Saturday 17 January 2015

The Elder Scrolls Conversion Project; Vampires

Vampires are traditionally part of many fantasy worlds, but mostly as foes. These creatures of night however are playable in most Elder Scrolls games, and being one brings serious advantages as well as disadvantages to the player. Below you will find the rules how can you add vampirism into you Elder Scrolls games in 5th edition, as well as other fantasy worlds, if you are looking for an interesting twist on these nocturnal bloodsuckers


Vampirism, just as in other works of fiction, is both regarded as a curse and a blessing depending on who you ask. Truth to be told, vampirism bestows many useful powers for those who embrace it, but as everything, this comes with a price. Vampires are undead, and are significantly weakened by sunlight and they need to consume the blood of the living. There are several bloodlines of vampirism, each with their own distinct set of powers and abilities. In this post, you will see a "generic" vampire bloodline, as well as ideas on how to create your own. In later entries I will provide additional bloodlines.

Vampirism in the Elder Scrolls has a different aspect than most other types of vampires. The Vampires here get stronger by NOT feeding, making their vampiric traits more powerful, positive and negative. Vampirism has 4 stages of well fedness.
Stage 1, is the most well fed, when a Vampire has been feeding in less than a day.
Stage 2, the vampire shows signs of hunger, after the first night without feeding.
Stage 3, the vampire grows more bestial, and more powerful as the mortal blood starts vanishing from his system after the second night without blood.
Stage 4, the bloodstarved vampire is the most powerful and dangerous of all. Vampires become bloodstarved on the fourth night without feeding.

The powers of the vampire depend on two different things, their Bloodline, and how long have they not been feeding. For this reason, their power scales from two source. Their bloodline gets more powerful by their levels, and their generic vampiric abilities get more powerful by the lack of feeding.

Becoming a vampire:

There are several ways of becoming a vampire, however the most common is getting bitten by one. Vampirism is a disease (or several similar diseases) that causes the infected to turn into a vampire after 3 days of incubation period. The diseases weakens the victim, and it grows more powerful by each passing day, sometimes even killing the victim before the transformation is complete. This disease, like any other, can be cured easily by praying at a chapel, drinking a potion, or by using restoration magic. However, if none of these measures are taken, the victim will turn into a vampire on the third night of infection.
Curing a fully transformed vampire is incredibely hard, and only a handful of people know the way of doing so. It is a worthy quest to even find one of these sages, not to mention the rare ingredients needed for the ritual.

Feeding:

All vampire needs to feed blood, fresh humanoid blood preferably. Depending on the hunger of the vampire, it has options regarding feeding.

Quench thirst: This is the safest, least satisfying way of drinking blood. This type of feeding ensures that the vampire won't progress its vampirism until next night. If a stage I vampire manages to quench its thirst every night, it will never progress into stage II. The target gains an exhaustion level when feeding. The target must make a DC 10 Endurance save or be infected with Vampirism.

Feed normally: This option is less safe, and the mortals could notice it on themselves. This type of feeding reverts 1 level of vampiric progress at the moment of feeding. The target gains 2 levels of exhaustion. The target must make a DC 12 Endurance save or be infected with Vampirism

Drink full: This option can be potentionally fatal to the mortals, and vampires rarely choose this type of feeding by themselves, as it can out them in a community. The vampire instantly reverts to stage I, and will not progress vampirism by next night. The target must make a DC 16 Endurance save, or start dying. If the target survives, it is infected by Vampirism

Feeding takes some time, normally 1 minute. If the feeding is interrupted, the vampire must start again completely.

Feeding on sleeping targets
Feeding on sleeping targets requires some skill to remain undetected. To feed on a sleeping target, the vampire must make an Agility check (Sleight of hand applies) against their passive perception. Quenching thirst and feeding normally is easy, but Drinking full gives the vampire a disadvantage on the roll. If the vampire fails the roll the victim wakes up. See rules for feeding on unwilling targets.

Feeding on unwilling targets
A vampire can also feed on targets who are awake. To feed on unwilling targets, the vampire must grapple its victim, and must hold the grapple for the duration of feeding. If the victim breaks free, the feeding is interrupted.



The bloodlines:

Bloodlines for vampires work like subraces work for creatures. Each vampire shares a base set of vampiric powers, and they have a set of distinct ability inherited by their bloodline. Important! Bloodline abilities scale from character level, and not hunger level!

Base vampire traits:

All vampires, regardless of bloodlines gain these abilities.
Enhanced attributes: Strength, Willpower. All vampires are stronger and more willfull than mortals.
Speed Increase: All vampires are faster than mortals
Disease and poison immunity: All vampires are immune to poison and the poisoned condition
Necrotic immunity: All vampires are immune to necrotic damage.
Radiant vulnerability: All vampires are vulnerable to radiant damage.
Sun weakness: All vampires are weakened by the sun, depending on their hunger level.
Fire weakness: All vampires have a weakness to fire.  
Bite: All vampires gain a bite attack. This bite attack deals 1d4 piercing damage. The target must make a DC 14 Endurance save, or be infected with Vampirism
Magical powers: All vampires gain the Absorb Health, Vampire's seduction, Prey seeking and Embrace of Shadows powers regardless of their lineage.

Volkihar Bloodline
The Volkihar vampires are the vampires of Skyrim. Rumors are often heard about them being the first vampires, and their leaders having strong and powerful Vampire Lord forms, directly bestowed to them by the Daedric Prince Molag Bal, however, the average vampire with the Volkihar bloodline doesn't have these impressive features.

Northern Vampires: At 1st level a volkihar vampire gains resistance to cold damage.
Cold bite: Starting at 3rd level, the volkihar vampire deals 1d6 extra cold damage with its bite attack.
Agile in death: Starting at 5th level the volkihar vampire adds Agility to the list of enhanced attributes
Vampire's servant: Starting at 7th level a volkihar vampire can reanimate a corpse to fight for it as an action. The CR of the corpse cannot be higher than 1/2 level of the vampire The corpse fights for the vampire for 10 minutes before collapsing. The Volkihar vampire regains the use of this ability after finishing a long rest.
 

Cyrodiilic Bloodline
The vampires of Cyrodiil are the masters of disguise, and a well fed cyrodiilic vampire can appear just as any mortal. They are a cultured, civilized clan of vampires infiltrating the nobility and feed on the unsuspecting citizens.

Disguised Predator: Starting at 1st level, the cyrodiilic vampire has no penalty for detection as a stage II vampire and it always rolls its disguise attempts with an advantage on Stages I and II.
Fleet of foot: Starting at 3rd level, a cyrodiilic vampire adds an additional 5 to its speed.
Charismatic Killer: Starting at 5th level, the cyrodiilic vampire adds Personality to the list of its enhanced attributes
Reign of Terror: Starting at 11th level, the cyrodiilic vampire can cause supernatural fear in mortals. Any creature of the vampire's choice within 30 feet must make a Willpower saving throw or be frightened of the vampire for 10 minutes. On a successful saving throw the target becomes frightened for 1 round. The DC for this ability equals 8 + the vampire's proficiency bonus + the vampire's personality modifier. The vampire regains the use of this ability after finishing a short rest.

Other clans/bloodlines exist as well, like the Aundae, Berne and Quarra clans in Morrowind, or the Bonsamu, Keerilth, Yekef and the Telboth of Valenwood, and many others. In a later post I may create rules for them as well, but you can create your own bloodline just by following the examples of the above two.


The Stages of Vampirism:

Stage I Vampirism:
As a stage I vampire, you can hide your vampirism quite well. You must roll a Disguise check against their perception or investigation check.
As the mortal blood flows within you strongly, your bestial powers are weakened, but you are able to walk in the sunlight, and your disguise is strong

- Supernatural attributes: Your enhanced attributes are raised to 14 if not already higher.
- Blinding speed: Your speed is increased by 5.
- Hunter's sight: You gain darkvision up to 60 feet.
- Sunlight sensitivity: You roll all your attack rolls and perception checks with disadvantage while in sunlight.
- Disease and poison immunity: You are immune to poison and the poisoned condition
- Necrotic immunity: You are immune to necrotic damage.
- Radiant vulnerability: You are vulnerable to radiant damage.- Vulnerable to fire: You become vulnerable to fire damage.
- Absorb life: Treat this spell as a cantrip. Target of your choice within 30 feet must make an Endurance saving throw, or be dealt 1d4 necrotic damage, you heal equal amount. Your spellcasting ability is your Willpower.
- Bite: All vampires gain a bite attack. This bite attack deals 1d4 piercing damage. The target must make a DC 14 Endurance save, or be infected with Vampirism

Stage II Vampirism
As a stage II vampire, your vampiric traits become more obvious, as well as the growth of your power. You are able to hide yourself, but it is much harder now. A thorough investigation of your eyes and fangs could easily reveal your true nature. People rolling investigation roll againts your disguise check have an advantage. Perception doesn't have an advantage.
As your hunger grows, so grow the bestial powers within you.You can still walk in the sunlight, but it takes its toll.
(All bonuses and drawbacks of the previous stage apply, except the modified ones below)

- Supernatural attributes: Your enhanced attributes are raised to 16 if not already higher.
- Sunlight weakness: Every hour you spend in the sunlight gives you an exhaustion level, and you are unable to take short or long rests in direct sunlight. Also, while in sunlight, you take a -2 penalty on all of your attributes.
- Vampire's seduction: Target creature within 15 feet of range, you must make eye contact with. The target must roll a Willpower saving throw, or be charmed by you. You can use this ability even if the target is fighting you, or your allies. The target will treat you as a friend until the next dawn or dusk, whichever is closer. The target will let you feed on it. When the spell ends the target will not have clear memories of the happenings or about you, but it suspects it was charmed. On a successful save the target knows you tried to charm it magically. You regain the use of this feature after finishing a short rest.

Stage III Vampirisim
As a stage III vampire, you can feel hunger. It's starting to become hard to resist the sight of blood. Your visage has becomed twisted and monstrous, it takes truly a master of disguise to hide your true self from mortals. You roll your disguise check with a disadvantage.
(All bonuses and drawbacks of the previous stages apply, except the modified ones below)

- Supernatural attributes: Your enhanced attributes are raised to 18 if not already higher.
- Tyranny of the Sun: You take 2d6 radiant damage for every 10 minutes you spend in sunlight.
- Bloodthirst: You must make a Willpower saving throw to resist the urge to drink blood whenever you see it. This is triggered by seeing or smelling blood from any other source than your own. The DC is 16. On a failed roll, you must do everything in your power to drink yourself full.
- Prey seeking: As an action you can activate your supernatural senses to detect the living around yourself. For 1 minute, you will be aware of every living creature  bigger than tiny size around yourself within 120 feet. You will be aware of the exact location, and movement and their approximate health condition. You can choose to end the ability with a bonus action. You regain the use of it after finishing a short rest.

Stage IV Vampirism
As a stage IV vampire, you are bloodstarved. Your powers become awe inspiring, but it is almost impossible to resist the urge to drink blood, as well as your appereance is completely changed. You cannot even disguise yourself as a non vampire, most creatures recognize your nature instantly.
(All bonuses and drawbacks of the previous stages apply, except the modified ones below)

- Supernatural attributes: Your enhanced attributes are raised to 20 if not already higher.
- Blinding speed: Your speed is increased by 10
- Tyranny of the Sun: You take 2d6 radiant damage every turn you spend in sunlight.
- Bloodthrist: You must make a Willpower saving throw to resist the urge to drink blood whenever you see it. This is triggered by seeing or smelling blood from any other source than your own. The DC is 18. On a failed roll, you must do everything in your power to drink yourself full.
- Resistance to physical damage: You gain resistance against Bludgeoning, Piercing and Slashing damage from non magical weapons. 
- Embrace of Shadows: Your vampiric powers allow you to turn invisible completely. As an action you can turn invisible for up to 10 minutes. Your invisibility ends when you use a bonus action to end it, or attack someone. You regain the use of this ability after finishing a short rest.

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