Thursday, March 3, 2016

AGE of Tamriel - Character Races, part 2

Here is the second post for the remaining character races.


IMPERIAL

Natives of the cosmopolitan province of Cyrodiil, the Imperials are some of the most well-educated, wealthy and well-spoken of the races in Tamriel. Imperials are also known for their discipline and training of their citizen armies. Because of this, the Imperials have dominated Tamriel for more than 2,000 years.

Imperial Names

Female Names: Adrianne, Alexia, Camilla, Edda, Gianna, Lucia, Safia.
Male Names: Adventus, Alethuis, Cicero, Gaius, Lucan, Pavo, Samuel.
Family Names: Aretino, Giordano, Lex, Maccius, Pelagia, Signus, Tullius.

Playing an Imperial

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

• Add 1 to your Communication ability.
• Pick one of the following: Communication (bargaining) or Willpower (self-discipline).
Voice of the Emperor: Imperials start with the focus Communication (persuasion).
Imperial Luck: Imperials can choose to re-roll any single roll, once per day.
• Your Speed is equal to: 10 + Dexterity (minus armor penalty, if applicable).
• You can speak and read Cryodilic and Common Tongue.

Roll twice on the Imperial 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.

IMPERIAL BENEFITS
2d6 Roll — Benefit
==============
2 — +1 Willpower
3-4 — Focus: Intelligence (military lore)
5 — Focus: Communication (etiquette)
6 — Weapon group: Heavy blades*
7-8 — +1 Fighting
9 — Focus: Intelligence (cultural lore)
10-11 — Focus: Communication (leadership)
12 — +1 Intelligence
* If the class you choose provides this already, you can take the focus Fighting (heavy blades) instead.


KHAJIIT

Descended from the great cats of the desert, the Khajiit are an agile, intelligent, and hardy people. Some chose to decorate their faces in the style of their feline ancestors, and most all, given their inclination, make excellent thieves due to their climbing abilities. They are also known for their production of Moon Sugar, which can be refined into skooma.

Khajiit Names

Female Names: Ahkari, Fayna, Hani, Khayla, Mohana, Shavari, Zaynabi.
Male Names: Dro'marash, J'darr, J'zargo, Kesh, M'aiq, Ri'saad, Vasha.
Family Names: Amanni, Baravnadi, Jakar, Kirabi, Mahhan, Rohir, Satani.

Playing a Khajiit

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

• Add 1 to your Dexterity ability.
• Pick one of the following: Strength (climbing) or Dexterity (stealth).
Night Eye: Khajiit have Dark Sight, allowing them to see 20 yards without a light source.
Claws: Khajiit have claws that deal 1d6 damage.
• Your Speed is equal to: 10 + Dexterity (minus armor penalty, if applicable).
• You can speak and read Khajiit and Common Tongue.

Roll twice on the Khajiit 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.

KHAJIIT BENEFITS
2d6 Roll — Benefit
==============
2 — +1 Accuracy
3-4 — Focus: Intelligence (brewing)
5 — Focus: Constitution (running)
6 — Focus: Accuracy (brawling)
7-8 — +1 Intelligence
9 — Focus: Dexterity (initiative)
10-11 — Focus: Communication (bargaining)
12 — +1 Constitution


NORD

Nords, also known as Sons of Snow, are a race of men and women from the province of Skyrim. The Nords have a natural resistance to the frost, which evolved in the northern, colder reaches of Nirn. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of traditional warfare. Nord culture centers on the quest for honor and glory, with emphasis also on the family and community.

Nord Names

Female Names: Aela, Astrid, Frea, Lydia, Maven, Ria, Serana.
Male Names: Arngeir, Balgruuf, Farkas, Kodlak, Skor, Torygg, Ulfric.
Family Names: Battleborn, Black-briar, Grey-mane, Stormcloak, Whitemane.

Playing a Nord

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

• Add 1 to your Strength ability.
• Pick one of the following: Constitution (stamina) or Strength (intimidation).
Cold Resistance: Nords receive a +2 bonus to resist cold-based environmental hazards, as well as having an Armor Rating of 2 against cold-based damage.
Battle Cry: Nords can perform the Threaten combat stunt for 1 SP.
• Your Speed is equal to: 10 + Dexterity (minus armor penalty, if applicable).
• You can speak and read Nordic and Common Tongue.

Roll twice on the Nord 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.

NORD BENEFITS
2d6 Roll — Benefit
==============
2 — +1 Communication
3-4 — Focus: Strength (smithing)
5 — Focus: Willpower (courage)
6 — Weapon Group: Heavy blades*
7-8 — +1 Constitution
9 — Focus: Strength (might)
10-11 — Focus: Dexterity (sailing)
12 — +1 Willpower
* If the class you choose provides this already, you can take the focus Fighting (heavy blades) instead.


ORSIMER (Orc)

Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, beastlike people of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium. They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage.

Orsimer Names

Female Names: Bula, Ghak, Ghorza, Lagurda, Shel, Ugor, Yag.
Male Names: Balagog, Borkul, Durak, Grogmar, Kharag, Lurbuk, Mahk.
Family Names: Bol, Khar, Malog, Muzgol, Sharob, Shatur, Urgash.

Playing an Orsimer

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

• Add 1 to your Constitution ability.
• Pick one of the following: Constitution (stamina) or Strength (might).
Enraged: Orismer who have the berserker talent gain +2 Armor Rating while enraged.
Robust: Orsimer start with 5 extra Health.
• Your Speed is equal to: 10 + Dexterity (minus armor penalty, if applicable).
• You can speak and read Orcish and Common Tongue.

Roll twice on the Orsimer 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.

ORSIMER BENEFITS
2d6 Roll — Benefit
==============
2 — +1 Fighting
3-4 — Focus: Perception (smelling)
5 — Focus: Strength (intimidation)
6 — Weapon Group: Bludgeons*
7-8 — +1 Strength
9 — Focus: Strength (smithing)
10-11 — Focus: Willpower (courage)
12 — +1 Willpower
* If the class you choose provides this already, you can take the focus Fighting (bludgeons) instead.


REDGUARD

Redguards are a race of humans who hail from the lost continent of Yokuda and now reside primarily in the province of Hammerfell. Their name is derived from the corruption of the native Yokudan term "Ra Gada", which (translated loosely) means, "warrior wave". Due to their swift and decisive conquering of the province of Hammerfell, the Redguards are renowned as arguably the most fierce, versatile and naturally gifted warriors in all of Tamriel. Their ferocity and versatility is also manifested in their personality, which lends itself to why they are most effective as scouts and in small units as opposed to being deployed as rank and file soldiers.

Redguard Names

Female Names: Anwen, Faleen, Kiara, Rayya, Saadia, Saffir, Zaria.
Male Names: Amir, Amren, Cirroc, Mani, Nazeem, Nazir, Uwafa.
Family Names: af-Ashora, af-Dometri, al-Bergama, al-Skaven, at-Rusa, Epinard, Sendu.

Playing a Redguard

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

• Add 1 to your Fighting ability.
• Pick one of the following: Dexterity (riding) or Willpower (courage).
Adrenaline Rush: Redguards can perform the Seize the Initiative combat stunt for 3 SP.
Hardy: Redguards start with the focus Constitution (stamina).
• Your Speed is equal to: 10 + Dexterity (minus armor penalty, if applicable).
• You can speak and read Banthan and Common Tongue.

Roll twice on the Redguard 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.

REDGUARD BENEFITS
2d6 Roll — Benefit
==============
2 — +1 Willpower
3-4 — Focus: Intelligence (military lore)
5 — Weapon Group: Axes*
6 — Focus: Dexterity (initiative)
7-8 — +1 Constitution
9 — Weapon Group: Bludgeons*
10-11 — Weapon Group: Heavy blades*
12 — +1 Accuracy
* If the class you choose provides this already, you can take the proper focus Fighting instead.

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