Characters who complete the transition into Vampirism gain the following traits:
- Sun-Scarred (2)
- Dawn-Cursed (1)
- Dark Sight
- Weakness (Fire, 2)
- Resist Normal Weapons (2)
- Undead
- Natural Weapons (Fangs, 1d6 Splitting, Magic)
- Diseased (-20, [Strain + Bloodline])
Additionally, the character’s existing Natural Weapons profile gains the Slashing Weapon Quality.
Bloodlines
All vampires are members of a specific bloodline, the most common being the Aundae, the Quarra, the Berne, Cyrodilic bloodline, and the Volkihar. A vampire’s bloodline is passed on to the vampires they sire through the transmission of their vampiric strain. Vampires gain a set of permanent characteristic increases based on their bloodline as defined in the table below:
| Bloodline | Str | End | Ag | Wp | Prc | Prs |
|---|---|---|---|---|---|---|
| Aundae | +5 | - | - | +10 | +5 | +5 |
| Berne | +5 | - | +10 | - | +5 | +5 |
| Cyrodilic | +5 | - | - | +5 | +5 | +10 |
| Quarra | +5 | +10 | +5 | - | +5 | - |
| Volkihar | +5 | +5 | +5 | - | +5 | +5 |
They also gain one of the following passive benefits based on their vampiric bloodline:
Aundae: Arcane Blood The character gains the Power Well (10) trait.
Berne: Unseen, Unheard, Unknown The character gains the Chameleon (-10) trait while in dim light, darkness, or, at GM discretion, a crowded area.
Cyrodilic: Mortal Mask The character ignores damage from their Dawn-Cursed trait. Additionally, while in direct sunlight and not sufficiently covered, their max AP is reduced by 1. Observe or Investigate tests to discern their vampiric nature suffer a -50 penalty.
Quarra: Vigor of the Grave The character gains +1 Max SP.
Volkihar: Ice Walker The character can freely walk through solid ice as if it weren’t there. If they end their Turn within the ice, they are crushed over time, taking 2d8 damage that ignores AR at the end of each of their turns.
The Thirst
Vampires must feed on a creature with a black soul at least once per day. If they go more than a day without feeding, then they can no longer gain the benefits of a short or long rest and lose the passive benefit from their bloodline until they feed again.
In order to feed on a target creature, the target must be restrained, helpless, enthralled, or otherwise susceptible to the feeding. The vampire makes a standard attack against the target with their Fangs, regaining HP equal to the damage dealt after mitigation. If a point of damage is successfully dealt to the target in this way, the target’s Endurance Characteristic is reduced by 10 until after their next long rest; otherwise, if no damage is successfully dealt, this does not count as a proper feeding for the day.
If the target is helpless or otherwise meets the conditions for a Coup de Grâce, the vampire can spend 2 AP to exsanguinate the target completely, killing them in the process and regaining the target’s remaining HP. After doing so, the vampire loses any remaining AP. This sates the vampire’s thirst for two days.
Sanguiphage
Vampires sometimes feed on their kin to gain their powers. If a vampire kills another vampire by feeding on them, they gain access to the killed vampire’s bloodline passive ability for the next day.