Altmer - High Elves
-11 points
In Imperial speech, the haughty, tall, golden-skinned peoples of Summerset
Isle are called "High Elves," but they call themselves the "Altmer," or the
"Cultured People." In the Empire, "High" is often understood to mean "tall,"
"proud," or "snobbish." The High Elves confidently consider themselves, with
some justice, as the most civilized culture of Tamriel; the common tongue of
the Empire, Tamrielic, is based on Altmer speech and writing, and most of the
Empire's arts, crafts, and sciences are derived from High Elven traditions.
However, the High Elf's smug self-assurance of his superiority can be hard to
bear for those of other races. Deft, intelligent, and strong-willed, High
Elves are often gifted in the arcane arts, and High Elves boast that their
sublime physical natures make them far more resistant to disease than the
"lesser races."
Attribute Modifiers: ST -1[-10]; DX +1[+20]; IQ +2[+40].
Advantages: Margery 0[+5]; Margery 1[+10]; Resistant(Common
Deceases; Occasional; +8 to HT)[+5].
Disadvantages: Vulnerability(Common; Magical Cold x125%)[-18];
Vulnerability(Common; Magical Lighting x125%)[-18]; Vulnerability(Common;
Magical Energy x150%)[-22]; Vulnerability(Common; Magical Fire x150%)[-22].
Quirks: Arrogant Against Other Races(-1 to reaction from all other races)[-1].
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Argonians
75 points
Little is known and less is understood about the reptilian denizens of Black
Marsh. Years of defending their borders have made the Argonians experts in
guerilla warfare, and their natural abilities make them equally at home in
water and on land. They are well-suited for the treacherous swamps of their
homeland, and have developed natural immunities to the diseases and
poisons that have doomed many would-be explorers into the region. Their
seemingly expressionless faces belie a calm intelligence, and many Argonians
are well-versed in the magical arts. Others rely on stealth or steel to
survive, and their natural agility makes them adept at either. They are, in
general, a reserved people, slow to trust and hard to know. Yet, they are
fiercely loyal, and will fight to the death for those they have named as
friends.
Attribute Modifiers: DX +1[+20]; HT +1[+10].
Advantages: Amphibious[+10]; Claws[+5]; Damage Resistance(Lizard
Scales) 2[+10]; Infravision[+10]; Margery 0[+5]; Nictitating Membrane[+1];
Peripheral Vision[+15]; Resistant(Common Deceases; Occasional; +3 to HT)
[+3]; Resistant(Poisons; Common; +3 to HT)[+5]; Striker(Tail; Thrusting;
Cannot Parry; Clumsy)[+2]; Teeth(Sharp Teeth)[+1].
Disadvantages: Disturbing Voice(only counts for Non-Argonians)[-10];
Sense Of Duty(Close Friends)[-5].
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Bosmer - Wood Elves
76 points
The Wood Elves are the various barbarian Elven clanfolk of the Western
Valenwood forests. In the Empire, they are collectively referred to as "Wood
Elves," but "Bosmer," or "the Tree-Sap People," is what they call themselves.
"Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in
contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject
the stiff, formal traditions of Altmeri high culture, preferring a romantic,
simple existence in harmony with the land, its wild beauty and wild creatures.
These country cousins of the High Elves and Dark Elves are nimble and quick
in body and wit, and because of their curious natures and natural agility,
Wood Elves are especially suitable as scouts, agents, and thieves. But most
of all, the Wood Elves are known for their skills with bows; there are no
finer archers in all of Tamriel.
Attribute Modifiers: ST -1[-10]; DX +1[+20]; HT -1[-10].
Advantages: Absolute Direction[+5]; Animal Empathy[+5]; Brachiator[+5];
Combat Reflexes[+15]; Flexibility[+5]; Perfect Balance[+15]; Resistant(Com-
mon Deceases; Occasional; +8 to HT)[+5]; Speak With Animals[+25].
Disadvantages: Curious[-5].
Quirks: Broad-Minded[-1].
Racial Skills: Bow DX +3[+12]
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