Matrons of Murder

Game Master Umineko

Six new recruits have joined the Dark Brotherhood, each born under certain signs, marking them as children of destiny. What role in destiny will they play for the guild of murder, however?

Story, Rules, Guidelines, and Character Sheets:
Tamriel is a land that can rarely claim it has peace, and when it can, it's usually uneasy, at best. With the High Elven Aldmeri Dominion of Sumerset Isle still in power, never has this ever been more true. Their quest for political and magical domination has scarred the landscape of several countries and dissolved its fair share of factions and political parties. They had made some uneasy alliances out of the Khajiit of Elswyer and the Wood Elves of Valenwood in the past, but those certainly didn't last for long. All nations feel that they must defend themselves from the Aldmeri Dominion, while the Aldmeri Dominion feels they need to put all nations back in their place.

Only one faction seems to thrive off the chaos that this has caused, and that faction is the Dark Brotherhood. Having found itself back to its old glory with its even older traditions, the Guild of Murder hasn't seen a day go by without several contracts being brought to them. Travel has been perilous with the mistrust and suspicions from the governments of the various provinces, though, so several murderers within the guild have found themselves doubled, tripled, even quadrupled up for protection. Despite this, though, the Brotherhood has continued to keep their eyes everywhere...but whose eyes are upon them?

This game is set 50 years after the events of Skyrim, focused on the going ons in the Dark Brotherhood. The Brotherhood has risen back to power, with its traditions back to the way they were in Oblivion, with the Black Hand, the Five Tenets, and of course, the Night Mother. Ranks certainly have grown in 50 years, with several sanctuaries being made and rebuilt all over Tamriel, but they are still small, with only veteran members in them. New recruits are sent to the Dawnstar Sanctuary in Skyrim, it being the most populated and most hospitable. While it is in Skyrim, most members in that sanctuary are still sent to other provinces of Tamriel, as there are just too many contracts for the other sanctuaries to keep up with.

This is going to be a freeform game, so no need to learn a whole new system, but keep stealth and secrecy in mind when PCs are fulfilling contracts. Common sense prevails here: don't advertize ties with the Dark Brotherhood, don't kill in the middle of a crowd when unnecessary, don't brag about a kill in the middle of an inn, so on, so forth. Investigations will also be held when the murders are discovered, and while not nearly as sophisticated by today's standards, their methods will prove efficient enough to determine the basic idea of how the murder took place. Such an investigation can produce evidence as to the murderer's identity, should such evidence be left behind. If a PC has acted suspicious before the murder took place (asking too many questions about the victim, being seen waiting outside the place of murder, etc.), guards may approach and bring them in for questioning. As this will only affect things at a local level, it will rarely affect characters that may never go to that city again, but it is still something to keep in mind.

Characters may be from any of the ten core races of the Elder Scrolls universe: Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Orc, Nord, Redguard, and Wood Elf. Each character may have two adept skills, three apprentice skills, and four novice skills. There won't be any checks or need to roll dice for skills, but I will use them as a determining factor as to whether or not a character is able to succeed at a certain goal. Adept skills will be what a character is most known for and will most likely succeed at, apprentice skills are what a character will have a knack at doing naturally to relative success, and novice skills are what a character will have at least a rudimentary grasp on, more like a hobby sort of thing. Skills can be trained in-character to make them more effective, but the process will be slow if not used in practice.
The following will be the list of skills available and a brief description of them for this game in three categories: Combat, Magic, and Stealth. Stealth skills are a high priority for this game, but by no means are they required if you feel they won't fit the character.

Combat Skills
One-handed: weapons meant to be wielded with one hand. Typically light, yet can be difficult to conceal. Includes longswords, maces, and war axes.

Two-handed: heavy weapons meant to rend through flesh and bone that can only be swung using both hands. Nigh-impossible to conceal. Includes greatswords, battle axes, and warhammers.

Heavy Armor: bulky, clunky shells of metal that are hard to penetrate. Includes iron, steel, dwemer, orcish, ebony, and daedric.
Martial Arts: the disciplines of fighting without weapons, using fists and feet to deal lethal blows. With many distinct styles, each martial artist can be more effective in certain situations than they are in others.

Smithing: the ability to smelt weapons and armor, and enhance them to make them even stronger. Being better in this skill means one can craft better equipment. Ores and materials must be gathered to make certain things, and better ores and materials are harder to find, but worth it in the end.

Magic Skills
Destruction: the school that utilizes magicka to harm foes. This comes in the form of fire, frost, or shock.

Fire: magic that sets foes ablaze, furthering the damage caused. Higher-level spells tend to burst in an area, lighting several foes ablaze at once. Despite the flames, it is much less effective as mundane fire at igniting objects for very long.

Frost: magic that chills foes to the bone, exhausting them and making them move slower. Higher-level spells can freeze opponents in place, though they are never fully encased in ice.

Shock: magic that electrifies enemies. It is rather effective against foes in metal armor or drenched in water, as well as against other spellcasters, as the electricity disrupts concentration and innate magicka. Higher-level spells can arc from one target to another and cause foes' muscles to spasm and seize up.

Conjuration: the school that can open the gates of Oblivion to summon daedra to the mortal realm, serving the bidding of their conjurer for a short time, or summoning the spirits of the dead to corpses, reanimating them until they fall to ash.

Daedric summoning: summons from the planes of Oblivion, though only for a short time. Most use this for aid in combat, distracting and attacking foes with a scamp, atronach, or dremora, though it can have other practical uses, such as sending a messenger or distracting a person. The higher the level of knowledge if this practice, the more powerful the daedra that can be summoned, and the duration of the summon becomes longer.

Necromancy: typically frowned upon in most societies, though few countries have outright banned its practice. Reanimating the dead has its uses, such as having another body in combat or making a helper in magical experiments, but the process is hard on the host corpse, and when the body takes too much abuse or the spirit remains in it for too long, the body crumbles to ash, rendering it unable to be used again. The higher the level of knowledge in this field of conjuration, the longer the reanimation can last, and the more abuse the corpse can take before reducing to ash.

Illusion: the school which meddles with the minds of self, friends, and foes alike. Perhaps the most versatile school, there are spells which range from influencing emotions to leaving the caster invisible to the naked eye.

Charm: magic that changes the disposition of a person more favorably towards the caster. Useful for prying out information that one would typically keep hidden from strangers, or convincing a person to follow their new “friend” to a secluded location.

Calm: changes hostile creatures into a more docile state, making them lose the urge to attack. If they're attacked while calmed, however, they will still feel the need to defend themselves.

Fear: causes creatures to run away from the caster, fleeing from them at all costs without causing harm to themselves in the process. If backed in a corner, they will do all they can to get themselves away, even if that means attacking the caster.

Frenzy: sends the target into an uncontrollable rage, making them attack anyone in sight, be they friend or foe alike. They will pick up any weapon they can find if they don't already have a weapon, otherwise they will use their fists. They will always use the best weapon they have.

Rally: causes a fleeing creature to become brave and face the peril that they were originally afraid of.

Night-Eye: allows the user to see in pitch-black darkness without the aid of light by turning their vision to a bluish hue, light and shadow alike.

Invisibility: renders the caster unseeable to the naked eye, but not silent, for a duration. Attempting to do anything other than moving (picking up an object, attacking a target, opening a door, etc.) breaks the spell prematurely.

Chameleon: partially blends the caster into their surroundings, making stealth easier, for a duration. Not a true form of invisibility, the caster can still be seen by alert observers. This spell is not disrupted if the caster does anything other than move, so it is more practical in a crowd at higher levels.

Silence: causes the target to be unable to produce sounds, making spellcasting impossible, for a duration.

Alteration: the school which manipulates the world around the caster. From making light to rendering a person immobile, there are many ways this school can be used to benefit a master of it.

Burden: causes the target's equipment to become heavier by a certain degree, causing it to encumber the target to staggering amounts, for a duration. This may possibly render the target immobile if they cannot handle the sudden weight.

Feather: causes the caster's equipment to become lighter to a certain degree, allowing them to carry much more than usual, for a duration.

Light: causes a small amount of light to be formed, either on a distant object, or in the form of a ball around the head of the caster. Makes the darkness hardly a threat, but the caster can be easily spotted if attempting to sneak around.

Mage Armor: shields the caster in a barrier that deflects damage from blows. Becomes stronger as the caster gets more skilled, and can eventually be formed in a way that deflects fire, frost, or shock damage, as well.

Paralyze: completely immobilizes the target for a brief duration, causing them to tip over to the ground. Only a great knowledge of the Alteration school allows a caster to this kind of magic.

Water Breathing: allows the caster to breathe water as if it were air for a duration. This spell does not stop the caster from being able to breathe above water.

Water Walking: makes water seem as if it were a solid surface to the caster, making them able to walk upon it without falling in for a duration. When the duration expires, the caster will fall into the water as normal.

Detect Life: grants the caster an unnatural ability to detect living creatures through solid surfaces and from a distance. This comes in the form of purple outlines around the living creatures, though with enough concentration, the caster can distinguish friend from foe by changing the outlines to blue for friend and red for foe. Doing so drain magicka at a rapid rate, however.

Restoration: the school for those that wish to keep themselves from harm and heal from wounds they cannot avoid. Healing magic closes wounds that would otherwise prove fatal, warding magic reflects spells for as long as the caster can concentrate, and turning magic makes undead flee for a period of time.

Healing: restores vitality to the caster or the target, closing wounds and rejuvenating the metabolic processes of the body. While unable to restore true life to the deceased, it can save the life of those still clinging to their last breaths.

Warding: a shield of force emanates from the caster's hand, deflecting and diverting spells cast at them for as long as they can hold it up. Each spell deflected drains magicka from the caster, so it can only be effective for so long.

Turning: targeted undead flee from the caster for a duration, as if feared. They will not fight back against the caster if cornered, making them easy targets.

Enchanting: while not a school of magic, it is a useful skill which imbues weapons, armor, clothing, jewelry, and other items with magic. Swords may set foes ablaze, armor may be more resistant to shock, rings may grant the wearer better success with their skills, and so on. The use of such a skill requires three things: something to be enchanted, knowledge of the magic with which the item will be enchanted with, and a soul gem filled with the soul of a slain creature.

Alchemy: not quite a school of magic, but a useful skill that allows one with sufficient knowledge to mix ingredients together in such a way their innate magical properties can make them form into helpful potions or deadly poisons. The better the knowledge of various ingredients, the more likely a potion or poison will be successful. Most tend to either focus on curative potions or deadly poisons, but there are those who split their studies into both.

Stealth Skills
Sneak: the core skill of the stealthy, those adept in sneaking know how not to be seen or detected. Clinging to shadows, taking light steps, avoiding the branches that will snap under their feet, and so on. Most who sneak up on an unwary foe know the best places to strike for a certain, sudden death.

Archery: attacking with bows from afar, sharp, pointed arrows to pierce the flesh of enemies. While favored by assassins and hunters alike, most tend to launch their arrows when the unfortunate target least expects it.

Lockpicking: the skill that lets thieves and other ne'er-do-wells get into places they aren't meant to. The better the the person is at this, the more likely they can crack through even the toughest of locks.

Pickpocket: taking valuables off a person without them noticing. The more experienced a pickpocket, the more likely they are to get away with the goods undetected.

Light Armor: non-encumbering armor that provides moderate protection to the wearer, but leaves them agile and mobile. Armors of this type include leather, hide, elven, and glass.

Light Weapons: mostly daggers, these weapons have negligible weight, tend to be small, and are rather easy to conceal. Perfect for back-up weapons or smuggling in a shiv when posing as a harmless commoner. Masters of these weapons can make them seem more deadly than a hefty axe, even when the element of surprise is lost.

The following is a guideline for character sheets:

Birthsign: (The Apprentice, The Atronach, The Lady, The Lord, The Lover, The Mage, The Ritual, The Serpent, The Shadow, The Steed, The Thief, The Tower, The Warrior. These function as they did in Oblivion. Signifies the PC is a Child of Destiny.)
Adept Skills: Pick 2
Apprentice Skills: Pick 3
Novice Skills: Pick 4
Physical Description: Can include a photo, but a full paragraph will be more than acceptable.
Personality: A couple sentences should suffice, but no longer than a paragraph.
Backstory: Topics should include province of birth, brief mention of upbringing, first kill, and why they decided to join the Dark Brotherhood.
Equipment: Can include basic weapon of choice, basic armor, a couple potions/poisons, simple tools of the trade, and one unique item, but doesn't need to if it doesn't fit the character, and no special/named enchanted items.

Sample Character Sheet:
Name: J'Skar
Race: Khajiit
Sex: Male
Birthsign: none (not a child of destiny, unlike PCs)
Adept Skills: Archery, Sneak
Apprentice Skills: Light Weapons, Light Armor, Alchemy
Novice Skills: Pickpocket, Lockpicking, Smithing, Martial Arts (Judo)
Physical Description: Standing shorter than most from his race, his fur is a dark-brown with jet-black stripes running along his sides and back. The tip of his left ear is missing, and he has a long scar down his left eye. His green eyes always seem to hold a happy expression, as does his lips, always curled to show his pointed fangs glinting in the light.
Personality: Typically upbeat and happy, he likes to talk with his fellow family members. Slow to anger, he is fearsome when his rage does show. He gets focused on tasks given to him or of his own making, and will not stop focusing on it until it is done, though he will acknowledge outside communication.
Backstory: Born in the city of Dune, located in the kingdom of Anequina in Elsweyr, J'Skal seemed to be just an ordinary Khajiit cub. When he was young, he was known for always having a charming smile across his lips. As he grew older, though, he would get himself in trouble a lot. He liked to sneak around the city, getting into places he shouldn't have. His favorite hobby was to scale the tall walls and roofs to snipe at birds with his bow until the Aldmeri guard caught him. He would always laugh when he was taken back to his home, despite at how angry his parents got. Fed up with him, his parents kicked him out of the house, and he shrugged it off. When caught raiding an Aldmeri storehouse for Moon Sugar so he could make his next meal, however, it was quickly decided that he should be exiled from the entire kingdom.

When escorted to the city limits by Aldmeri guards, J'Skar, allowed to take only a bow, some arrows, and the clothes on his back, had a smile on his face like it was no big deal. The Altmer felt that he was insulting them, so one held him by his arms while the other slashed at the left side of his head with a sword. The result was him losing the tip of his ear and a deep gash under his eye. The guards let go of him, leaving him to die without checking his condition, and for the first time, the happy Khajiit felt rage flowing through him. He slowly got up to his feet, drew his bow, then let an arrow fly expertly into the back of one guard's neck, unprotected by his helmet. He ducked behind a rock, leaving the other guard to run past it, making him an easy target for his next shot. J'Skal took some time to admire his kills, watching the blood pour onto the sands of the desert, and he started to purr. He didn't make it too far before the bloodloss and the heat got to him, and he felt that he was at his end. He was approached by an Argonian dressed in black at his most desperate hour, however, and she saved him from certain death. From that day forth, he had become one of the Dark Brotherhood's most prized snipers, and he felt nothing but loyalty to the family that saved his life, and allowed him to take the lives of others, especially the Altmer that cast him out of his home land and left him to die.
Equipment: Two longbows, arrows of varying types, a sharpened steel dagger, black leather armor, and a contagious smile.

Explanation of Magic:
Magic and the learning of magic will work differently in this game. While it's possible to learn spells from a book or a trainer, there's no real need for that in this game; the better your skill in a school of magic, the more you understand it, and therefore are able to manipulate the magicka to get it to do what you want in that school. Each school will work differently from each other in this way, and below is the explanations of how that works for each level of mastery.

Novice Level: One subschool of destruction is understood; fire, frost, or shock. It deals continuous, minor damage over a short amount of time, but drains magicka quickly. Enough to kill a common man in seconds, but will prove ineffective against stronger foes.

Apprentice Level: Another subschool can be learned as a novice level spell OR the chosen school at novice level can be specialized in, allowing greater damage at reduced magicka. The ability to fire the spell at a distance is learned, with the range of effectiveness being 100 yards. Anything farther than that will make the spell fizzle before reaching the target.

Adept Level: Another subschool can be learned as a novice level spell OR one subschool chosen at novice or apprentice level can be further augmented. The second subschool chosen at apprentice can be upgraded to fire at a distance (as per the apprentice description), or the subschool chosen to be specialized in will become distinct, depending on the chosen subschool. Fire will burst in a small area, affecting multiple enemies clustered together when chosen to do so, frost will start to slow foes down considerably, and shock will bounce to another foe nearby, favoring those in heavy armor, when chosen to do so.

Expert Level: Another subschool can be learned as a novice level spell OR one known subschool can be further augmented. Secondary subschools are augmented per their previous amount of knowledge they are treated as (novice, apprentice, or adept), or the specialized school will grow in power, based on the subschool. Fire will grow in the intensity of heat, causing foes to burn quicker, frost will occasionally freeze the feet or hands of foes, and shock will arc up to three more foes.

Master Level: to be determined by player when reached, as many possibilities exist

Novice Level: Choose between Daedric summoning or necromancy; being a complex and intricate school of magic, it will be difficult to interchange the two. Daedric summoners at novice level are able to summon a Scamp, a weak, cowardly Daedra that prefers to shoot fire magic from a distance, for 20 seconds, while necromancers are able to reanimate a commoner or weak animal for 20 seconds, or until the corpse takes minor damage.

Apprentice Level: Daedric summoners can summon a Clannfear, an ugly thing that charges in to rend foes with claws and talons; or Flame Atronach, an agile being of fire that is immune to mundane and magical fire and shoots its own flames as attacks; for 20 seconds; or a Scamp for 30 seconds. Apprentice necromancers can revive stronger animals and people that can take an couple extra hits for 30 seconds.

Adept Level: Daedric Summoners can summon a Daedroth, a hulking creature that shields itself before raking with claws and biting with teeth; a Frost Atronach, a large being of solid ice that is immune to frost effects and bashes foes with strong arms; or a Dremora, the typical form of a Daedra that comes in with strong armor, a mace, and a hatred towards mortals; for 20 seconds. They can also summon Clannfears and Flame Atronachs for 30 seconds, and stronger Scamps for 40 seconds. Necromancers' corpses grow stronger, able to hit harder and take more abuse, for 40 seconds.

Expert Level: Daedric Summoners can summon a Storm Atronach, a towering mass of stone and electricity that pummels and shocks foes; or a Spider Daedra, a spider-like creature that can shoot paralyzing venom, shoot adept-level shock spells, and rake foes with sharp nails. They can also summon adept level summons for 30 seconds, apprentice level summons for 40 seconds, and Scamps for 50 seconds. Necromancers' corpses are much tougher than before, taking as much abuse as they were able to in life, and will explode when fallen, setting foes on fire. They last for 50 seconds.

Master Level: to be discussed with PC when reached, as there are several possibilities.

Novice Level: Novice illusionists can pick two of the following spells: Charm, which will influence a person to one stage higher of friendliness (except hostile; unfriendly to indifferent, indifferent to friendly, and so on); Calm, which will quell a person for 10 seconds; Night-Eye, which lasts for 15 seconds; and Rally, which lasts for 15 seconds.

Apprentice Level: Apprentice illusionists choose one of the following spells: Frenzy, which lasts for 10 seconds; Fear, which lasts for 10 seconds; and Chameleon, with a degree of 25% for 20 seconds. They may also choose one more novice level spell, and upgrade one novice level spell they already knew. Charm will up friendliness two stages and last for 20 seconds, calm will last for 20 seconds, Night-Eye will last for 30 seconds, and Rally will last for 30 seconds and give the affected target a better hit.

Adept Level: Adept illusionists can pick one of the following spells: Invisibility, which lasts for 7 seconds; and Silence, which lasts for 9 seconds. They also choose one more novice level spell or one more apprentice level spell, and upgrade one novice or apprentice level spell. Frenzy will last for 20 seconds, Fear will last for 20 seconds, and Chameleon will become a degree of 40% for 25 seconds. Already upgraded Charm will instantly make a target helpful for 20 seconds, Calm will last for 30 seconds and the target can take one hit before reverting to hostile, Night-Eye lasts for 45 seconds and will outline moving creatures with a black line while active, and Rally will last for 45 seconds and allow the target to thrive in battle, able to pass his perceived limitations and take extra damage and hit extra hard.

Expert Level: Expert illusionists can pick two extra spells known, one or both from any level. They may also upgrade any two spells they already knew that have not already been upgraded twice. Invisibility will last for 15 seconds, Silence will last for 19 seconds, Chameleon will be upped to a degree of 55% and last for 30 seconds, Frenzy will last for 30 seconds, and Fear will last for 30 seconds.

Master Level: to be discussed with PCs when reached, as there's several possibilities.

Novice Level: Novice practitioners of Alteration may know two of the following spells: Light, which can be cast on an object or around the user for 10 seconds; Mage Armor, which will protect the caster for a few hits; Burden, which will encumber the target for 10 extra pounds; and Feather, which will lighten the caster's equipment for 10 less pounds.

Apprentice Level: Apprentice practitioners of Alteration may pick one of the following spells: Water Breathing, which lasts for 20 seconds; and Detect Life, which will reveal all life without specifying friend or foe for 10 seconds. One extra novice spell may also be known, and one novice spell already known can be upgraded. Light will last for 25 seconds, Mage Armor will become stronger and take 8 hits with mundane weapons before disappearing, Burden will increase weight by 25 pounds, and Feather will decrease weight by 25 pounds.

Adept Level: Adept level opens up Water Walking for 30 seconds as a choice, but an adept practitioner of Alteration may pick two extra spells to know from novice, apprentice, and/or adept level. One more spell may be upgraded, as well. Water Breathing will last for 35 seconds, and Detect Life will specify friend or foe if the magicka is concentrated, blue meaning friend and red meaning foe, though at the cost of draining magicka quickly. Already upgraded Light will last for 40 seconds and cast a shadow over the caster when near, Mage Armor will take 15 hits before disappearing, and can be chosen to resist fire, frost, or shock effects at the time of being cast, Burden will increase weight by 50 pounds, and feather will reduce weight by 50 pounds.

Expert Level: Paralyze for 6 seconds becomes available, though expert level practitioners of Alteration may choose two more spells from any level and upgrade one more spell that hasn't already been upgraded twice. Water Walking extends to 45 seconds, Water Breathing extends to 50 seconds, and Detect Life will drain less magicka to specify friend or foe.

Master Level: to be discussed with PC when reached, as there's several possibilities.

Novice Level: Pick one of the three subschools: Healing, Warding, or Turning. This will be the specialty of that restorer. Healing will slowly accelerate the closing of wounds, also preventing infections, and can target the self or others. Warding will deflect minor amounts of damage before failing. Turning will make undead flee for 7 seconds.

Apprentice Level: Pick one of the two subschools not chosen for novice level: that subschool is available for use at novice level skill. The specialized subschool upgrades itself. Healing works faster and can restore stamina. Warding protects the caster from more damage for longer. Turning will make more powerful undead flee for 15 seconds.

Adept Level: Pick the last subschool that is left unchosen; it is known at novice level. The subschool chosen at apprentice level is treated as an apprentice skill. The specialize subschool upgrades. Healing will temporarily speed up the affected for 5 seconds and let him/her take reduced damage during that time. Warding will deflect the first spell cast at it back at the caster with half strength. Turning will set fleeing undead on fire for 5 seconds while they flee for 25 seconds.

Expert Level: Subschools upgrade to their next level, per the order they were chosen. The specialized subschool upgrades dramatically. Healing restorers will automatically save themselves from mortal peril once per day, closing their wounds quickly before death takes them. Warding can store up to three spells cast at the restorer, which can be chosen to be fired back at the same strength back at the caster as long as the ward holds, but magicka is drained rapidly with each spell held. Turning has a chance to immediately reduce an undead to ash upon cast, with lesser undead having a higher chance.

Master Level: to be discussed with PC when reached, as there's several possibilities.

Enchanting is hard to describe from level to level, as it's a little unique. Enchanters with low skill can make only weak enchantments on weapons and armor, provided they know how the enchantment works by disenchanting and destroying enchanted objects. Novice enchanters come in knowing two enchantments for weapons and/or armor, apprentice come in with four, and adept come in with six.

Foreword: Since this will involve many, many different ingredients, I will help out which ingredients are gathered based on the chosen paths by PCs with this skill. When out on a contract, PCs can choose to look for ingredients while heading out or on the job. I will give a general assessment of which kinds are gathered, and what can be made when at an alchemy station. Specific kinds of ingredient effects can be mentioned when searching, but knowledge of how ingredients work will limit this option.

Novice Level: Choose either potions or poisons: this will be the alchemist's chosen specialty. Ingredients that tend towards either beneficial or harmful properties will be more known, depending on the choice. Those that restore health will be more known to potion specialists, while those that harm health will be more known to poison specialists.

Apprentice Level: The properties of ingredients will be more understood based on the chosen profession. Ingredients that can restore stamina and magicka will be more known to potion specialists, while those that harm stamina and magicka will be more known to poison specialists.

Adept Level: Potion specialists will know more about ingredients that have properties that help fortify other skills and have other beneficial effects, such as invisibility and curing diseases, while poison specialists will learn more about ingredients that affect the body in negative and unique ways, such as slowing and paralyzing. Adept alchemists may also dabble in the opposite specialization, treating it as a novice level skill.

Expert Level: Almost all ingredients that favor the chosen specialty are known, allowing for some powerful combinations that can either heal or harm. The opposite specialization is also treated at an apprentice level.

Master Level: to be discussed with PC when reached, as there's several possibilities.