The Elder Scrolls IV: Oblivion/Catalogs/Races: Difference between revisions
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imported>Meg Taylor m (spelling: theif -> thief) |
imported>Meg Taylor (copyedit) |
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| rowspan=8|[[image:Argonian.png|150px]] | | rowspan=8|[[image:Argonian.png|150px]] | ||
| colspan=20|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 | | colspan=20|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 [[guerrilla 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. | ||
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! colspan=5|Specials !! colspan=4|Skill Bonuses !! colspan=2|Notes | ! colspan=5|Specials !! colspan=4|Skill Bonuses !! colspan=2|Notes |
Latest revision as of 20:03, 21 February 2010
Argonian | In Game History | |||||||||||||||||||
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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 guerrilla 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. | ||||||||||||||||||||
Specials | Skill Bonuses | Notes | ||||||||||||||||||
Resist Disease (magnitude 75, constant), Resist Poison (magnitude 100, constant), Water Breathing (constant) | Alchemy +5, Athletics +10, Blade +5, Hand-to-Hand +5, Illusion +5, Mysticism +5, Security +10 | Weak skill bonuses and weak specials. Suitable only for lizard-lovers and certain role-playing concepts. Choose a male for a stealth combat role, a female for a spellcasting role. | ||||||||||||||||||
Attribute differences between the sexes | Sample Names | |||||||||||||||||||
Strength | Intelligence | Willpower | Agility | Speed | Endurance | Luck | Personality | Male | Female | |||||||||||
Male | 40 | 40 | 30 | 50 | 50 | 30 | 50 | 30 | Bim-Seel, Gold-Heart, Beem-Ja, Raven-Biter, Huleenapa, Putos, Hanei, Beeleez-Ra, Jush-Meeus | Ereek-Wa, Silver-Tail, Amuh-An, Fin-Singer, Chud-Ei, Ten-Tongues, Aleen, Chank-Neeus, Wana, Duh-Ja | ||||||||||
Female | 40 | 50 | 40 | 40 | 40 | 30 | 50 | 30 | ||||||||||||