attribute rows after use, including tenacity results. However, specific results (such as those in Finders Keepers and Light Fingers) that explicitly state 'Exhaust this die' override this general rule.
Overview of the Acrobatics skill line
The Acrobatics skill line is unique because its effects remain active while the skill's dice are placed in the cooldown track. When Acrobatics skill dice are exhausted outside of 'engage' actions, they are placed in the cooldown track with a Tenacity result. The skill line is associated with the Stamina stat and requires no specific Battle Form.Understand Speech skill mechanics for the Thief class
Speech skills for the Thief class are associated with the Stamina stat. Each Speech die has a number indicating the strength of its effect. When multiple dice of the same skill are rolled together, their numbers are combined to increase the overall strength of the effect.Set up the Jailbreak Introduction encounter
v1.0The Jailbreak Introduction is a 'clash' type battle used to introduce players to battle rules and finalize adventurer creation. The outcome of this battle determines available class options for the adventurers. To set up this encounter, place the clash tile in the play area, connect the smaller entrance tile as shown in the game diagram, and place the cache chip in the designated hex.Perform End of Battle Cleanup for Jailbreak Introduction
v1.0After the Jailbreak Introduction battle, perform the following cleanup:
- Enemy Chips: Place all level 1/5 and level 10/20 enemy chips back into their respective enemy bags.
- Dice Management:
- Remove and exhaust remaining skill dice from active slots.
- Recover any drained skill dice.
- Keep skill, status, light fatigue, or overfatigue dice in the cooldown track.
- Resources: Keep any tenacity and items gained during the battle (unless opting not to base class choice on achievements).
Understand Miscellaneous item mechanics
Miscellaneous items in the system encompass a broad range of abilities that do not follow the mechanics of other item subtypes. Each item marked with the Miscellaneous icon functions according to its own specific description.Select Class Rewards after Jailbreak Introduction
v1.0Instead of standard XP rewards, adventurers choose a class based on achievements completed during the Jailbreak Introduction encounter.
Selection Process:
- Each adventurer identifies the classes they earned based on their achievements.
- Each adventurer chooses 1 of those earned classes and takes the corresponding class sheet.
Handling Limited Options: If an adventurer has fewer than 2 classes to choose from:
- They must wait until all other adventurers have chosen.
- They set aside any class sheets earned via achievements.
- They shuffle all remaining class sheets (not just those left over from others).
- They draw sheets until they have a total of 2 options (including any earned via achievements) and then choose 1.
Set initial party XP for Session 1
The starting party XP depends on the chosen starting encounter: if starting with the Jailbreak Introduction encounter, party XP starts at 1; otherwise, it starts at 2.Light Armor skill line overview
The Light Armor skill line for the Mage class focuses on enhancing magic-based playstyles using counters in active slots.
Key mechanics include:
- Persistence: Unlike most active dice, Light Armor dice may be chosen to not exhaust at the end of battle, allowing them to persist between encounters.
- Exhaustion: A Light Armor die is exhausted when its value is reduced to a number not printed on the die.
- Usage Constraint: Light Armor dice cannot be rolled outside of battle, though dice already in active slots can still be used as described by their abilities.
- Associated Stat: Magicka
- Required Battle Form: Magic (Range: Up to Magicka stat). Combat dice cannot be gathered to roll with this form.
Understand the three battle modes
v1.0Battles occur on a battle map and are categorized into three modes based on the encounter text:
- Clash: A short, straightforward encounter set on a single clash tile.
- Delve: A battle of exploration where the party reveals and connects additional map tiles by drawing delve cards.
- Dungeon: A battle within a stronghold using a specific diagram to set up a multi-tile map with special rules.
Understand the Overland Map layout and navigation
The overland map is divided into hexes containing various terrain features, each represented by a specific map icon. Navigation is aided by a compass that indicates cardinal directions and directions associated with specific die rolls.Manage campaign progress with the Campaign Journal
The campaign is played across 3 game sessions. Because some information cannot be tracked on adventurer mats, players use a Campaign Journal to record events from each session on a single sheet. This journal is used for reference at the start of future sessions. Journal sheets are available on the included pad or via the Chip Theory Games website.