Tuesday, March 1, 2016

AGE of Tamriel - Character Races, part 1

With the recent site issues, I've been rather unenthusiastic about re-starting the blog, again. In hopes of re-kindling this enthusiasm I plan on posting more frequently, and to help with that I will focus on posting snippets of one of my game projects: the AGE of Tamriel (kudos to vincegetorix from the Roninarmy.com forums for the name suggestion). The first snippet were two posts back in September of last year on the various character races of the Elder Scrolls setting.

Below is an updated version of those posts.


ALTMER (High Elf)

Known as High Elves in their homeland of Summerset Isle, the Altmer are the most gifted in the arcane arts of all the races. They can call upon their Highborn power to regenerate Magicka quickly. Characterized by their yellowish skin and amber-colored eyes, the Altmer are subjected to racism and discrimination due to their affiliation with the Third Aldmeri Dominion and the Thalmor.

Altmer Names

Female Names: Elenwen, Faralda, Iriel, Medora, Mirie, Nenya, Ruma.
Male Names: Ancano, Calcelmo, Falarel, Lorcalin, Nerien, Runil, Valmir.
Family Names: Adal, Gaeal, Galerion, Jorius, Larethaire, Mothil, Silinthar.

Playing an Altmer

If you choose to play as an altmer, modify your character as follows:

• Add 1 to your Intelligence ability.
• Pick one of the following: Intelligence (arcane lore) or Willpower (self-discipline).
Fortified Magicka: Altmers receive 5 extra Magic Points.
Highborn (stunt): Altmer can regenerate Magic Points equal to their 2 + Willpower (minimum of 2) as a 2 SP stunt. This stunt can be used multiple times if there is enough SP available. This ability can only be used once per combat encounter.
Disease Resistance: Altmer receive a +2 bonus to resist disease effects.
• Your Speed is equal to: 10 + Dexterity (minus armor penalty, if applicable).
• You can speak and read Altmer and Common Tongue.

Roll twice on the Altmer Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.


ALTMER BENEFITS
2d6 Roll — Benefit
==============
2 — +1 Communication
3-4 — Focus: Intelligence (enchanting)
5 — Focus: Communication (persuasion)
6 — Focus: Intelligence (arcane blast)
7-8 — +1 Willpower
9 — Focus: Intelligence (destruction arcana)
10-11 — Focus: Communication (etiquette)
12 — +1 Perception


ARGONIAN

Argonians are an oviparous race of reptilian people native to the large and marshy province known as Black Marsh, a region of Tamriel. They can be found in smaller numbers throughout the continent. Argonians are one of the few races completely unrelated to men and mer, being descended directly from the Hist. Enigmatic and intelligent, the Argonians are experts of guerrilla tactics, and their natural abilities suit their swampy homeland. They have developed immunities to diseases that have plagued many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe water. Argonians make proficient thieves, due to their superb lock picking and sneaking skills. They are also very capable warriors and archers due to their constant use of guerrilla warfare against Warring Tribes or Dunmer slavers.

Argonian Names

Female Names: Deeja, Deetsan, From-Deepest-Fathom, Keerava, Ocheeva, Shahvee, Wujeeta.
Male Names: Beem-Ja, Deekus, Derkeethus, Jaree-Ra, Madesi, Scouts-Many-Marshes, Talen-Jei.

Playing an Argonian

If you choose to play as an argonian, modify your character as follows:

• Add 1 to your Dexterity ability.
• Pick one of the following: Dexterity (lock picking) or Constitution (swimming).
Disease Resistance: Argonians receive a +2 bonus to resist disease effects.
Histskin (stunt): Argonians can heal Health equal to their 2 + Constitution (minimum of 2) as a 2 SP stunt. This stunt can be used multiple times if there is enough SP available. This ability can only be used once per combat encounter.
Waterbreathing: Argonians can breathe underwater.
• Your Speed is equal to: 10 + Dexterity (minus armor penalty, if applicable).
• You can speak and read Argonian and Common Tongue.

Roll twice on the Argonian Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

ARGONIAN BENEFITS
2d6 Roll — Benefit
==============
2 — +1 Strength
3-4 — Focus: Dexterity (crafting)
5 — Focus: Dexterity (legerdemain)
6 — Weapon Group: Light blades*
7-8 — +1 Constitution
9 — Focus: Dexterity (stealth)
10-11 — Focus: Dexterity (initiative)
12 — +1 Perception
* If the class you choose provides this already, you can take the focus Accuracy (light blades) instead.


BOSMER (Wood Elf)

Bosmer, or Wood Elves, hail from the province of Valenwood (South-West part of Tamriel). Rejecting the formalities of the civilized world, the Bosmer discarded lavish living for a life in the wilderness, among nature, the trees, and animals. In fact, their major cities are actually located in giant walking trees that roam the forest province of Valenwood. They decorate their bodies to resemble their forest surroundings. Because of this, many view them as barbarians. Despite their infamy, they are known to be extremely agile and quick. Their nimbleness serves them best in any art involving thievery. Many are well respected archers, due to their inherent mastery of the bow.

Bosmer Names

Female Names: Aerin, Anuriel, Fara, Gelduin, Hyna, Parwen, Nimriel.
Male Names: Anruin, Arathor, Brodras, Faendal, Girduin, Malborn, Raendor.
Family Names: Fernbrook, Nightthorn, Oakvale, Pinerun, Riverdale, Shadyhollow, Willowvane.

Playing a Bosmer

If you choose to play as a bosmer, modify your character as follows:

• Add 1 to your Dexterity ability.
• Pick one of the following: Communication (animal handling) or Perception (seeing).
Disease Resistance: Bosmers receive a +2 bonus to resist disease effects.
Poison Resistance: Bosmers receive a +2 bonus to resist poison effects.
• Your Speed is equal to: 12 + Dexterity (minus armor penalty, if applicable).
• You can speak and read Bosmer and Common Tongue.

Roll twice on the Bosmer Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

BOSMER BENEFITS
2d6 Roll — Benefit
==============
2 — +1 Communication
3-4 — Focus: Perception (hearing)
5 — Focus: Dexterity (stealth)
6 — Weapon Group: Bows*
7-8 — +1 Accuracy
9 — Focus: Intelligence (nature lore)
10-11 — Focus: Perception (tracking)
12 — +1 Perception
* If the class you choose provides this already, you can take the focus Accuracy (bows) instead.


BRETON

Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.

Breton Names

Female Names: Colette, Delphine, Eola, Fianna, Lisette, Senna, Ysolda.
Male Names: Arniel, Belethor, Cynric, Eltrys, Madanach, Roland, Stromm.
Family Names: Ashton, Beaufort, Frey, Longhammer, Lothaire, Malyne, Stroud.

Playing a Breton

If you choose to play as a breton, modify your character as follows:

• Add 1 to your Willpower ability.
• Pick one of the following: Intelligence (arcane lore) or Intelligence (conjuration/power arcana).
Magic Resistance: Bretons receive a +1 bonus to resist magic effects and have an Armor Rating of 1 against all magic-based damage. Bretons may choose to ignore this resistance when subject to beneficial magic effects and spells.
Dragonskin (stunt): When a Breton performs the Magic Shield spell stunt they gain +2 Armor Rating against all magic-based damage until the end of the combat encounter.
• Your Speed is equal to: 10 + Dexterity (minus armor penalty, if applicable).
• You can speak and read Breton and Common Tongue.

Roll twice on the Breton Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

BRETON BENEFITS
2d6 Roll — Benefit
==============
2 — +1 Willpower
3-4 — Focus: Intelligence (destruction arcana)
5 — Focus: Communication (etiquette)
6 — Focus: Communication (persuasion)
7-8 — +1 Communication
9 — Focus: Intelligence (research)
10-11 — Focus: Intelligence (restoration arcana)
12 — +1 Accuracy


DUNMER (Dark Elf)

The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elves originating from the province of Morrowind. Known to be strong, intelligent, quick, aloof, and reserved; mostly keeping to themselves, the Dunmer are said to be ill-favored by fate. And, although most Dunmer natives of Morrowind harbor a bitter distrust and disdain for other Races, they are just as distrusting and disdainful of other Dunmer.

Dunmer Names

Female Names: Aduri, Aranea, Dinya, Dreyla, Irileth, Jenassa, Mirri.
Male Names: Arvel, Casimir, Falas, Naris, Ravyn, Saden, Veren.
Family Names: Aravel, Aren, Drel, Elenil, Idern, Sadri, Valen.

Playing a Dunmer

If you choose to play as a dunmer, modify your character as follows:

• Add 1 to your Dexterity ability.
• Pick one of the following: Dexterity (initiative) or Intelligence (fire arcana).
Ambidextrous: When wielding two weapons in melee dunmer can perform the Lightning Attack combat stunt for 2 SP.
Fire Resistance: Dunmer receive a +2 bonus to resist fire- and heat-based environmental hazards, as well as having an Armor Rating of 2 against fire-based damage.
Fire Talent: For dunmer the MP cost of fire-based spells is reduced by 1 point, to a minimum of 1.
• Your Speed is equal to: 12 + Dexterity (minus armor penalty, if applicable).
• You can speak and read Dunmer and Common Tongue.

Roll twice on the Dunmer Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

DUNMER BENEFITS
2d6 Roll — Benefit
==============
2 — +1 Fighting
3-4 — Focus: Intelligence (destruction arcana)
5 — Focus: Dexterity (stealth)
6 — Weapon Group: Light blades*
7-8 — +1 Willpower
9 — Focus: Communication (bargaining)
10-11 — Focus: Constitution (stamina)
12 — +1 Strength
* If the class you choose provides this already, you can take the focus Accuracy (light blades) instead.

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