Argumentative: Tellarites constantly play "devil's advocate" and rejoice when the chance for debate arises-they argue even when they agree with their adversary. The argument becomes a game, a strategic contest of wills. Tellarites must spend a Character Point or engage in argument for its own sake. GM's may force Tellarites to subtract one die from tests made to influence others. Tellarite do not see this ability as a flaw but as a virtue.
Infrared Vision: Tellarites can see in the infrared spectrum, giving them the ability to see in complete darkness, provided there are heat sources to navigate by.