File information

Last updated

Original upload

Created by

SandGentleman

Uploaded by

SandGentleman

Virus scan

Safe to use

About this mod

Overhauls birthsigns to be more balanced, useful, lore-friendly, and interesting.

Share
Permissions and credits
Unique and Useful Birthsigns

This mod all started because I wanted to pick the Lord birthsign for roleplaying purposes, but I just couldn't bring myself to do it because the Lord birthsign is hot garbage in vanilla Morrowind. The truth is, Morrowind's birthsigns are unbalanced, with ~4 of them being massively OP and the rest being useless by comparison.

Each birthsign is now distinct and lore-friendly, while ensuring that none of them outshine or fall behind the others. In general, these birthsigns are not as strong as the strongest vanilla birthsigns, but not nearly as weak as the weakest vanilla birthsigns. Every birthsign has been carefully balanced between these four pillars: lore-friendliness, uniqueness, usefulness, and tastefulness. My goal is to make it as difficult as possible to pick a birthsign - because every single birthsign is now worth picking. I hope I've succeeded.
Vaguely based on Krokantor's Birthsign Mod.

I highly recommend you use Reincarnate - Races of Morrowind by Vizaru to go along with this mod. It is equally as vanilla-friendly, balanced, and still fun!
I also recommend you try Real Disposition by Phoenix Rime to really make personality a useful stat. The speech system, questing, and general progression of the game feels so much more meaningful and rewarding while using this mod. Please give it a look.

Birthsigns

The Warrior
==============
Abilities:
Warwyrd
  • Fortify Strength 15 pts
  • Fortify Attack 5 pts
"Great strength and skill with weapons are hallmarks of those with a Warwyrd countenance, though their proclivity for wrath can become an impairment if left unchecked."

The Mage

============
Abilities:

Fay
  • Fortify Maximum Magicka 0.5x INT
  • Weakness to Normal Weapons 10%
Powers:
Magnus' Light
  • Restore Magicka 1 pt for 300 secs on Self
"Arrogant yet gifted, the Fay have a deeper well of Magicka than most, but their absent-minded nature often leads them to calamity."

The Thief

============
Abilities:

Akaviri Danger-sense
  • Fortify Luck 25 pts
  • Sanctuary 10 pts
Powers:
Easy Pockets
  • Fortify Luck 20 pts for 30 secs on Self
  • Fortify Sneak 20 pts for 60 secs on Self
  • Fortify Security 20 pts for 30 secs on Self
"Though not typically thieves, those who possess the Akaviri Danger-sense ability are luckier than most and can take greater risks in combat without coming to harm."

The Serpent

============
Abilities:

Serpent's Scales
  • Fortify Intelligence 15 pts
  • Fortify Luck 10 pts
  • Weakness to Common Disease 50%
  • Sound 10 pts
Powers:
Star-Curse
  • Poison 50 pts for 5 secs on Touch
  • Blind 75% for 10 secs on Touch
  • Resist Poison 100% for 60 secs on Self
  • Damage Health 10 pts for 5 secs on Self
"Those who embody aspects of the Serpent's Scales exist in a state of fortunate misfortune; they are extremely sharp and lucky in some ways, yet quite vulnerable and fruitless in others. An enigma among all the Signs."

The Lady

============
Abilities:

Lady's Favor
  • Fortify Personality 25 pts
Lady's Mercy
  • Fortify Block 10 pts
Spells:
Congeniality
  • Charm 20 pts for 60 secs in 15 ft on Touch
"The most well-liked of all the Signs, the Lady's Favor blesses only those who are sympathetic and compassionate, while the Lady's Mercy protects those who willingly endanger themselves for the sake of others."

The Steed
============
Abilities:

Charioteer
  • Fortify Speed 25 pts
  • Telekinesis 5 pts
Powers:
Levity
  • Jump 25 pts for 30 secs on Self
  • Slowfall 10 pts for 30 secs on Self
"Often described as impatient or "do-or-die", the Charioteer is able to move much faster than those born under other signs, and they have a longer reach."

The Lord

============
Abilities:

Trollkin
  • Fortify Endurance 15 pts
  • Spell Absorption 10 pts
  • Weakness to Fire 100%
Powers:
Blood of the North
  • Restore Health 2 pts for 300 secs on Self
"Healthier and stronger than those born under other Signs, the Trollkin can take a hit and naturally heal it back - but fire can still burn through their tough hide."

The Apprentice
================
Abilities:
Elfborn
  • Fortify Maximum Magicka 1.0x INT
  • Weakness to Magicka 50%
Powers:
Ascendancy
  • Fortify Willpower 20 pts for 60 secs on Self
  • Fortify Magicka 50 pts for 60 secs on Self
"An impressive affinity for magic and - paradoxically - a great weakness to it display the Elfborn's inherent contradiction."

The Atronach

=============
Abilities:

Wombburn
  • Spell Absorption 50 pts
  • Fortify Maximum Magicka 2.0x INT
  • Stunted Magicka
"Changed in the womb, those afflicted by Wombburn are unable to recover Magicka naturally, but can instead channel vast quantities of it and absorb it from hostile spells."

The Ritual

============
Abilities:

Mara's Hand
  • Fortify Willpower 15 pts
Powers:
Blessed Word
  • Cure Common Disease on Self
  • Cure Poison on Self
  • Restore Health 5 pts for 10 secs on Self
  • Restore Fatigue 10 pts for 60 secs on Self
Blessed Touch
  • Turn Undead 100 pts for 60 secs on Touch
"Highly attuned to the esoteric, those blessed by Mara's Hand possess great mental fortitude as well as a variety of other magical abilities."

The Lover

============
Abilities:

Mooncalf
  • Fortify Agility 15 pts
  • Fortify Unarmored 10 pts
Spells:
Lover's Kiss
  • Paralyze 5 secs on Touch
  • Damage Fatigue 30 pts on Self
  • Absorb Health 2 pts for 10 secs on Touch
"Elegant, yet fiery, a Mooncalf's entrancing movements can carry them safely through battle - even without protection - and their kiss can draw out a person's every last breath."

The Shadow

============
Abilities:

Shadowcrest
  • Fortify Acrobatics 25 pts
  • Chameleon 15%
Spells:
Moonshadow
  • Sanctuary 20 pts for 60 secs on Self
Shadowmask
  • Invisibility for 10 secs on Self
"Masters of stealth and escape, those who bear the Shadowcrest are able to hide in the shadows - even when there seem to be none."

The Tower

============
Abilities:

Master's Hold
  • Reflect 15%
  • Resist Paralysis 50%
Spells:
Tower Key
  • Open 60 pts on Touch
Beggar's Nose
  • Detect Animal 200 ft for 30 secs on Self
  • Detect Enchant 200 ft for 30 secs on Self
  • Detect Key 200 ft for 30 secs on Self
  • Night Eye 30 pts for 30 secs on Self
"More independent than those born under other Signs, those marked by the Master's Hold maintain an attitude of bold defiance, but also a keen perception of even the smallest subtleties."

--  --  --  --  --

Thanks to Krokantschmerz for his birthsign mod which I used as a basis to create this one. 
The constellations in the images are from the excellent Dunmer Saints Constellations (Kirkbridization) mod.