Darker Paths 3E

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Vampirism

The Vampires of Tamriel are undead, diseased persons whose dark gifts lead to them being
hated, hunted, and misunderstood by the living. Whether they consider themselves cursed
or blessed, or whether they have given into their animalistic instincts or have sought to rid
the world of the disease, Vampires are nonetheless considered abominations. It is generally
believed amongst the more knowledgeable denizens of Tamriel that Vampirism was created
by the Daedric Prince Molag Bal, though a number of different accounts exist.

The Disease

Becoming a Vampire requires that an individual contract the magical disease that causes it.
Vampirism goes by many names, including Noxiphilic Sanguivoria, Porphyric Hemophilia
and Sanguinare Vampiris, but regardless of the name the disease has the same effect.
Characters can contract Vampirism from extended contact with a Vampire: a character who
comes into contact with a Vampire (through bites, scratches, etc…) must pass an Endurance
test, and on failure contracts the initial strain of Vampirism. If the character’s disease
resistance is above 75%, it counts as only being 75% resistant due to the magical nature of
vampirism. This only occurs if the character does not possess the Undead, Undying or From
Beyond Traits. This disease can also only be spread to humanoids. They then have three
days to cure the disease by normal methods before it progresses into full Vampirism and is
(thought to be) incurable. This phase exhibits no symptoms, although some victims
experience nightmares, insomnia, and discomfort from bright lights. Upon the fourth day, the
character ‘dies’ and will rise again at night at stage 1 Vampirism.

Vampirism Effects:
● Dark Sight: The character can see normally even in areas with total darkness, and
never takes penalties for acting in areas with dim or no lighting.
● Diseased (Porphyric Hemophilia, +0) Creatures with this trait are diseased, and if
they deal a wound to another character with their natural weapons then that
character must test Endurance +0 or contract the Poryphic Hemophilia Disease.
● Vampire Thralls: Look at the Vampiric Thrall subsection.
● Vampire’s Seduction: As a primary action costing 1 AP a target character within 1m
must make a Willpower test with a +20 modifier or be charmed by the vampire for 3
rounds when in combat. Outside of Combat, this effect lasts 3 hours. A charmed
character loses the will to fight. While charmed, the character becomes exceptionally
docile towards the vampire. This ability can only be used 1 time per long rest.
● Weakness (Fire, 2): The character increases all incoming fire damage by 2 after
mitigation, and suffers a -20 penalty tests made to resist non-damaging fire effects.
This trait can stack.
● Embrace of Shadows: Vampire can use this ability to gain the effects of the
Invisibility spell. This ability can only be used 1 time per long rest.
● Vampiric Unlife: The character is immune to disease, poison, and the effects of
aging. However they cannot heal through restoration magic (including potions) and
must rely on feeding, resting, or other magic.
● Sun Scarred (2): The character increases incoming damage after mitigation by 2
from a weapon/ attack with the Sunlight quality.
● Vampiric Drain(1 AP & 5 Magicka): Vampire drains the life essence of a living
creature. Target creature within 5m rolls an opposed Willpower test with the Vampire,
and if the target has lower DoS than the Vampire, they take 1d4+WpB damage.
Optionally for 10 Magicka the character may change the damage to 2d4+WpB. This
counts as a Direct Attack.

Vampiric Thralls
A thrall is a magically bound mortal who has become a servant to the vampire’s will, and will
do literally anything the vampire commands to the best of their ability. The vampire may
have up to half their Personality Bonus(Rounded down) thralls at one time. (GMs should feel
free for the thrall to interpret the vampire’s will based upon the intelligence of the thrall, which
in most cases is not very high. A lot of the time thralls will misinterpret a vampire’s vague
instructions so feel free to have the thrall work almost like a computer program, in that they
will carry out the literal instructions rather than the intentions behind said instructions.) When
an NPC or character becomes a thrall, they lose half of their Intelligence (rounded down),
but cannot go below 20. The Thrall cannot willingly harm the Vampire unless the Vampire
itself commands it, or it occurs by accident. You gain a thrall by using Vampire’s Seduction
on a humanoid. If you succeed using Vampire’s Seduction a number of times in a row
equal to the target thralls’ Willpower bonus, then the target becomes your Vampire Thrall. A
thrall is released from a Vampire’s control by the Vampire either freeing them, or if the
Vampire itself is killed. When freed, the Thrall regains the lost intelligence, and retains all the
memories of its service to the Vampire.

Feeding
A vampire can feed on a helpless target, or a Vampire Thrall. This works like a Coup de
Grâce and typically kills the target. However, the Vampire can choose to make a Willpower
test(+0) to avoid killing the target. If the target is not killed by being fed upon, they instead
lose half their health and have a chance to be infected with vampirism. A vampire can also
feed on a character they reduced to 0 HP immediately after doing so as an action.

Feeding on sentient creatures (typically a creature with an Intelligence of 20 or more) heals


the vampire 8 HP, animals and other less intelligent creatures are less sustaining and only
provide 4 HP.

Stages
There are 4 stages of Vampirism, the first stage is a vampire which encompases all of the
traits listed above. When a vampire feeds on the blood of a humanoid they reset themselves
to stage 1 vampirism.

Vampires are constantly plagued by a hunger that can only temporarily be sated by feeding
on blood. Each week that a Vampire goes without feeding increases this hunger, and they
become more and more animalistic, but also more powerful. Every week that a Vampire
goes without feeding grants a Vampirism Level. Feeding on blood removes all vampirism
levels (to a base of level 1). Characters at Vampirism level 2 feel a distracting desire to feed,
when the Vampire sees a humanoid they must make a Willpower test with a +20 modifier to
resist the urge to attack and feed on the nearest humanoid in sight(GMs feel free to modify
this test depending on the amount of humanoids present). Vampires at level 3 feel an
extreme compulsion, causing the modifier to become +0. Vampirism level 4 is the hardest to
resist, only very experienced vampires can resist the primal urge to feed, and thus the
modifier for the willpower test becomes a -20.

As Vampirism levels rise so too does the vampire’s damage taken from direct sunlight, at
Vampirism level 1 they take no damage from sunlight, but beyond that at every level
thereafter the vampire loses 2 HP while being exposed to direct sunlight every 15 minutes.
This HP loss increases to 4 at Vampirism level 3 and 6 at Vampirism level 4. If the Vampire
wears a heavy cloak and does not allow sunlight to touch their bare skin, the sunlight
damage will be halved.

Additionally, higher vampirism levels make a character’s condition visible to those who know
the signs. The higher level a vampire is, the more obvious their condition becomes. People
viewing the Vampire must make an observe test. This test becomes easier the higher the
vampirism level is. At vampirism level one, only expert vampire hunters would know the
difference and so no observe test is needed from the normal masses. At Vampirism level 2,
the condition becomes more noticeable, and so when meeting regular people a normal
observe test is needed. At vampirism level 3, the condition further worsens and requires a
+20 observe test. At Vampirism level 4, the disease is so noticeable that it becomes a +40
observe test.

Vampirism Powers Observe Willpower Sun Damage


Levels Test Test Scarred/Fire taken from
Weakness sunlight
additions every 15
minutes.

1 Dark Sight, None None +0 0


Vampiric
Unlife

2 Vampire +0 +20 +1 2
Seduction

3 Clan ability +20 +0 +2 4


(optional)

4 Embrace of +40 -20 +3 6


Shadows

Clans
Not all Vampires are the same: over time many different bloodlines have emerged in
different regions of Tamriel. These Bloodlines reflect both physical differences and different
approaches to hunting prey. A Vampire’s bloodline is determined by the bloodline of the
Vampire that infected them, and each bloodline grants a bonus power or trait addition to the
standard changes that a vampire undergoes. If the bloodline is diluted enough from the
original founder of the bloodline, then the vampire may not even be able to access the clan
power, only the base vampire powers are available.

When you a character becomes infected, the character must roll a 1d100 to determine if the
bloodline you receive is pure enough to be passed down to the character. Rolling above a 50
means that the infected receive clan powers at Vampirism level 3. If the character rolls below
or at 50 then that means that they do not gain any clan powers, and are considered clanless
by other vampires. This roll must be repeated when trying to pass on the strain of Vampirism
to others by the new infected. Optionally your GM may choose to just give the infected a
certain bloodline, without having to make this roll. If the Vampire passing on the disease
possesses no clan ability then you do not need to roll to determine if you pass on your clan
ability.

Clans and their Features:


All powers can only be used once per long rest, and always only become available in the 3rd
stage of vampirism.
● Whet-Fang:
Vampiric Paralysis: Can optionally use Vampire’s Seduction to cause the
target to make a +20 Endurance test or be Paralyzed for 1 round in combat or
if out of combat for up to 6 hours, instead of Vampire’s Seduction’s normal
effects.
● The Order:
Assimilation: Observe tests to spot the vampire’s condition are now harder
to make. Now while in Vampirism level 3 the test modifier is now +0 and in
Vampirism level 4 the test modifier is now +20.
● Garlythi:

Protection of the Night: As a reaction to an attack in place of the character’s


normal defense. Caster becomes cloaked by a shadowy ward that reduces
the amount of damage the attack deals by 9.

● Quarra:
Bloodboil: As a free action, the vampire may gain an extra AP for the rest of
the round. This power and Heroic Action may not be used within the same
round.
● Keerilth:
Mistwalker: As a 2 AP primary action, the vampire may disperse themselves
into a mist and may move an extra 10m of movement that turn, becoming
intangible during the process. At the end of their next turn they turn corporeal
again. While in mist form the vampire is invincible but cannot use AP or SP,
and may only move up to their movement + 10m on their turn.
● Yekef:
Deadly Vore: Instead of feeding normally the vampire may choose to devour
the entire corpse, and keep them in Vampirism level 1 for an extra week.
● Volkihar:
Spectral Grace: As a 1 AP Primary action may move through a single piece
of terrain unhindered as long as you can end your movement in an
unobstructed area.

Vampire Lords

Becoming a Vampire Lord


Certain vampires are blessed by Molag Bal himself, and through his favor have attained new
heights of power: they have become Vampire Lords. Vampire Lords are tall humanoid bat-
like creatures with sharp talons, wings, and shapeshifting abilities.

Becoming a Vampire Lord can happen in one of two ways, both of which carries a significant
risk of losing one’s life. The ‘easier’ way is to curry favor with an existing clan of Vampire
Lords, and have one of them share their ‘blessing’. Characters who are ‘blessed’ like this
usually remember nothing more than rows of sharp teeth and pain, before waking up days
later, forever changed without and within.

The other way is to petition Molag Bal himself to grant his blessing, but the attention of
Molag Bal itself is a dangerous thing and the price may very well end up being steeper than
imagined.

● If a Vampire Lord decides to infect you, Roll 1d100. If it’s above 50 you fall into a
deep sleep for 3 days and emerge as a Vampire Lord. If under or at 50 you roll
another 1d100, and if you roll above a 75 you fall into a deep sleep that lasts for a
whole week, and at the end you wake up as a vampire lord. If you roll under or at 75
you immediately die. You cannot spend luck or anything to reroll these tests.
However if you fail both tests you may burn 10 Luck to live through this ordeal, but
you’re only infected with a normal strain of Vampirism. No matter the circumstance,
you gain the clan ability of the Vampire Lord’s Clan. If in any case you were a normal
vampire beforehand and you possessed a different clan bloodline ability, the new
Vampire Lord’s bloodline now flows through your veins and replaces your old clan
bloodline ability.
● Vampirism and Lycanthropy are mutually exclusive, and one mortal cannot hold both
curses at once. Lycanthropy is “cured” by becoming gifted with a Vampire Lord’s
bloodline, but they gain Vampirism as well as Vampire Lord features.
● Alternatively all of this can be avoided by attracting the attentions of the Daedric Lord
Molag Bal. However the effort needed to catch his attentions are extreme, and even
then he may not deign to ‘bless you’ with Vampire Lordship. Additionally, female PCs
may become Vampire Lords by becoming a ‘Daughter of Coldharbour’, however the
process is not pleasant and not many survive the ordeal.

The Transformation
As a 3 AP Secondary Action, the Vampire Lord may switch to their Ascended form or back to
their normal appearance in the blink of an eye (though not more than once within five
seconds).
Clothing the character was wearing at the time of transformation is destroyed. If the clothing
was enchanted it is instead broken and needs to be repaired using the enchantment skill.
Armor that was worn instead gains the Damaged (1) Condition and needs to be repaired.
The Armor no longer has any effect whilst in ascended form, but still counts as being
equipped

A Vampire can only turn into their Ascended form once per long rest. While in their ascended
form, the following rules apply:

● Dark Sight: The character can see normally even in areas with total darkness, and
never takes penalties for acting in areas with dim or no lighting.
● Obvious Transformation: Any person who sees you transform will instantly know
you are a Vampire or presume you consort with Daedra if they do not know what a
Vampire Lord is.
● Lordly Inflammability (Fire, 1): The character increases all incoming fire damage by
1 after mitigation on top of any previous fire vulnerability gained in normal vampiric
form.
● Sun Scarred Lord (1): The character increases all incoming Sunlight damage by 1
after mitigation from a weapon/ attack with the Sunlight quality, on top of any
previous Sunlight vulnerability gained in normal vampiric form.
● HP: Increase health by 5
● Magicka: Increase magicka by 25
● Natural Toughness(3)
● Vestigial Wings: Gain Flyer(5)
● Natural Weapons: Claws; 1d6 Slashing
● Blood Drain: As a Reaction to killing a humanoid within 1m using your Natural
Weapons you may choose to drain it. This costs 1 AP and 1 SP, and causes you to
regain all of your HP.
● Vampiric Drain(1 AP & 20 Magicka): Vampire drains the life essence of a couple of
living creatures. All target creatures within 3m of a point within 10m take 1d8+WpB
Magic Damage and the vampire gains back the same amount. This counts as a
Ranged attack. The DoS needed to defend against this attack equal the Vampire
Lord’s Willpower Bonus.
● Reanimate Corpse(Mindlock 1, 1 AP, 30 Magicka): Target corpse of up to Medium
size is reanimated for one minute through the vampire lord’s manipulation of its
remaining blood. The reanimated corpse uses the profile it had in life.
● Vampiric Grip(Mindlock 1, 1 AP & 25 Magicka, Upkeep): A target within 20m must
make a Willpower test or be pulled to within a 1m distance of the Lord, and count as
being paralyzed. They are choked and take 1d6 Magic damage. Also, the target is
suspended within the air in front of the Vampire Lord. At the beginning of the target’s
turn they may make another Willpower test to resist this effect, if they fail then they
still count as being paralyzed and take another 1d6 Magic damage. The Vampire
Lord may throw the target 10m away at any time, which costs 1 AP and deals 1d10
damage to the target and anything they collide with after being thrown. This costs 1
AP, counts as a ranged attack, and uses Willpower(+20) for the test.
● Passing the Gift: The Vampire Lord can choose to infect a fellow humanoid with
their branch of Vampirism. Any clan bonuses are guaranteed to spread. This power
can also be used when not in Vampire Lord form.
● While in Ascended form, the vampire lord cannot use any normal spells or any
vampiric powers it has in its normal form.

Vampire Lord Talents

Poison Talons(Apprentice, Strength, Agility): Claw Natural Weapons gain an additional


1d6 Poison damage

Night Cloak(Master, Willpower): As 3 AP Primary action while in Ascended form, the


vampire lord may turn themselves into a cloud of bats that swirl around a 5m radius sphere
centred on the vampire lord’s original position. These bats cause an automatic 1d6 Magic
damage to anyone that starts their turn in the area or enters the area, as well as the vampire
lord also gains 1d6 Magicka for each humanoid that this ability deals damage to. This ability
lasts for 1 turn, and at the beginning of the Vampire Lord’s next turn they revert back to their
normal Ascended form. When this talent is activated, the Vampire Lord cannot move. The
Vampire Lord is invulnerable while in this cloud of bats form. This can only be used once per
long rest.

Detect Souls(Novice, Perception): As a free action, the Vampire Lord can see the auras of
all beings, including Automatons. This can be used outside of the Vampire Lord form as well.

Mist Form(Expert, Willpower): As a 2 AP primary action, the vampire lord whilst in


ascended form may disperse themselves into a mist and may move an extra 10m of
movement that turn, becoming intangible during the process. At the end of their next turn
they turn corporeal again. While in mist form the vampire lord is invincible but cannot use AP
or SP, and may only move up to their movement + 10m on their turn.

Vampire Lord Artifacts


Bloodstone Chalice: Drink blood from to power up Vampiric Drain to cause the target to
lose 1 SP and WpB MP in addition to all other effects. Lasts for 1 long rest. For every piece
of Elder Vampire remains that are added into the chalice, the effect lasts an additional long
rest, up to a maximum of 9 Long rests.

Elder Vampire Remains: Remains from a Vampire Lord that has lived at least over 500
years. When Consumed, restores all Stamina and Magicka to the consumer, and can be
used as a Legendary Illusion/Mysticism ingredient in Alchemy.

Vampirism Stat Block


Making a Vampiric NPC is pretty simple. All you have to do is get the baseline humanoid
character and add the vampiric powers (depending on what stage you want to put the
Vampiric NPC in) and voila! You have a Vampiric NPC. For a Vampire Lord, do the same
thing but with Vampire Lord stats.
Vampire Rogue
Any Race, Humanoid, Threat Level, Soul Type [black] (1500)
Rogues are adventurers and opportunists with a gift for getting in and out of trouble.
Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune,
trusting to their luck and cunning to survive.
Characteristics Attributes Skills

STR- 35 HP: 15 Combat 65

END- 30 WT: 9 Magic -

AG- 45 MP: 35 Evade 75

INT- 35 SP: 3 Observe 70

WP- 30 IR: +11 Stealth 75

PRC- 40 AP: 3 Knowledge 55

PRS- 45 Spd: 11m Social 65

VL*-1 Size: Medium Physical 45

*VL represents the Vampirism level of the vampire, which determines what powers the vampire has
available to them. Also for every VL above 1 the Fire Weakness, and Sun Scarred traits go up by 1.
Unconventional skills:
● Persuade TN 75
● Deceive TN 75
Weapons and Armour:
● Steel Shortsword: 1d6 +1; Slashing, Exploit Weakness
● Steel Rapier: 1d8 +1; Slashing, Exploit Weakness, Dueling Weapon
● Superior Full Leather: AR 3, Fire 1 on all locations; Light
Special Abilities (Optional)
● Dodging Dash (2 SP): The Rogue may use this to impose a -20 to all opportunity
attacks made on him this turn.
● Vampiric Drain(1 AP & 15 Magicka): Vampire drains the life essence of a living
creature. Target creature within 5m does 1d6+2 magic damage and gains back the
same amount. This counts as a Ranged attack, but cannot be evaded against. The
DoS needed to defend against this attack equal the Vampire’s Willpower Bonus
Talents/Traits
● Assassin Strike: If the character successfully inflicts damage with an attack (after
mitigation) then the target of that attack cannot make an attack of opportunity against
the character during that turn.
● Fleet Footwork: Moves at normal speed when hidden, and has free action Evade
until they fail, at which point it costs the normal 1 AP
● Dark Sight: The character can see normally even in areas with total darkness, and
never takes penalties for acting in areas with dim or no lighting.
● Diseased (Porphyric Hemophilia, +0) Creatures with this trait are diseased, and if
they deal a wound to another character with their natural weapons then that
character must test Endurance +0 or contract the Poryphic Hemophilia Disease.
● Weakness (Fire, 2): The character increases all incoming fire damage by 2 after
mitigation, and suffers a -20 penalty tests made to resist non-damaging fire effects.
This trait can stack.
● Vampiric Unlife: The character is immune to disease, poison, and the effects of
aging. However they cannot heal through restoration magic (including potions) and
must rely on feeding, resting, or other magic.
● Sun Scarred (2): The character increases incoming damage after mitigation by 2
(round up) from a weapon/ attack with the Sunlight quality.
● Charlatan: May use Deceive in place of Commerce
Vampire Lord Rogue (Ascended Form)
Any Race, Humanoid, Threat Level, Soul Type [black] (1500)
Rogues are adventurers and opportunists with a gift for getting in and out of trouble.
Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune,
trusting to their luck and cunning to survive.
Characteristics Attributes Skills

STR- 35 HP: 20 Combat 65

END- 30 WT: 9 Magic -

AG- 45 MP: 60 Evade 75

INT- 35 SP: 3 Observe 70

WP- 30 IR: +11 Stealth 75

PRC- 40 AP: 3 Knowledge 55

PRS- 45 Spd: 11m Social 65

VL*-1 Size: Medium Physical 45

*VL represents the Vampirism level of the vampire, which determines what powers the vampire has
available to them. Also for every VL above 1 the Fire Weakness, and Sun Scarred traits go up by 1.
Unconventional skills:
● Persuade TN 75
● Deceive TN 75
Attacks and Abilities:
● Natural Weapons: Claws; 1d6 Slashing
● Blood Drain: As a Reaction to killing a humanoid within 1m using your Natural
Weapons you may choose to drain it. This costs 1 AP and 1 SP, and causes you to
regain all of your HP.
● Vampiric Drain(1 AP & 20 Magicka): Vampire drains the life essence of a couple of
living creatures. All target creatures within 3m of a point within 10m take 1d8+4
Magic Damage and the vampire gains back the same amount. This counts as a
Ranged attack. The DoS needed to defend against this attack equal the Vampire
Lord’s Willpower Bonus.
● Reanimate Corpse(Mindlock 1, 1 AP, 30 Magicka): Target corpse of up to Medium
size is reanimated for one minute through the vampire lord’s manipulation of its
remaining blood. The reanimated corpse uses the profile it had in life.
● Vampiric Grip(Mindlock 1, 1 AP & 25 Magicka, Upkeep): A target within 20m must
make a Willpower test or be pulled to within a 1m distance of the Lord, and count as
being paralyzed. They are choked and take 1d6 Magic damage. Also, the target is
suspended within the air in front of the Vampire Lord. At the beginning of the target’s
turn they may make another Willpower test to resist this effect, if they fail then they
still count as being paralyzed and take another 1d6 Magic damage. The Vampire
Lord may throw the target 10m away at any time, which costs 1 AP and deals 1d10
damage to the target and anything they collide with after being thrown. This costs 1
AP, counts as a ranged attack, and uses Willpower(+20) for the test.
Traits:
● Dark Sight: The character can see normally even in areas with total darkness, and
never takes penalties for acting in areas with dim or no lighting.
● Weakness (Fire, 3): The character increases all incoming fire damage by 3 after
mitigation, and suffers a -30 penalty tests made to resist non-damaging fire effects.
This trait can stack.
● Sun Scarred (3): The character increases incoming damage after mitigation by 3
(round up) from a weapon/ attack with the Sunlight quality.
● Natural Toughness(3)
● Vestigial Wings: Gain Flyer(5)
● Charlatan: May use Deceive in place of Commerce
● Assassin Strike: If the character successfully inflicts damage with an attack (after
mitigation) then the target of that attack cannot make an attack of opportunity against
the character during that turn.
● Fleet Footwork: Moves at normal speed when hidden, and has free action Evade
until they fail, at which point it costs the normal 1 AP
Lycanthropy
Therianthropy
The Therianthropy disease/gift also more commonly referred to as Lycanthropy due to the
most common form being a Werewolf, is a disease that is bestowed by Hircine and does not
discriminate. Typically highly contagious; a mere scratch has the potential to transform a
mortal into a lycanthrope. This process typically takes a few days. One can expedite the
process by drinking the blood of the werebeast - this results in a near-immediate and intense
transformation.

In addition to the non-discriminatory nature of the disease, mammalian and scaled beast folk
are just as capable of contracting lycanthropy for a strain that does not share their natural
skin type. Essentially, Argonians can be werewolves and Khajiit can be werecrocodiles.

Hircine is also usually actively involved in the werebeasts life.

The Disease

Becoming a Werewolf requires that an individual contract the magical disease that causes it.
The strain of Lycanthropy can differ, but how the disease spreads does not. Characters can
contract Lycanthropy from extended contact with any strain of Lycanthrope: a character who
comes into contact with a Lycanthrope (through bites, scratches, etc…) must pass an
Endurance test, and on failure contracts the initial strain of Lycanthropy. If your disease
resistance is above 75%, it counts as only being 75% resistant due to the magical nature of
Lycanthropy. This only occurs if the character does not possess the Undead, Undying or
From Beyond Traits. This disease can also only be spread to humanoids. If the blood is
drunk from an alive Lycanthrope in beast form, then you automatically are infected,
regardless of resistance, unless you are a Vampire Lord. Regular Vampires will be cured
however, and from then on be Lycanthropes. You can also become a Lycanthrope by
propositioning Hircine himself, although a deal usually must be made. Alternatively, witches
such as the Glenmoril Witches may act as emissaries to Hircine, acting as deal brokers for a
group who wish to become Lycanthropes, which can often lead to special circumstances to
the disease.

Lycanthrope Effects
Upon being infected with a strain of Therianthropy, a character will have 3 days to remove
this disease, which can be done via any means that would remove a common disease. The
symptoms to Lycanthropy in this stage are strange dreams of moons and men becoming
beasts. After these 3 days pass, the next time the character sleeps they will transform into
their beast form, see transformation below.

When in their humanoid form, lycanthropes have the following effect:


● Immunity (Disease): Except for incredibly rare events, lycanthropes are immune to
disease.
● Restless: The character only restores half the health and stamina they normally
would when resting. However the first time they transform each day, they restore all
their stamina (even if previously fatigued) and all HP.
● Silver Scarred (2): Any damage inflicted on a character with this trait after mitigation
by an attack from a silver weapon is increased by 2 before calculating the effects of
the damage.
● Feeding: When you change back into your humanoid form from your lycanthrope
form, you start with 6 health and 1 stamina unless you have fed on at least a
creature/humanoid of Medium size or larger. Eating 3 small size creatures will also
suffice.

Transformation Circumstances
During the day, the Lycanthrope can make a Willpower Test(-20) to transform at will. If
frenzied, the Willpower Test becomes (+0). During the night, if the Lycanthrope has not
already transformed, they can make a Willpower Test(+0) to transform at will. If frenzied, the
Willpower Test becomes (+20). They will stay in the werewolf form for 6 hours.

If still in the werewolf form when night falls, you stay as a werewolf for the rest of the night.

Every night the lycanthrope tallies up a number of circumstances that determines whether or
not they transform an hour after sunset which then lasts until an hour before sunrise. If the
circumstances add up to a total of at least 50, then the lycanthrope transforms into their
beast form. Circumstances and their bonuses/negatives can be found in the Table below:

Circumstances

In the Hunting Grounds +100

Bloodmoon/Wild Hunt happening +100

The character gains the frenzied condition (no matter +20


it’s origin)

In a tense or dangerous situation +10

Under the effects of the calm spell -20

Being under cloudy sky +0

Being under open sky +10

Being indoors -10

Currently has a wound caused by silver +10

Full Moon(s) +60

Gibbous Moon(s) +40

Half Moon(s) +20


Crescent Moon(s) +10

New Moon(s) +0

Successful Willpower test(+0) to not transform -10

Successful Willpower test(+0) to transform +10

Fed the previous night on a creature of large size or -20


more while in beast form

Near a large population of creatures/humanoids(e.g. +10


Herd of sheep, town center, etc.)

Transformed during the day +30

Moons:
Masser and Secunda are the 2 moons of Tamriel and they have the same moon cycle for
the purposes of transformation. Every 32 days a full cycle is completed. Full moons and New
Moons last for 1 night, and the rest of the moon cycles

The cycle goes:


New Moon (1 night) -> Crescent Moon(6 nights)-> Half Moon (3 nights)-> Gibbous Moon (6
nights)->Full Moon (1 night) -> Gibbous Moon (6 nights)-> Half Moon (3 nights)-> Crescent
Moon (6 nights)

Clothing the character was wearing at the time of transformation is destroyed. If the clothing
was enchanted it is instead broken and needs to be repaired using the enchantment skill.
Armor that was worn instead gains the Damaged (1) Condition and needs to be repaired.
The Armor no longer has any effect whilst in beast form, but still counts as being equipped.

Effects
Whilst in beast form the character has the following changes in addition to the normal effects
of lycanthropy:
● Dark Sight: The character can see normally even in areas with total darkness, and
never takes penalties for acting in areas with dim or no lighting.
● Immunity (Disease): Except for incredibly rare events, lycanthropes are immune to
disease.
● Obvious Transformation: Any person who sees you transform will instantly know
you are a Werewolf, or presume you consort with Daedra if they do not know what a
Werewolf is.
● HP: Increase health by 5
● Size: If size is not already Medium, then your becomes Medium.
● Stamina: Increase stamina by 1
● Speed: Increase speed by 9
● Silver-Scarred(5): The base Silver Scarred trait increases to 5
● Damage Reduction: Gain 5 Natural Toughness
● Wound Threshold: Increase Wound Threshold by 5
● AP: Your max AP is lowered by 1
● Feast: Upon killing a creature or finding a dead creature you may choose to eat it
using a 1 AP Primary Action, which causes you to gain health equal to the size of the
creature, which can be found in the table below.

Health 2 4 6 8 10 12 14

Size Puny Tiny Small Medium Large Huge Enormous

● Natural Weapons: (Claws; 1d10 Slashing)


● Diseased (+0): Creatures with this trait are diseased, and if they deal a wound to
another character with their natural weapons then that character must test
Endurance +0 or contract the Lycanthropy Disease.
● Animal Senses: Gain a +30 to Survival, Navigate, and Observe tests for tracking.
● The character cannot speak, unless to another Lycanthrope
● The character cannot use items
● The character does not ever count as being frenzied
● The character cannot perform crafting related activities
● The character cannot cast spells
● The character cannot perform actions or skills that would require focus or
concentration (GM discretion)

Strains:
All strains follow the base form of lycanthropy unless otherwise stated.

● Werewolf:
Gain power: Howl of Terror(1 AP & 1 SP): Causes everyone within 20m to
make a -10 Panic test
● Werebat:
Power of Flight: Gain Flyer(speed)
Stonefoot: Whilst on the ground, lose lycanthrope speed bonus and natural
speed is halved
Flimsy: Wound Threshold only increased as 3
Special Hit Locations: The werebat’s wings will replace the arm slot, and if
the werebat suffers any sort of wounds on its wings, it will immediately ground
itself, preventing it from flying.
Echolocation: The Werebat sees by hearing, not by sight. They cannot be
conventionally Blinded, but are instead treated as also being Blind when
affected by the Deafened condition.
● Wereboar:

Thick Skin: Natural Toughness from base becomes 7

Stamina: Stamina is not increased for Wereboars.

Natural Weapons(Replaces Claws): Tusks; 1d8; Splitting


Gain power: Hamfisted: Spend 2 ap to charge the wereboar’s speed in a
direction. The Wereboar must be at least 5m from the target to initiate the
charge. Upon colliding with a creature or humanoid, the wereboar makes an
attack roll with their Natural Weapon, and for every additional 1m they move
beyond the required 5m, the charge does +1 damage. If the charge attack
hits, the target must make an acrobatics test to stop from falling prone. The
wereboar can continue its charge with its remaining speed, but the bonus
damage resets to zero. If the wereboar collides with an obstacle, it will
become stunned until the end of its next turn. If the charge is counterattacked,
the wereboar will lose its Natural Toughness.

● Werebear:
Absolute Unit: Size is changed to large.

HP: Health increase becomes 10 instead of 5

Massive Bulk: The Werebears gain a speed bonus of 5 instead of 9

● Werecrocodile:
Natural Weapons(Replaces Claws): Jaws; 1d12 Slashing and Crushing
Thrash (1 SP): If the Werecrocodile successfully Bites a target, it can spend
a Stamina as a free action to Thrash the target. This deals 1d4+3 damage
that ignores armour.
Clumsy on land: The Werecrocodiles do not gain the speed bonus from
lycanthropy whilst on land, and they always count as possessing the slowed
condition unless submerged in water, whereupon they gain the base
Lycanthrope speed addition.
Amphibious: Can breath water and ignores the skill cap placed on his
Combat rolls by his Athletics when fighting in water.
● Werevulture:
Power of Flight: Gain Flyer(speed)
Stonefoot: Whilst on the ground, lose Lycanthrope speed bonus and natural
speed is halved
Flimsy: Wound Threshold only increased by 3
Special Hit Locations: The Werevulture’s wings will replace the arm slot,
and if the werevulture suffers any sort of wounds on its wings, it will
immediately ground itself, preventing it from flying.
Natural Weapons(Replaces Claws): Talons; 1d6 Slashing, 1d4 Poison
Projectile Vomit: (15/20/25 Range) 1 AP Primary action Ranged Attack 1d4
poison dmg.
● Werelion:
Rake (1 SP): The Lion can rake a target savagely, and roll a second attack
against a target that was successfully damaged. This attack deals 1d4
damage.

Lycanthropy talents:
Lycanthropes can gain talents to “level up” their abilities while being in the beast form. These
talents are for those that want to focus more on the beastial side of Lycanthropy, because
upon being cured, the Lycanthrope loses all these talents, even if they regain their curse
once more, they still do not gain them back.

Gorging(Endurance, Apprentice): Gain +1 extra HP when feasting during Beast form.


Pack Instinct(Strength, Personality, Journeyman): Summon two wolves to aid you whilst
in Beast Form. Can be used to aid in tracking, defending or attacking. (Count as wolves from
Scroll of beasts). (Under GM Control)
Tough Hide(Endurance, Master): Gain +2 additional natural toughness when in Beast
Form.
Sharpened Claws(Strength, Expert): When using natural weapons and in Beast Form,
damage is increased by +2. This works in the same way as Weapon Material Bonus
Damage.
Piercing Howl (Werewolf Only, Any, Journeyman): Howl of Terror now counts as a -20
panic test.
Fly-by Snack (Werebat Only, Any, Journeyman): Gain the ability Weredrain (1 SP): a
1d6 Slashing natural weapon bite attack. Gain half damage (Rounded Up) back as HP.
High Velocity Pork (Wereboar Only, Any, Journeyman): Can select a new direction mid-
way through a Hamfisted charge as long as it’s 90 degrees from the starting angle.
Exit followed by Bear(Werebear Only, Any, Journeyman): Gain the ability: Maul (2 SP):
The Werebear does a melee attack to everyone within 1m range in front of them that deals
2d8 damage and has Crushing. Additionally, all targets Medium or smaller within Reach
must test Acrobatics or Athletics or else be knocked prone.
Crocodile Dundee(Werecrocodile Only, Any, Journeyman): No longer gain slowed
condition on land, however still gain no speed bonus.
Opportunistic Feeder(Werevulture Only, Any, Journeyman): Feeding becomes a free
action.
Stalking Predator(Werelion Only, Any, Journeyman): If attacking from stealth, attacking
with Natural Weapons/Rake does +3 damage.

Lycanthropy Artifacts:
Ring of Hircine: No longer affected by circumstance table at all, and able to transform
between beast form and humanoid form at will

Totem of Fear: If not a werewolf, gain the werewolf ability: Howl of Terror. If you’re a
werewolf, Howl of Terror now does a Horror test instead of a Panic test.

Totem of the Hunt: Gain Regeneration(2)

Totem of Brotherhood: Summon two wolves (Count as wolves from Scroll of beasts). (Under
GM Control), stacks with Pack Instinct.

Ring of Bloodlust: Gain Proven for your Natural Weapons while in Beast form, but any
Natural Toughness gained during Beast form is halved(Rounded Down)
Lycanthropy Stat Block:
Making a Lycanthrope NPC is pretty simple. All you have to do is get the baseline humanoid
character and add the Lycanthrope effects and voila! You have your Lycanthrope NPC when
in humanoid form. For the Beast Form, do the same thing but with Lycanthrope Strain stats.

Lycanthrope Rogue Humanoid Form


Any Race, Humanoid, Threat Level, Soul Type [black] (1500)
Rogues are adventurers and opportunists with a gift for getting in and out of trouble.
Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune,
trusting to their luck and cunning to survive.
Characteristics Attributes Skills

STR- 35 HP: 15 Combat 65

END- 30 WT: 9 Magic -

AG- 45 MP: 35 Evade 75

INT- 35 SP: 3 Observe 70

WP- 30 IR: +11 Stealth 75

PRC- 40 AP: 3 Knowledge 55

PRS- 45 Spd: 11m Social 65

Lck-N/A Size: Medium Physical 45

Unconventional skills:
● Persuade TN 75
● Deceive TN 75
Weapons and Armour:
● Steel Shortsword: 1d6 +1; Slashing, Exploit Weakness
● Steel Rapier: 1d8 +1; Slashing, Exploit Weakness, Dueling Weapon
● Superior Full Leather: AR 3, Fire 1 on all locations; Light
Special Abilities (Optional)
● Dodging Dash (2 SP): The Rogue may use this to impose a -20 to all opportunity
attacks made on him this turn.
Talents/Traits
● Assassin Strike: If the character successfully inflicts damage with an attack (after
mitigation) then the target of that attack cannot make an attack of opportunity against
the character during that turn.
● Fleet Footwork: Moves at normal speed when hidden, and has free action Evade
until they fail, at which point it costs the normal 1 AP
● Immunity (Disease): Except for incredibly rare events, lycanthropes are immune to
disease.
● Restless: The character only restores half the health and stamina they normally
would when resting. However the first time they transform each day, they restore all
their stamina (even if previously fatigued) and all HP.
● Silver Scarred (2): Any damage inflicted on a character with this trait after mitigation
by an attack from a silver weapon is increased by 2 before calculating the effects of
the damage.
● Feeding: When you change back into your humanoid form from your lycanthrope
form, you start with 6 health and 1 stamina unless you have fed on at least a
creature/humanoid of Medium size or larger. Eating 3 small size creatures will also
suffice.
● Charlatan: May use Deceive in place of Commerce

Lycanthrope Rogue Werewolf Form


Any Race, Humanoid, Threat Level, Soul Type [black] (1500)
Rogues are adventurers and opportunists with a gift for getting in and out of trouble.
Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune,
trusting to their luck and cunning to survive.
Characteristics Attributes Skills

STR- 35 HP: 25 Combat 65

END- 30 WT: 14 Magic -

AG- 45 MP: 35 Evade 75

INT- 35 SP: 5 Observe 70

WP- 30 IR: +11 Stealth 75

PRC- 40 AP: 2 Knowledge 55

PRS- 45 Spd: 20m Social 65

Lck-N/A Size: Medium Physical 45

Weapons and Armour:


● Natural Weapons: (Claws; 1d10 Slashing)
● Damage Reduction: Gain 5 Natural Toughness
Special Abilities (Optional)
● Dodging Dash (2 SP): The Rogue may use this to impose a -20 to all opportunity
attacks made on him this turn.
● Howl of Terror(1 AP & 1 SP): Causes everyone within 20m to make a -10 Panic test
Talents/Traits
● Assassin Strike: If the character successfully inflicts damage with an attack (after
mitigation) then the target of that attack cannot make an attack of opportunity against
the character during that turn.
● Fleet Footwork: Moves at normal speed when hidden, and has free action Evade
until they fail, at which point it costs the normal 1 AP
● Dark Sight: The character can see normally even in areas with total darkness, and
never takes penalties for acting in areas with dim or no lighting.
● Immunity (Disease): Except for incredibly rare events, lycanthropes are immune to
disease.
● Silver Scarred (5): Any damage inflicted on a character with this trait after mitigation
by an attack from a silver weapon is increased by 5 before calculating the effects of
the damage.
● Feast: Upon killing a creature or finding a dead creature you may choose to eat it
using a 1 AP Primary Action, which causes you to gain a health equal to the size of
the creature, which can be found in the table below.

Health 2 4 6 8 10 12 14

Size Puny Tiny Small Medium Large Huge Enormous

● Diseased (+0): Creatures with this trait are diseased, and if they deal a wound to
another character with their natural weapons then that character must test
Endurance +0 or contract the Lycanthropy Disease.
● Animal Senses: Gain a +30 to Survival, Navigate, and Observe tests for tracking.
● The character cannot speak
● The character cannot use items
● The character does not ever count as being frenzied
● The character cannot perform crafting related activities
● The character cannot cast spells
● The character cannot perform actions or skills that would require focus or
concentration (GM discretion)
● Charlatan: May use Deceive in place of Commerce

Quest for a Cure


Most Vampires and Lycanthropes do not set off down their paths by choice, and as such live
the rest of their lives tormented by their condition. Many are consumed by it, becoming little
more than mindless beasts, but some are able to retain their sanity.

These lonely individuals often spend years searching for a way to return to how they were
before. This section offers advice for game masters regarding methods by which their
players can cure their conditions, and integrating the quest for a cure into a campaign.

Rumours and Legends

While it is held in many cultures that Vampirism is incurable, there exist several rumored
cases of individuals being cured of the disease. Most notably, that of the Vigilant of Stendarr
known as Fenrik. After petitioning Molag Bal for a cure, he had to build a shrine to the
Daedric Prince and sacrifice nine fellow vigilants at the altar, one for each divine. GMs
should think along these lines for cures for Vampirism, and make the cure require great
effort and be personalised to the PC/NPC themselves.

In addition, rumors abound regarding the ability of witches and certain powerful mages to
cure the condition using potions, the secrets of which have been well kept for centuries.

The story is similar with Lycanthropy: rumors exist that certain witches (particularly those of
the Glenmoril Wyrd) have the ability to cure an individual of Hircine’s curse. Certain other
powerful individuals across Tamriel might also be privy to the secrets of the cure. It is also
likely that, similar to Vampirism, the curse’s creator can also undo it: a bargain with Hircine
himself could result in an individual being freed from the clutches of Lycanthropy.

Using cures in your campaign

The rumors and legends above, as well as the specific methods found in the games
themselves, provide a perfect foundation from which a GM can construct a cure for their
players who wish to be free of their afflictions.

In the interest of not stepping on the GMs toes, and keeping things unpredictable for the
players, we will provide no specific rituals or means to cure Vampirism or Lycanthropy.
Instead we recommend the GM create a cure that suits them thematically, and fits the needs
of their campaign.

With that in mind, we have provided some recommendations for GMs looking to create their
own cures and use them in their games:

•  A character’s search for the cure should not be easy: a player who has chosen to play as
a Vampire or Lycanthrope should have to deal with the consequences of that choice.
•  The quest for a cure should not distract the party from their main goals: it is best if the GM
can leave clues “just off the beaten path” for the character in question to discover. Without
slowing the main story.
•  The cure itself should not come without a price: curing Vampirism or Lycanthropy is the
culmination of a character’s arc, and as such we recommend the GM abuse this opportunity
for maximum dramatic potential. Perhaps the cure requires that the character commit a
heinous act, one that the rest of the party might find unacceptable. If the party has reached
the end of the campaign, the GM can also consider ignoring our previous recommendation
and placing the character’s quest for a cure in direct conflict with the goals of the rest of the
party.

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