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JarlSnow907

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JarlSnow907

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About this mod

Tired of just playing Breton for the starting bonuses? Check this out then!

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Welcome!
I was bored of playing Breton each playthrough and picking the same 3 birthsigns(Lord / Thief / Atronach), so i decided to spice things up.
If you are worried about balance, know that each effect applies to all NPC's around the world.

A really cool effect about this mod is that the NPC's actually use the abilities and powers they are given.
I've seen wood elf npc's summon bears as an example. HP regen on argonians make them feel like predators on high difficulty!

I haven't found a way to edit the descriptions in the birthsign and race menus so you will have to resort to this page to figure out what each birthsign/Race bonuses are.
HOWEVER - They are visible and shown under active effects
IF INSTALLED MID PLAYTHROUGH -> Need to use showracemenu from either a mod to fix ur active effects(powers should work normally).

Races Reworked Passive Bonuses:
Argonian - Hist Legacy and Argonian Vigor - New Resist Paralysis, Restore health 2 + Resist Poison / Disease 100% + Waterbreathing
Breton - Unaltered = fortify magicka 50 + 50 resist magic
Dark Elf - Dunmer Powers - Fortify Magicka 75, Resist magic 25
Wood Elves - Forest Spirit - Resist Disease 75, Resist Magic 25, Resist normal weapons 10, Feather 50
High Elf - Only change is fortify magicka 200 instead of default 100 - they do have a con after all.

Imperial - Imperial Ascendancy - New Fortify Health 25, Magicka 25, Fatique 25 + resist magic 25 
Nord - Nord Endurance - New Fortify Health 50, Resist Frost 25, Resist magic 25

Orc - Orc Vitality -  Resist  Magic 25%+ New Resist Disease 100% + normal weapons 15% . (This is a way to unlock this enchantment too)
Redguard - Redguard Fortitude and Resilience - NEW - Restore fatique 1, Health 1, Magicka 1 - Resist poison 50%, Disease 100% 
Khajit - Moon Sugar Addiction - Same effects as Moonsugar in Skyrim:Restore Magicka 3, Fortify Magicka 10, Weakness to Fire 10,  Resist frost 10
Vampires - no more sun damage. 50 magicka bonus all stages, Strongest when recently fed, and when haven't fed in long time.

Passive Birthsigns:
Apprentice - Fortify Magicka 200 instead of 100, Weakness to magic reduced to 50%
Mage - Fortify 100 Magicka instead of 50.
Lady - Willpower 20, Endurance 5 -> 10/10 before
Warrior - New effect restore health 1 + Fortify strength 10, Endurance 10
Steed - Speed 25, Feather 100
Atronach - 200 Magicka(default 150), 50 spell absorbtion, stunted magicka - Redguard/Khajit good pairing now! 
Thief - 15 Luck, 10 agility, 10 Speed
Tower - Reflect Damage 10 Permanently.
Lord - Unaltered

ACTIVE EFFECT BIRTHSIGNS MODIFICATIONS - READ CAREFULLY!
All below are lesser powers, you can use them as often as you want!

Lovers - Lover's Kiss is now - Dmg health 50 self, paralyse enemy on touch 5s - Basicly bloodmagic.
Ritual - Mara's gift -> Mara's Transfusion - Dmg health 6 over 15s on self, Restore Magicka 6 over 15s on self -> Convert Health to magicka.
Ritual part 2 - Blessed word -> Blood ritual summon - Dmg health 75 on self, Skeleton Guardian 5000s Necromancers!

Serpent - Serpent Spell -> Serpent's Bite - Dmg Health 15 - 10s, Weak to poison 100 - 15s on touch,  Dmg fatique 150 on Self (dont trip over)
ShadowFortify Acrobatics 100, Sneak 25, Detect life 25 60s on self + Damage magicka 100 on self - perfect for a sneaky type.


Race Powers
There are also modifications to race powers(not starting stats), but im not gonna go over those aswell.
Teaser - Wood elves can summon a Bear once a day!
If you are still reading then let the rest be a surprise for you ingame


Check out my other mods
Axes are Blades - Loot of Cyrodiil
Spells of Cyrodiil
Infinite or More charges

If you intend on using any of my mods together, make sure to use them in this load order:
1: Axes are Blades
2: Spells of Cyrodiil - Vanilla Enhanced
3: Infinite or More Charges
4: Races and Birthsigns Vanilla Enhancer