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Unnatural Transformations; MONSTERS!
Topic Started: Jul 3 2010, 11:51 PM (217 Views)
Knows-Many-Secrets

Vampires, Were-creatures, and other assorted transformations


In the land of Tamriel being a humanoid race doesn’t necessarily mean you will stay that way. Lurking behind every nook and cranny is some hideous abomination just WAITING to rip your spine out and rearrange your body on a cellular level! It isn’t all bad though! With your new body you get a wide assortment of unique benefits and bonuses. Many different creatures are dependant on what region you live in, like any wild animal. Yet others require a certain skill type, or an ancient ritual to achieve.


Vampires

Vampires are the result of the disease Porphyric Hemophilia, which can infect most humans, mer and even argonians. An infected person has approximately three days to cure themselves, or they risk becoming a vampire themselves. It is commonly believed that Molag Bal created the first vampires, though his method differs depending on who is telling the story. There are many different clans of Vampires all over Tamriel, though in Cyrodiil, only one clan exists.
Vampires are not strictly a race of themselves; rather, there are vampiric forms of nearly all other sentient races. A vampire's skin will be pale or gray-tinted compared to living members of their race, due to the lack of circulation. Vampires also tend to develop red eyes (or white eyes in the case of Khajiit and Argonians), and their canine teeth will sharpen into fangs. Vampiric people are stronger and faster than living people of the same race, though they also develop a weakness to fire. Cyrodillic vampires that feed regularly can pass as living mortals.

For the sake of feeding, which all vampires must do, a feeding post must be at least 250 words long detailing the vampire finding it’s next meal. Alternatively you can just include the feeding in a story post or role play post with other people.

All vampires take sun damage as well, with a single exception. When deciding if the vampire is taking sun damage, simply consider if the vampire is in direct sunlight. Hiding under a roof can completely negate sun damage for example. Clothing does not prevent sun damage at all, however. Cloud cover and being underwater reduces sun damage by 50%.

Vampire Clans

Cyrodiilic Vampires
The only “clan” of vampire native to the Empire’s heart, Cyrodiil. There are many theories to why this is, but the most practical reason is that they are simply the best at blending in. For the power of a Cyrodiilic vampire is to be indistinguishable from normal people. If the vampire remains well fed they will retain their human appearance, but will have access to only a portion of their vampiric power. Alternatively a vampire who has not fed in a long time will grow increasingly more savage and powerful, advancing through the “stages” of vampirism until they reach the height of their power. Because of their secretive and deceptive nature, there are no large Cyrodiilic clans that work together. Rather Cyrodiilic vampires seem to form smaller clans without a name, and simply pull their resources to survive.

All Cyrodiilic vampires are 100% immune to disease and paralysis regardless of what stage they are currently in.

Stage One (25% vampirism)
A vampire who has freshly fed within a 48 hour period. Meaning to keep this form you must make a feeding post once every two days.
Bonuses:
Resist Normal Weapons 5%
Weakness to Fire 20%
Sun Damage 0 points per post
Fortify Destruction +5
Fortify Illusion +5
Fortify Sneak +5
Fortify One Handed +5
Fortify Two Handed +5
Hunter’s Sight Lesser Power: Night Eye for 30 seconds and Detect Life 100 feet for 30 seconds on Self.

Stage Two (50% vampirism)
A vampire who has not fed within a 96 hour period. Meaning to keep this form you must not have made a feeding post in four days.
Bonuses:
Resist Normal Weapons 10%
Weakness to Fire 30%
Sun Damage 5 points per post
Fortify Destruction +10
Fortify Illusion +10
Fortify Sneak +10
Fortify One Handed +10
Fortify Two Handed +10
Vampiric Seduction Greater Power: Charm 50 pts for 20 seconds on Touch, once per day.
Physical Strength and agility is doubled.

Stage Three (75% vampirism)
A vampire who has not fed within a 144 hour period. Meaning to keep this form you must not have made a feeding post in six days.
Bonuses:
Resist Normal Weapons 15%
Weakness to Fire 40%
Sun Damage 15 points per post
Fortify Destruction +15
Fortify Illusion +15
Fortify Sneak +15
Fortify One Handed +15
Fortify Two Handed +15
Reign of Terror Greater Power: Silence in 20 feet for 60 seconds, demoralize for 60 seconds on touch. Once per day.
Physical Strength is multiplied times three and agility is doubled.

Stage Four (100% vampirism)
A vampire who has not fed within a 216 hour period. Meaning to keep this form you must not have made a feeding post in nine days.
Bonuses:
Resist Normal Weapons 20%
Weakness to Fire 50%
Sun Damage 25 point per post
Fortify Destruction +20
Fortify Illusion +20
Fortify Sneak +20
Fortify One Handed +20
Fortify Two Handed +20
Embrace of Shadows: Night Eye for 90 seconds on self and Invisibility for 120 seconds on self once per day.
Physical Strength is multiplied times five and agility is doubled.


Morrowind Vampires
There are three clans, or bloodlines, of vampires that you can be in the game: the Shadows of the Berne, the Mages of the Aundae, or the Warriors of the Quarra. You take your bloodline from the siring vampire that infected you, yet that does not make you a member of a clan automatically. Just because you're of their bloodline, don't expect a warm welcome. The members have low disposition towards you, though aren't hostile. Their leaders see you as an abomination, a freak mistake at best, and therefore expendable. You'll have to earn your trust and access to the clan's services by doing tasks of various kinds.
Each of the three clans have their own unique abilities and bonuses, so be weary of which creature you meet.

All Morrowind Vampires have the following Bonuses:
Immunity of Disease and Paralysis 100%
Resist Normal Weapons 50%
Fortify Sneak +10
Fortify Illusion +10
Fortify Destruction +10
Vampiric Touch: Absorb Health 30 points on touch.
Weakness to Fire 50%
Sun Damage 10 points per post
Cannot Regenerate Health through resting
Physical Strength is multiplied times five and agility is doubled.


Berne Clan
The Berne Clan is a vampire clan led by Raxel Berne and can be found in the Dwemer ruins of Galom Daeus. These vampires are the true masters of the night. Sliding through the darkness, invisible in the shadows, they hunt their prey in secrecy and silence.
Bonuses:
Fortify Sneak +20
Fortify Illusion +20
Fortify Lock Picking +20
Chance to be detected while sneaking increased by 25%


Aundae Clan

The Aundae Clan is a vampire clan led by Dhaunavne Aundae, can be found in the Ashmelech cavern. They are a dark brotherhood of vampiric mages blessed with dark powers of the mind, their path through the darkness relies on their mastery of magic.
Bonuses:
Fortify Alteration +20
Fortify Destruction +20
Fortify Illusion +20
Destruction spells are 25% stronger.

Quarra Clan
The Quarra Clan is a vampire clan led by Volrina Quarra and can be found in the Dwemer ruins of Druscashti. They fear nothing, and with good reason. Of all the clans, they are the strongest...at least physically. They are not subtle, and would rather slaughter an entire village than choose a few on which to feed.
Bonuses:
Fortify One Handed +20
Fortify Two Handed +20
Fortify Heavy Armor +20
Physical Strength is multiplied times six.


Iliac Bay Region
The vampires of the Iliac Bay are all very similar in abilities, but like Morrowind the different clans enjoy certain abilities unique to them.
Shared Bonuses:
Immunity of Disease, Poison, and Paralysis 100%
Resist Normal Weapons 50%
Fortify Sneak +10
Fortify One Handed +10
Fortify Two Handed +10
Sun Damage 10 points per post
Physical Strength is multiplied times five and agility is doubled.
Flight: Levitate up to 50ft for 60 seconds on self.
Vampiric Charm: Strong charm effect on target for 30 seconds.
Calm Humanoid: Powerful calm effect on target for 30 seconds.
Blood Eye: Can Detect Life in 60ft permanently.

Anthotis Clan
Rules the Al’akir desert, Antiphyllos, Bergama, Dak’fron, and Tigonus. Enemies with Thrafey.
Bonuses:
Larger Magicka pool.

Garlythi Clan
Rules Northmoor and Phyrgias. Enemies with Selenu and Lyrezi.
Bonuses:
+25% bonus to Shield spell strength.

Haarvenu Clan
Rules Anticlere, Ilessan Hills, and Shalgora. Enemies with Montalion.
Bonuses:
+25% bonus to Destruction spell damage.

Khulari Clan
Rules Dragontail Mountains, Ephesus, Kozanset, Santaki, and Totambu. Enemies with Anthotis.
Bonuses:
+25% bonus to Paralysis duration.

Lyrezi Clan
Rules Alcaire, Isles of Balfiera, Koegria, Menevia, The Orsinium Area, and the Wrothgarian Mountains. Enemies with Garlythi.
Bonuses:
+25% duration on invisibility and silence spells.

Montalion Clan
Rules Bhoriane, Gavaudon, Lainlyn, Mournoth, Satakalaam, and Wayrest. Enemies with Selenu.
Bonuses:
Can cure paralysis.

Selenu Clan
Rules Abibon-Gora, Ayasofya, Cybiades, Kairou, Myrkwasa, Pothago, and Sentinel. Enemies with Montalion and Vrasheth.
Bonuses:
Resist Fire, Shock, and Frost by 25%.

Thrafey Clan
Rules Daenia, Dwynnen, Ykalon, and Urvaius. Enemies with Anthotis. Allies with Vraseth.
Bonuses:
+25% healing receives from spells.

Vrasheth Clan
Rules Bretony, Daggerfall, Glenpoint, Glenumbra Moors, Kambria, and Tulune. Allies with Thrafey.
Bonuses:
50% more agile than other clans.


Skyrim Clans

Volkihar
“He wanted to know about the vampires of eastern Skyrim. I told him about the most powerful tribe, the Volkihar, paranoid and cruel, whose very breath could freeze their victims' blood in the veins. I explained to him how they lived beneath the ice of remote and haunted lakes, never venturing into the world of men except to feed.”
The Volkihar are a vampire clan native to icy Skyrim. Little is known of them, except for their innate affinity with ice.
Bonuses:
Fortify Sneak +10
Fortify Destruction +10
Weakness to Fire 100%
Immune to Frost 100%
Resist Normal Weapons 20%
Immunity to Disease and Paralysis 100%
Sun Damage 20 points per post
Freezing Breath Greater Power: 50 Frost Damage and paralysis for 2 seconds in 15 feet in a stream.
Frozen Passage Lesser Power: Can freely pass through ice.
Icy Breath Lesser Power: 20 Frost Damage in a stream per second.
Frozen Touch: Hand to hand attacks deal an addition 10 Frost Damage on hit.
Eye of Heart Hunting: Detect Life 100 feet for 120 seconds on self.
Underwater Breathing on self


Skyrim Vampire
From the strain sanguinare vampiris, these are the most sophisticated of vampires in Skyrim. Like their Volkihar cousins the Skyrim vampires are able highly resistant to the cold, and wield a number of frost based abilities. They are uniquely power in the aspect of having many unique abilities and skills, but above all else are able to freely move in the daylight, albeit weakened. Like their Cyrodiilic cousins they are able to blend with the local populace through feeding.

All Stages
You have a 100% resistance to disease and poison.
Illusion magic is increased by 25%.
It is 25% harder for characters to detect you while sneaking.
Vampire’s Sight: Night Eye effect.
While outside during daylight, health, magicka and stamina will not regenerate.


Stage One
You have a 25% resistance to frost.
You have a 25% weakness to fire.
While outside during daylight, health, magicka, and stamina are all weakened.
Vampire’s Servant: Reanimate a weak dead body for 60 seconds.
Vampiric Drain: Drains 2 health per second. Costs 5 magicka per second.

Stage Two
You have a 50% resistance to frost.
You have a 50% weakness to fire.
While outside during daylight, health, magicka, and stamina are all severely weakened.
Vampire’s Servant: Reanimate an average dead body for 60 seconds.
Vampiric Drain: Drains 3 health per second. Costs 10 magicka per second.
Vampiric Seduction: Calms up to level 10 for 30 seconds once a day.

Stage Three
You have 75% resistance to frost.
You have a 75% weakness to fire.
While outside during daylight, health, magicka, and stamina are cut in half.
Most NPCs will not interact with you if you initiate the conversation.
Vampire’s Servant: Reanimate a strong dead body for 60 seconds.
Vampiric Drain: Drains 4 health per second. Costs 12 magicka per second.

Stage Four (blood starved)
You have a 100% resistance to frost.
You have a 100% weakness to fire.
While outside during daylight, health, magicka and stamina are cut down to miniscule levels.
Most NPCs become hostile and will attack on sight.
Vampire’s Servant: Reanimate a very strong dead body for 60 seconds.
Vampiric Drain: Drains 5 health per second. Costs 15 magicka per second.
Embrace of Shadows: Turns invisible and gains improved Night Vision for 160 seconds once a day.


Valenwood Clans
“I did as he asked, and once again, his questions taxed my knowledge. There were many tribes to cover. The Bonsamu who were indistinguishable from Bosmer except when seen by candlelight. The Keerilth who could disintegrate into mist. The Yekef who swallowed men whole. The dread Telboth who preyed on children, eventually taking their place in the family, waiting patiently for years before murdering them all in their unnatural hunger.”
Of these clans only two are available to become, as a Yekef would simple swallow you whole and the Telboth only effect small children.

Bonsamu
Perhaps the most unique aspect of the Bonsamu is that they are completely indistinguishable from a normal Bosmer in all manners and appearance. The only way to differentiate them from others is to hold a lit candle up to their face. The light will show them for what they really are. Although they may not be the most powerful of vampires, they have the easiest time fitting in with regular society.
Bonuses:
Fortify Illusion +20
Fortify Sneak +20
Immunity to disease and poison 100%
Weakness to Fire 100%
All attributes cut in half in the sunlight.
Only revealed for what it is under candlelight.

Keerilth
Dangerous vampires known to turn into mist for travel purposes.
Bonuses:
Fortify Alteration +20
Fortify Illusion +20
Fortify Sneak +20
Immunity to disease, poison, and paralysis 100%
Weakness to Fire 50%
Sun Damage 50 points per post
Mist Form Lesser Power: Turns the user into mist for 120 seconds. In Mist Form the user becomes intangible, and can only be hit by magical damage similar to a wisp. In addition this spell gives the user levitate and slowfall for the duration and can bypass doors without opening them. However in this form they suffer from weakness to magicka 50%.


Black Marsh

Whet-Feng
The sadistic, conniving vampires of Black Marsh. Little is known of their powers and abilities, save that they are known to kidnap their victims with paralysis and drag them off to an underground lair, keeping the victim in a magically induced coma so they can freely feed off the poor creature without struggle.
Bonuses:
Fortify Illusion +20
Fortify Alteration +20
Fortify Sneak +20
Weakness to Fire 50%
Resist Normal Weapons 20%
Immunity to Disease and Paralysis 100%
Sun Damage 20 points per post
Comatosis of the Whet-Fang Greater Power: Keeps a target in a comatose state after being knocked out for up to one day.
Whet-Fang Paralysis Greater Power: Paralysis on Target 10 seconds once a day.
Vision of Hunger: Detect Life 100 feet for 120 seconds on self.


Were-Creatures


Lycanthropy is the disease that causes a person to turn into a were-creature. There are several different strains of the disease, most are localized to certain areas of Tamriel, but the most common strain, which turns men and mer into werewolves is reputed to exist in all areas of Tamriel. The disease itself is not very picky about its subject and most races are equally susceptible to catching the disease, except for the Altmer, Argonians, Bosmer, and Redguards, who are all naturally disease resistant, though not immune. The disease itself was created by Hircine, a Daedric Prince, who still serves as the 'guardian' of the afflicted people. This disease is incredibly rare however, as to catch it you must be wounded by a were-creature. And very few survive such a conflict.

All were-creatures must feed. Not feeding the correct amount of times before your next transformation will result in you suffering half your hit points in damage when you turn back into yourself. This damage cannot be healed until you next transform and kill someone. A were-creature kill requires a 250 word post or for the kill to occur in a story or role play with other people.

Werewolf
Those infected with this strain of lycanthropy turn into large, bipedal wolves with overwhelming physical strength and a killer pack mindset. The transformations are sometimes only once a month during the full moon, but some more aggressive strains force a transformation each night. Werewolves are native in all regions of Tamriel, but especially in the more northern areas. Werewolves must feed once every transformation, or at least once a week.
Bonuses:
Cannot use spells or abilities
Physical Strength multiplied by ten.
Can sprint faster than a running horse.
Can let out a loud roar to cause all enemies nearby to run in fear for 60 seconds.
Health and endurance are Doubled.
Night Eye and Detect Life 100 feet on self.
Immunity to disease and paralysis.
Immunity to Iron and Steel weaponry.
Resist Normal Weapons 50%
Weakness to Silver 100%
Cannot use inventory.
Cannot equip items.

Wereboar
Similar to the werewolf, but instead of taking on lupine features you will transform into a large, bipedal wild boar. Wereboar are native only to High Rock and Hammerfall. Similar to a werewolf transformations tend to be once a month during a full moon, however those inflicted can freely change to their were boar forms freely once every day. They must feed twice a month, regardless of how many times they transform.
Bonuses:
Cannot use spells or abilities
Physical Strength multiplied by ten.
Can sprint faster than a running horse.
Can let out a loud roar to cause all enemies nearby to run in fear for 60 seconds.
Health and endurance are Doubled.
Night Eye and Detect Life 100 feet on self.
Immunity to disease and paralysis.
Immunity to Iron and Steel weaponry.
Resist Normal Weapons 50%
Weakness to Silver 100%
Cannot use inventory.
Cannot equip items.

Werebear
Like all other were-creatures, but it takes on aspects of a ferocious, bipedal bear. Native mostly to Skyrim and the northern regions of the world. Easily the largest species of were-creature, the were bear is legendary for it’s strength. A were beat must feed only once a month, but transform nightly. The substance canis root is poisonous to them, and being in close vicinity of it will weaken a were bear.
Bonuses:
Cannot use spells or abilities
Physical Strength multiplied by twelve.
Can sprint faster than a running horse.
Can let out a loud roar to cause all enemies nearby to run in fear for 60 seconds.
Health and endurance are Doubled.
Night Eye and Detect Life 100 feet on self.
Immunity to disease and paralysis.
Immunity to Iron and Steel weaponry.
Resist Normal Weapons 50%
Weakness to Silver 100%
Cannot use inventory.
Cannot equip items.
Cannot equip items.
Canis Root is highly poisonous.


Werevulture
Unique only to the forests of Valenwood are the horrid were vultures. Deadly and airborne, a were vulture is largely humanoid, but their arms have transformed into ugly, black feathered wings ended in bloodied claws. The feet are taloned, but the legs and torso are humanoid. The head is that of a large vulture. Werevultures transform nightly, and must feed each time they transform.
Bonuses:
Cannot use spells or abilities
Physical Strength multiplied by five.
Capable of flying at speeds faster than a sprinting horse.
Can let out a loud roar to cause all enemies nearby to run in fear for 60 seconds.
Health and endurance are Doubled.
Night Eye and Detect Life 100 feet on self.
Immunity to disease and paralysis.
Immunity to Iron and Steel weaponry.
Resist Normal Weapons 50%
Weakness to Silver 100%
Cannot use inventory.
Cannot equip items.


Werelion
The ferocious beast-cats of Black Marsh and the jungle regions of Elsweyr, were lions are large, bipedal lions creatures. Not to be confused with the larger species of Khajiit, the were lions are distinct due to their overly feral bodies and lack of rational thought. Werelions transform every night, and must feed each night.
Bonuses:
Cannot use spells or abilities
Physical Strength multiplied by ten.
Can sprint faster than a running horse.
Can let out a loud roar to cause all enemies nearby to run in fear for 60 seconds.
Health and endurance are Doubled.
Night Eye and Detect Life 100 feet on self.
Immunity to disease and paralysis.
Immunity to Iron and Steel weaponry.
Resist Normal Weapons 50%
Weakness to Silver 100%
Cannot use inventory.
Cannot equip items.


Werecrocodile
Perhaps the most unusual of creatures are the were crocodiles. Similar in appearance to a Daedroth, were crocodiles are large, bipedal reptiles that resemble crocodiles. They are amphibious and share similar traits to native argonians, however they are easily distinguishable from them from the sheer size. Werecrocodiles transform every night and must feed each time they transform.
Bonuses:
Cannot use spells or abilities
Physical Strength multiplied by ten.
Can let out a loud roar to cause all enemies nearby to run in fear for 60 seconds.
Health and endurance are Doubled.
Night Eye and Detect Life 100 feet on self.
Immunity to disease and paralysis.
Immunity to Iron and Steel weaponry.
Resist Normal Weapons 50%
Weakness to Silver 100%
Cannot use inventory.
Cannot equip items.
Permanent water breathing.
Swimming speed is tripled.
Camouflage 25% while in water.

Other Transformations

Lich
By removing one’s soul and sealing it away into an inanimate object through a dark necromantic ritual the user can transform themselves into a lich. A skeletal phantasmal being with unparalleled necromantic powers. Only expert level necromancers are able to attempt this ritualistic self murder.
Bonuses:
Fortify Destruction +20
Fortify Illusion +20
Fortify Alteration +20
Fortify Conjuration +20
Immunity to Disease and Poison
Frost Resistance 100%
Magic Resistance 25%
Reflect Spell 25%
Absorb Magicka 25%
Weakness to Fire 25%
Frost Damage increased by 25%
Permanent Water Walking
Undead Minions: Can permanently raise three strong corpses to defend you. Stacks with Conjuration spells and Twin Soul.
Transcending Life: Returns to life after being killed so long as the item the soul has been sealed in remains safe. Respawn time is one week. If the soul is destroyed, the Lich dies permanently.
Edited by Knows-Many-Secrets, Nov 23 2011, 03:34 AM.
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