Racial Abilities for Unplayable/Extinct Races

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JDizzle
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Racial Abilities for Unplayable/Extinct Races

Post by JDizzle »

The title pretty much says it all, what do you think the racial abilities of Nedes, Kothringi, Aldmer, Ayleid, Chimer, Dwemer, Falmer (pre and post blindness), Maormer, Imga, Lilmothiit and Sload were/should be and why? Make the abilities for any incarnation of TES you like and go crazy! Also don't cover every race if you don't want to.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by Eltee »

Nedes are basically Nords, aren't they? Ahh... Perhaps Blood of Atmora, which would make them resistant to magic?
Aldmer... Hm. Amplified magickal damage.
Ayleids should have an insanely powerful command humanoid spell.
Chimer should have one like, "Boethih's Chosen" which will recharge their health every tome they kill someone while it is active.
Dwemer should have some kind of an 'unlimited magicka' mode.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by Pilaf The Defiler »

Eltee wrote:Nedes are basically Nords, aren't they?
Nope. Nedes are the aboriginal humans of Tamriel. Nords are basically Atmorans, who are Nedes who migrated North and then back south after some generations.


I'd say the Nords adapted more to the cold whereas the southern brethren were more used to being enslaved and hunted..so maybe some sort of stealth ability or toughness?

I'd give the Dwemer something called Skeptic's Mind, where they're completely immune to all magic for a short time and can detect invisible opponents.

Ayleids should be given a beast form, since that's in the lore for them. They're able to transform into various animals and sometimes even rocks or trees to remain hidden from danger.

Maormer, not technically extinct, but fun to toy with the idea. Apparently they're very skilled at making aphrodisiacs, so some kind of extra bonus to interactions with the opposite sex.

Lilmoth would be fun. They obviously don't share the Argonian disease resistance, but what they are renowned as are capable stone workers of a sort. This talent could translate into either an offensive or defensive ability relating to rock..perhaps a rock form impervious to melee attacks for a short time, or the ability to turn an enemy to stone with a glare.
Monsters are bred in labyrinths, labyrinths are bred from walls. There is a reason the Giants choose to remain nomadic rather than follow their shield kin the Nords in building permanent settlements. The Tower is the beginning of all walls.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by AddictedtoMorrowind »

Nedes... closest relatives are the Imperials, so maybe a charm bonus?
Kothringi... native to Black Marsh, so disease resistance?
Ayleid... perhaps a Command Humanoid or an ability causing you to get more magicka from a stone or something?
Chimer... I don't know. Maybe an ability which gives them some stamina/fatigue and health every time they kill a Daedra that is a servant of a "Bad" Daedra?
Dwemer... Armorer, maybe? Possibly magick abilities.
Falmer... Frost resistance?
Maormer... Command Creature, Fortify Conjuration, and maybe Fire Resistance?
Imga... Fortify Blade, and Emulation bonus an Athletics or Acrobatics thingy?
Lilmothiit... some kind of Detect Life and Fortify Stamina thing, or a Night Eye or Light thing.
Sload... Unlimited Magicka, but Drain Speed. Maybe a Water Walking or Water Breathing thing.
Last edited by AddictedtoMorrowind on Tue Jan 31, 2012 1:31 am, edited 1 time in total.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by Pilaf The Defiler »

addictedtomorrowind wrote: Kothringi... native to Black Marsh, so disease resistance?
They wished, I'm sure. Their ultimate fate was extinction at the hands of the Khahaten Flu if I recall.

It ultimate claimed other men and mer tribes in Black Marsh as well - according to the Third PGE, "there were once tribes of men - Kothringi, Orma, Yespest, Horwalli - and tribes of mer - the Barsaebic Ayleids and the Cantemiric Velothi - and even a tribe who may have been related to the Khajiit of Elsweyr, the vulpine Lilmothiit."
Monsters are bred in labyrinths, labyrinths are bred from walls. There is a reason the Giants choose to remain nomadic rather than follow their shield kin the Nords in building permanent settlements. The Tower is the beginning of all walls.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by AddictedtoMorrowind »

Oh, bleep. :oops: Maybe a Weakness to Disease, and some stamina boost?
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Re: Racial Abilities for Unplayable/Extinct Races

Post by Pilaf The Defiler »

addictedtomorrowind wrote:Oh, bleep. :oops: Maybe a Weakness to Disease, and some stamina boost?

They're described in various lore as having reflective skin and a sort of natural agility to them. It's possible their racial could play off either of these two things. I like the idea of mirror skin, actually. Maybe reflect all damage for a short time, and double back what's dished out? Or maybe evade all damage by throwing off the opponent with the glare of their skin.
Monsters are bred in labyrinths, labyrinths are bred from walls. There is a reason the Giants choose to remain nomadic rather than follow their shield kin the Nords in building permanent settlements. The Tower is the beginning of all walls.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by AddictedtoMorrowind »

Blind, or Reflect. I like the idea. Maybe they're connected to Winged Twilights. :o Highly unlikely, but still.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by Gideon Dragontongue »

Dwemer: +10 Smithing, +5 Heavy Armor, Lockpicking, Two-Handed, Alchemy, Speech
Dwarven Resistance: Resist Shock 15%
Ancient Knowledge: +25% bonus to Dwarven equipment; Once per day, all automatons in the area will fight for you for one minute.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by Avron the S'wit »

Eltee wrote:Nedes are basically Nords, aren't they?
Well, aren't the Chimer just the Dunmer? Only difference is that they were cursed and their skin color changed, right...or are they considered two separate races entirely?
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Re: Racial Abilities for Unplayable/Extinct Races

Post by FrostyInferno016 »

Nedes are to Nords what the Aldmer are to Altmer; they share the same roots, but they diverged at some point physiologically as well as culturally.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by JDizzle »

Avron the S'wit wrote:Well, aren't the Chimer just the Dunmer? Only difference is that they were cursed and their skin color changed, right...or are they considered two separate races entirely?
Well that's what I posted the thread to discuss partly! Even if their racial abilities stayed the same their skills (TES V style) would likely be different; also just because they are the Dunmer's precursor race doesn't necessarily mean their abilities would remain the unchanged - the lore article lists them as "physically indistinguishable from Altmer" so maybe they'd resemble them more in traits.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by Gideon Dragontongue »

I think that the Chimer's abilities were separate from both the Dunmer and the Altmer; Dunmer have evolved a unique culture since they were cursed with dark skin and red eyes.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by Pilaf The Defiler »

The Dunmeri culture was based strongly on Tribunal teachings, especially the teachings of Vehk. Before Red Year, anyway. I imagine a lot of the Dunmer abandoned faith in the Temple and Great House system after multiple cataclysms.

Vehk was, however, a student of Veloth the Prophet, from whose teachings Chimeri culture originated. The main difference between Dunmer culture and Chimer culture was that the Tribunal took the place of the Anticipations. The Temple didn't change radically. It kept the same Saints and the same basic values... just swapped Mephala for Vivec, Boethia for Almalexia and Azura for Sotha Sil.

I'd drop or lessen their Fire Resistance, and increase the power of the Ancestor's Wrath. Since the Chimer followed the teachings of their actual spiritual Ancestors rather than pretenders, they should be able to draw more power from that ability, to devastating effect.
Monsters are bred in labyrinths, labyrinths are bred from walls. There is a reason the Giants choose to remain nomadic rather than follow their shield kin the Nords in building permanent settlements. The Tower is the beginning of all walls.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by Gideon Dragontongue »

Chimer: +10 Alteration, +5 Enchanting, Illusion, Block, Sneak, Alchemy
Ancestor's Teachings: Once per day, Magicka, Stamina, and Magicka regenerate ten-fold for one minute.

Maormer: +10 Illusion, +5 Archery, Pickpocket, Sneak, Restoration, Alteration
Oceanborn: Can breathe and fight underwater, and swim twice as fast, but 25% weak to shock.
Sea-Skin: Once per day, turn 50% invisible and reflect all hostile spells for one minute.

Lilmothiit: +10 Alchemy, +5 Two-Handed, Heavy Armor, Sneak, Restoration, Enchanting
Fox's Agility: 10% chance to deflect hostile blows and arrows back at your opponents, taking no damage.

Ayleid: +10 Destruction, +5 Block, Illusion, Enchanting, Light Armor, Smithing
Daedric Disciple: When your health goes below 10%, there is a 15% chance that all nearby enemies will be either knocked back or burst into flames, you will be healed to full, you will be teleported a distance away, or a random daedra will be summoned to fight for you.
Daedric Inspiration: All skills increase 10% faster (stacks with blessings); however, you are 25% weak to magicka.
Last edited by Gideon Dragontongue on Tue Jan 31, 2012 11:58 pm, edited 1 time in total.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by AddictedtoMorrowind »

What about Tsaesci? Maybe "Dragonskin"? Or Venomous Bite kind of thing?
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Re: Racial Abilities for Unplayable/Extinct Races

Post by Pilaf The Defiler »

addictedtomorrowind wrote:What about Tsaesci? Maybe "Dragonskin"? Or Venomous Bite kind of thing?

I like the idea they can absorb attributes from their foes, as mentioned in Mysterious Akavir and some of MK's works. They're Immortal Vampire Snakemen, but not in a way that means blood sucking or burning in the sun. More like "assume the shape and abilities of one's foes." Sort of Borgish in a way. That might explain why they assumed human shapes during the war on Tamriel.
Monsters are bred in labyrinths, labyrinths are bred from walls. There is a reason the Giants choose to remain nomadic rather than follow their shield kin the Nords in building permanent settlements. The Tower is the beginning of all walls.
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Re: Racial Abilities for Unplayable/Extinct Races

Post by AddictedtoMorrowind »

Mm.. probably. Also, the scales might be to reflect the sun's rays, and the less-vampiric ones might just have half of their body covered in scales, and the fully vampiric ones might be fully covered in scales, but that's just a theory.
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