(TRAP v1.0) - Racial Details "H" in ability and power descriptions is equal to the player's highest base attribute. For NPCs, H = 65. Reactions list the change in disposition TOWARD the race being described. For instance, Wood Elves react poorly to Argonians. The universal starting spells are removed. They can be purchased from vendors, and Heal Minor Wounds is granted if Restoration is selected as a class skill. Races with +10 to a casting skill start with a spell from that school. This has all been done in a way that should not conflict with magic overhauls! Argonian -------- Well-suited to the swamps of Black Marsh, Argonians can breathe water and have strong natural resistance to disease and poison. Despite their alien physiology and culture, the People of the Root are highly adaptable and have taken well to the Empire's cosmopolitan cities. Str Int Wil Agi Spd End Per Male 30 40 30 40 50 30 50 Female 40 50 40 30 40 30 40 Abilities: Skills: Athletics +10 Water Breathing Blade +5 65% Resistance to Disease Alchemy +10 65% Resistance to Poison Illusion +5 50% Resistance to Shock Mysticism +5 Security +10 Powers: Histflesh - Reactions: Argonian +5 - on self, H/2 seconds Wood Elf -5 Restore Health 8 Breton ------ The product of mingling between men and elves in ages past, the Bretons of High Rock Province have a natural affinity for magicka, rivaling their distant Altmeri cousins in arcane talent. Though less hardy than other mannish races, they posess innate mystical defenses. Str Int Wil Agi Spd End Per Male 35 45 50 30 35 30 45 Female 35 45 50 35 30 35 40 Abilities: Skills: Alchemy +5 15% Reflect Spell Alteration +10 15% Resistance to Magic Conjuration +10 15% Spell Absorption Illusion +5 Mysticism +5 Powers: Restoration +5 Dragon Skin - Speechcraft +5 - on self, H seconds Fire Shield 30 Reactions: Breton +5 Frost Shield 30 Orc -5 Shock Shield 30 Spells: Bound Dagger, Extra Lift (new: Feather 35pts for 120 seconds on Self) Dark Elf -------- A highly spiritual people hailing from the volcanic province of Morrowind, the Dunmer are noted for their seamless integration of swordplay, archery and magic. Among the races of men they are known as Dark Elves, culturally insular and cold toward other races. Str Int Wil Agi Spd End Per Male 35 40 30 45 50 40 30 Female 30 45 30 45 50 40 30 Abilities: Skills: Blade +5 50% Resistance to Fire Conjuration +5 Base Magicka increased by 1/2 Destruction +10 of current Health damage Mysticism +5 Light Armor +10 Powers: Marksman +5 Ancestor Guardian - Sneak +5 - on self, H/2 seconds Summon a powerful ghost Reactions: Dark Elf +15 Argonian -5 Spells: Flare High Elf -5 Khajiit -5 High Elf -------- Called High Elves in reference both to their tall stature and often haughty attitudes, the Altmer of Summerset Isle are the Tamrielic race most gifted in arts arcane. Though quite frail and susceptible to elemental magic, they are remarkably lithe and resistant to disease. Str Int Wil Agi Spd End Per Male 30 50 40 40 35 30 45 Female 30 50 40 40 40 25 45 Abilities: Skills: Alchemy +5 Base Magicka increased by 2H Alteration +5 50% Resistance to Disease Conjuration +5 50% Resistance to Paralysis Destruction +5 25% Weakness to Fire Illusion +10 25% Weakness to Frost Mysticism +10 25% Weakness to Shock Restoration +5 Powers: Reactions: High Elf +15 Deep Magicka - Dark Elf -5 - on self, instant Redguard -5 Restore Magicka 4H Nord -5 Spells: Frenzy, Reach (new: Telekinesis 8 pts for 10 seconds on Target) Imperial -------- Native to the province which bears their name, the Cyrodiil have time and again proven themselves capable warriors and shrewd diplomats. On the merits of these traits their civilization has subdued or assimilated all of Tamriel, yielding the common nickname for their race: Imperials. Str Int Wil Agi Spd End Per Male 40 40 40 25 30 45 50 Female 40 40 45 30 25 40 50 Powers: Skills: Block +5 Pride of the Heartland - Blunt +5 - on self, 60 seconds Hand to Hand +5 Fortify Luck H Heavy Armor +5 Star of the West - Destruction +5 - on touch, instant Mercantile +10 Absorb Fatigue 3H Speechcraft +10 Voice of the Emperor - - 60 ft. area, H/2 seconds Reactions: Wood Elf +5 Charm 100 Dark Elf -5 Khajiit ------- Khajiit mature into various forms depending on the phases of the moons at their birth. The Suthay-raht are among the few types which can frequently be found outside their native Elsweyr. True to their appearance, they are highly acrobatic and can see in the dark. Str Int Wil Agi Spd End Per Male 50 30 35 45 40 35 35 Female 45 35 35 50 35 40 30 Abilities: Skills: Blade +5 Night-Eye when in darkness Hand to Hand +10 Reduced damage from falling Acrobatics +10 Light Armor +5 Powers: Mercantile +5 Eye of Fear - Security +5 - on touch, H/2 seconds Sneak +5 Demoralize Sugar - Reactions: Khajiit +5 - on self, 60 seconds Wood Elf -5 Fortify Acrobatics 5H Fortify Athletics 2H Nord ---- Citizens of icy Skyrim, the tall and rugged Nords place great value in personal strength, often warring over matters of honor or simply for the challenge. Though culturally averse to conventional magic, their culture has its own rich mystical traditions. Str Int Wil Agi Spd End Per Male 50 30 40 30 40 45 35 Female 50 30 45 35 35 40 35 Abilities: Skills: Armorer +5 50% Resistance to Frost Block +5 10% Shield Blunt +10 Heavy Armor +5 Powers: Restoration +10 Ysmir's Fist - Light Armor +5 - on touch, instant Speechcraft +5 Frost Damage H - on touch, H seconds Reactions: Breton +5 Drain Speed 100 Nord +5 Dark Elf -5 Spells: Minor Respite High Elf -5 Orc --- The Orsimer of the Dragontail and Wrothgarian Mountains, known to most as Orcs, bitterly remember their elven roots. In form and temper, they are now seen as brutes. Still, Orcish armorers are prized for their peerless craftsmanship, and Orc troops are among the finest in the Empire. Str Int Wil Agi Spd End Per Male 45 35 50 35 30 45 30 Female 40 40 45 40 30 50 25 Abilities: Reflect Damage, magnitude = 1/5 Skills: Armorer +10 current % of damage to Health Athletics +5 Resist Magic, magnitude = 1/2 Block +5 current % of damage to Health Blunt +5 When current Health % is less than Hand to Hand +5 than current Magicka %, they are Heavy Armor +10 instantly balanced by converting Marksman +5 Magicka to Health (2:1 ratio) Reactions: Orc +5 Breton -5 Redguard -------- When their native continent shattered long ago, the survivors of Yokuda struck Tamriel as a conquering wave and carved out a new home in the province of Hammerfell. In time they integrated with the Tamrielic peoples, and came to be called Redguards. They are natural warriors: hardy, swift and tireless. Str Int Wil Agi Spd End Per Male 45 30 25 35 45 50 40 Female 40 30 30 40 40 50 40 Abilities: Skills: Armorer +5 50% faster Fatigue recovery Athletics +5 35% Resistance to Disease Blade +10 35% Resistance to Poison Block +10 Acrobatics +5 Powers: Marksman +5 Adrenaline Rush - Mercantile +5 - on self, instant Restore Fatigue 4H Reactions: Khajiit +5 - on self, 60 seconds Redguard +5 Fortify Strength H Breton -5 Fortify Agility H High Elf -5 Wood Elf -------- Clanfolk of the Valenwood forests, the nimble and wily Bosmer are better known as Wood Elves. There are no finer archers in all of Tamriel, and their ability to vanish is legendary. An ancient pact with the forest-god Y'ffre allows them to assert dominance over simpler creatures. Str Int Wil Agi Spd End Per Male 35 35 35 50 45 35 35 Female 30 35 35 50 45 35 40 Abilities: Skills: Alchemy +5 50% Resistance to Poison Alteration +5 When sneaking, undetected and Acrobatics +5 stationary for a few seconds, Light Armor +5 become invisible Marksman +10 Security +5 Powers: Sneak +10 Beast Tongue - - on touch, 6H seconds Reactions: Wood Elf +5 Command Creature Khajiit -5 Wild Aspect - - on self, 60 seconds Fortify Willpower H Fortify Endurance H