The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Crimes against Nature 5.1.1
 This topic has been pinned, so it's probably important
FancyPants  [developer] Dec 28, 2014 @ 1:09am
Racial Abilities/Disabilities
Racial Abilities/Disabilities/Powers

Abilities and disabilities are permanent, powers are activated.

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Dovahbear:
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Abilities:
Bear Fists
  • Your bear fists will increase in damage every 5 levels, up to level 50.


Disabilities:
None

Powers:
Bear Blitz
  • When active, (almost) every person and creature you run into will be knocked over. (Cost: 40 Stamina/Sec while running/sprinting)
    This power sometimes fails when your target is blocking, especially in first person.


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Dogmer:
--------------------

Abilities:
None


Disabilities:
None

Powers:
Summon Doggy
  • Summons an eldritch abomination.
Yes, it's hideous. No, I will not apologize for creating it.


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Hold-Guardian:
--------------------

Abilities:
Helmet Head
  • Your permanently armored head increases your armor rating by 15.

Disabilities:
Helmet Head
  • Your permanently armored head decreases your speech skill by 5.

Powers:
None


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Human-Kin
--------------------

Abilities:
Cybernetic Body
  • Your cybernetic body gives you 25% resistance to poison and disease.

Disabilities:
Cybernetic Body
  • Your cybernetic body gives you 50% weakness to frost.

Spells:
Web Pull/Push
  • You will fire sticky/hard streams of web from your glands that will pull/push people and animals toward/away from you.
Valid perks for this spell: Novice Alteration


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Hunam
--------------------

Abilities:
Cybernetic Body
  • Your cybernetic body gives you 25% resistance to poison and disease.

Disabilities:
Cybernetic Body
  • Your cybernetic body gives you 50% weakness to frost.

Powers:
Night Eye
  • Night Vision

Dear filthy hunams, please die now.
  • All nearby hunams will be assured that everything is terrible and that they should start killing one another. Fools them for about one minute, once a day.
All NPCs in the immediate area will frenzy.


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Ikea-Born:
--------------------

Abilities:
Wooden Body
  • Your wooden body gives you 50% resistance to poison, 25% resistance to disease, and increases your armor rating by 15.

Disabilities:
Wooden Body
  • Your wooden body gives you 75% weakness to fire.

Powers:
Morning Wood
  • All nearby people will become stiff and hard. Can be activated for one minute, once a day.
All NPCs in the immediate area will be paralyzed.


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Pony
--------------------

Abilities:
Being a Pony
  • Being punched by hooves hurts... a lot. Unarmed damage increases every 5 levels, up to level 50.

Blessings of the Old Ones
  • As a cheap apology for tampering with their evolution, all ponies receive a 25 bonus to Alteration, Conjuration, Destruction, Illusion, Restoration, and Enchanting.

Disabilities:
Being a Pony
  • Due to being a Darwinian nightmare, all ponies receive a 15 penalty to One-Handed, Two-Handed, Block, Archery, Alchemy, Smithing, Lockpicking, Pickpocket, and Sneak.
Yeah, all these skills start at ZERO.

Powers:
Summon My Little Person
  • Summons an eldritch abomination.
Why would I make this? Because nobody said I couldn't... DON'T YOU DARE JUDGE ME!!!


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Redditor
--------------------

Abilities:
Forever Alone
  • Having spent most of their time online, Redditors have managed to hone a small set of talents. Unfortunately, their social skills have suffered greatly. (+15 One-Handed, +5 Alchemy, +5 Smithing)

Disabilities:
Forever Alone
  • Having spent most of their time online, Redditors' social skills have suffered greatly. (-15 Speech)

Spells:
Up-Vote / Up-Vote (Self)
  • Up-Voting another person (or yourself) will restore their health, stamina, and ego.
Valid perks for these spells: Novice Restoration, Restoration Dual Casting, Regeneration.

Down-Vote
  • Down-Voting another person will damage their health, stamina, and ego.
Valid perks for this spell: Novice Destruction, Destruction Dual Casting, Augmented Flames/Frost/Shock


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Sanic
--------------------

Abilities:
Being Sanic
  • GO FAST!!!!
Sanic goes fast.

Disabilities:
Being Sanic
  • GOTTA GO FAST!!!!
Sanic MUST go fast. Also, the Sanic theme will play when he goes fast. This is not optional.

Powers:
None


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Spheriphem
--------------------

Abilities:
Robotic Body
  • Your robotic body gives you 20% resistance to fire and frost, 50% resistance to poison and disease, and increases your armor rating by 15.

Disabilities:
Robotic Body
  • Your robotic body gives you 100% weakness to shock.

Powers:
Bio Magnet
  • The Aperture Science 'Bio Magnet' utilizes the recently discovered (and highly illegal) phenomenon known as 'Bio Magnetism'. (Cost: 40 Magicka/Sec)
For maximum fun, install LargeStyle's Dead Body Collision Fix.[www.nexusmods.com] This will enable collisions with 'living ragdolls'. Keep in mind, pulling too many people/creatures at once will probably crash your game. Also, if the power stops pulling someone, it's because you killed them. Good job.
You can also forge a 'Bio Magnet Nullifier'. Forge one at any smelter, then add it to an NPC's inventory. They will no longer be pulled by the Bio Magnet.


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Unfortunate Khajiit
--------------------

Abilities:
Claws
  • Your Khajiit claws will increase in damage every 5 levels, up to level 50.

Sign of the Atronach
  • Born under the sign of the Atronach, you absorb 25% of spells and can hold an additional 200 points of magicka.

Disabilities:
Sign of the Atronach
  • Born under the sign of the Atronach, your regeneration of magicka is stunted. Your magicka will never regenerate naturally.

Spontaneous Combustion
  • Occasionally, people and creatures in your general vicinity will spontaneously combust.
It'll happen randomly every 5 to 20 minutes.

Powers:
Night Eye
  • Night Vision
Last edited by FancyPants; Aug 9, 2015 @ 6:09am
Showing 1-3 of 3 comments
FancyPants  [developer] Dec 28, 2014 @ 1:24am 
---Reserved
󠁳⁧⁧ ahoy Jun 20, 2015 @ 5:45pm 
wow
CobraCommando Aug 6, 2017 @ 12:26am 
Is it cannon?
Showing 1-3 of 3 comments
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