CS – Perks System
You are allowed 1 major perk for every skill you have at master or grandmaster, for a possible total of 4. You are also allowed to take 1 minor perk for every three flaws, as long as you have at least adept in your desired perk’s skill.
…when a perk says it adds +1 to rolls, that refers to attempts (i.e. if you have a master/+5 in destruction and use a perk which gives you +2 to destruction, that means your modifier is +7).
…when a perk says it causes damage, that means it actually takes health/hit points from your enemy (i.e. if you hit for 3 and use an ability that causes +1 extra damage, your enemy takes 4 damage).
Favored by murdering hordes the world over for its savage ability to slaughter with ease, the one-handed axe has a certain reputation for brutality attached to it. And in your case, the reputation is well founded.
Effect: You gain a flat +1 to all intimidation rolls made in and out of combat. In addition, you may dual wield intimidation and a single axe attack (which hits for d4). If you beat their resilience roll, you gain +2 to your attack roll.
When dual wielding axes, you wildly attack your opponent, hacking them to pieces at the cost of your own safety.
Effect: Add +2 to any damage you deal with axes, while dual wielding them. Likewise, each successful hit you do does +1 damage to you.
The sight of a weakened target inflames your blood lust, granting you even stronger strikes.
Effect: On players that are 6 health or less, or on NPCs a GM determines are weak, you do an additional +1 damage.
Your axe is not as light as a sword, but just as sharp; not as heavy as a mace, but just as brutal. The axe is well-balanced as a tool between the blade and the blunt. That makes it a far more versatile weapon, at least in the right hands–and yours are the right hands.
Effect: You gain an increased critical defense range (19-20) and an additional +1 damage to counter attacks.
Since almost the beginning of time, mer and man have been stabbing each other in the back and slitting each other’s throats at night. The weapon of choice for such things? A one-handed blade. Of course, blades are good for more than just death blows, but still–why fight tradition when you can make it work for you?
Effect: You get increased critical success threat range with your 1-Hand Blade attacks. (i.e. a 19 now counts as a natural 20)
Redirecting an enemy’s attack is easier with a one-handed blade than any other weapon. It is less bulky and easier to turn and twist for a counter attack. You being a master of one-handed blades know this and take full advantage of the fact.
Effect: Your counter attacks with a one-handed blade get an additional +2 damage.
Hammers and nails, everyone knows how that works. And everyone knows what happens when you get hit in the head. When you get a critical hit with your one-handed blunt weapon, you have a chance to stun your opponent.
Effect: If you get a critical hit (natural 20), you roll a 1d2 dice and if you get a 2, your target is stunned for their next turn. That means they are unable to perform an attack, though they can still defend.
To The Point
With other weapons, growing blunt is a bad thing, since a blunt edged axe or blade is less effective. But as a blunt user, sharpness is that’s not something you have to worry about. While others have to worry about avoiding blunting their weapons on yours, you don’t share that concern.
Effect: When you counter attack with a one-handed blunt weapon, you disarm your opponent.
More slaughter per swing is always a good thing. Your reach is so vast a successful attack will hit additional targets;
Effect: Whenever you successfully damage an opponent, up to two additional targets in their close proximity take +1 damage apiece.
Axes are the weapon of choice for sending people to their early graves for good reason. They are practically and, in many cases, literally built for beheading. And you’ve come to take full advantage of that in your fighting style.
Effect: You get +1 damage on targets at 4 or less health and to targets that are stunned or otherwise immobile.
Blades have always been the more precise of the weapon types, and the two-handed version is no different. Though while the one-handed and two-handed versions share precision, how they make use of them is different. The two-handed blade brings extra damage to targets you land a well-placed blow against.
Effect: Rolling a natural 15 or higher and successfully landing a hit causes +1 extra point of damage to your opponent.
Double Edged Sword
There are plenty of old sayings and some of them ring truer than others. This is one of those times. You have mastered a fighting style that lets you get extra revenge at an increased risk to yourself.
Effect: When you counter attack with a two-handed sword you gain +2 damage to your rolls, but your chance to critically fail your 2-handed sword rolls increases from 1 to 2.
Your reach is so vast you tend to hit more than what you were aiming for. When you defeat an enemy or deal a critical hit with a two-handed blunt, you make another attack against an adjacent foe.
Effect: If you successfully deal a critical hit to your opponent and land damage, you can roll a 2 to deal damage to a nearby enemy.
The impact of a well-crafted mace is legendary, cutting the wind and shattering the earth. Even the reverberations of the attack can be just as deadly.
Effect: On a natural roll of 15, you can roll for an additional attack. Each additional attack will proc windfury again if another natural 15 is rolled. Additional attacks are subject to counterattack.
When you hit something hard, you hit it really hard. When you hit something really hard, you hit it really, really hard. And that much force has its advantages, not just in damage but in effects.
Effect: When you get a critical hit (natural 20) with a two-handed blunt weapon attack, you knock your opponent down.
To Be Blunt
Being blunt is the point of blunt weapons. Axes, blades, even spears and arrows are meant to cut and stab–or in other words, to make things bleed. Which works great, unless what you are fighting can’t bleed. In which case, it’s better to simply break. And breaking things is what two-handed blunt is best at.
Effect: You gain +2 damage to rolls against targets that can’t bleed. (Dwemer, Gargoyles, etc.)
Talent is the ability to hit a target no one else can hit, genius is the ability to hit a target no one else can see. And your skill with a bow surpassed merely talented a long while ago. You have the ability to detect stealth targets at greater range and have a better chance to hit all targets at a distance.
Effect: +4 to your detect stealth rolls and +2 to hit rolls with all bow attacks.
Taking a few extra moments to line up a shot can have a devastating effect on your target. Your skill with bows allows you to take careful aim, increasing your chance of critical success, at the expense of speed.
Effect: Your crit range for success is increased to 19-20.
Since there is no skill for dual wielding, these function as “generic” perks—i.e. as long as you are qualified to have a major or minor perk, you may substitute one from the dual wielding tree. However, you may only take 1 major dual wielding perk.
Normally, trying to accomplish two things at once splits your focus. You are so good at it that you make up for the disparity by making sure to hit extra hard when you do.
Effect: If both of your attacks do damage, you do an extra +1 damage.
You are a skilled mage on top of knowing how to wield a weapon. Much to your delight and your enemy’s despair, you’ve figured out how to combine the two.
Effect: You gain +1 to both of your rolls when using a melee weapon in one hand and a spell in the other. Note that this only applies to rounds where you use both skills at once.
You are such an experienced spellcaster that you can use two different spells at the same time, one in each hand. You aren’t just good, you are too (two?) good, and that means your spells hit harder.
Effect: Your critical successes do +1 extra damage or healing to your targets when dual casting spells.
Having two weapons means it’s harder to find a gap in your defenses to land a hit or evade your reach. In other words, you have twice the chance to deflect melee attacks.
Effect: You gain +1 to your defense roll against melee attacks while dual wielding weapons.
Weapons are important in a fight, to you more than most. You’ve had to learn how to keep hold of your weapons in all manner of fighting techniques and attempts by your opponent to disarm you. You’ve learned much and developed an extra firm grip on your weapons.
Effect: You are immune to disarm attempts.
Are better than one. Having grown used to focusing your mind on two complicated tasks at once, you’ve developed a rather complicated mind. As such, anyone attempting to use mind affecting magic (control, fear, charm and so on) has to redouble their efforts to impact you with their spell.
Effect: Enemies attempting to cast mind-affecting magic must get a success roll twice in order for their spell or effect to work on you. Note that this doesn’t require the enemy to wait for the next turn, they can roll for both attempts at once.
Your mastery over such an exotic weapon leaves your enemies confused at best and unprepared at worst.
Effect: All defense rolls made against your exotic weapon attack are automatically reduced by 2. Effects that negate this are applied as normal.
Despite being unconventional, your exotic weapon is more than capable of making attackers think twice. As such, counters come much easier to you.
Effect: The critical defense range with an exotic weapon equipped is now 19-20. This does not stack with similar effects.
Polished to a shine, your shield is capable of reflecting spells directed towards you.
Effect: A successful defense roll of a natural 15 or over will reflect an enemy’s spell back to them. To deflect, you roll the attack modifier of your opponent’s spell back at them, which they can then roll to defend.
You’ve been fighting with a shield for a while now, in training and in battle. You’ve made good use of it for protection. But it has occurred to you that any large metal or wooden object would hurt something that got hit by it and your shield happens to be just that.
Effect: You do +1 extra damage with your successful counter attacks while a shield is equipped. In addition, rolls of a natural 15 and above with a shield stun the target for one round.
The point of a shield is for it to take damage so you don’t have to. Even shield users with only the basic training can do this. But you have taken it a step further. You can provide someone nearby the protection of your shield as well, though doing so costs you your attack for one round.
Effect: Your defense roll is used for attacks on the target you are protecting. Critical misses hurt you, not your target, but you are unable to deal damage for this round.
Your abilities with a spear are second to none. Moving like water you can switch between offense and defense and dispatch your opponents with ease.
Effect: Spears gain a flat +2 to all attack rolls. In addition, successful attacks of over a natural 15 stun your target for one round.
Braced for Impact
You have the ability to throw your weight into your spear, using it to defend against oncoming attackers in addition to offense.
Effect: You can use your spear attack skill for your defense roll against any target. In addition, you gain +2 damage to counter attacks made with a spear.
There is a famous story of a vampire ruler that impaled his enemies on spears to demoralize his foes and bolster his forces. You have modeled your spearmanship after this man.
Effect: If you successfully land a critical hit on your target, it does an additional +1 damage for two turns (+2 damage total) provided your target bleeds.
Your staff is a blur in combat, whirling up and around, and with a speed that can send foes crashing to the ground while also protecting you from harm.
Effect: Your critical hits with a staff automatically knock down a target. The staff also takes on the property of a shield, adding +1 to defense.
Staves are useful tools, and not just for mages and fighters. Staves are great for travelers and acrobats, being helpful in keeping steady on rough terrain, balancing when walking across ropes, or just acting as a pole to help jump over a wall.
Effect: You get +2 to your Athletics and Acrobatics rolls in and out of combat.
You would not part an old man and his walking stick? If you wouldn’t you are an idiot. Everyone knows staves are useful focuses for a wizard’s power, and yours is no exception. With your staff in your hands you can cast spells and protect yourself from physical attack without breaking your concentration.
Effect: If you succeed in your defense roll, physical attacks won’t interrupt your channeling of multi-turn spells.
Your skill with throwing weapons is so great that you can almost on instinct alone line up your shots so that even if your main target gets out of the way, you’ll still have a chance to hit a secondary target.
Effect: A miss (as long as it isn’t a critical miss) affords an automatic re-roll for an attack on a different target.
No matter how many knives you’ve hidden away, there is a chance you don’t have enough. So, you’ve learned to adapt and make do with what is on hand. A bottle, a rock, an enemy’s broken sword… even a book.
Effect: Even if it is not a traditional throwing weapon, you can still apply your throwing weapons bonus to it.
Fists of Fury
You are an exceptionally skilled brawler, with faster reflexes than the average man. On top of this, you’ve learned the benefit of combining your natural unarmed skill with pure brute force, meaning when you land a solid hit, your opponent really feels it.
Effect: You deal an extra +1 damage with unarmed attacks any time you roll over 15.
You’ve trained and you’ve trained hard and become a master in your fighting style as dangerous as any sword or axe wielder could be. But while they have been hitting things with their blades, you’ve been pounding things with your fists. You’ve grown accustomed to minor scrapes and bruises, so much that they don’t even bother you anymore.
Effect: Your critical failures with unarmed no longer cause you 1 damage, but they do still miss.
Unlike knights, rogues, or even battle mages, you never need to don your armor, and there are no chinks to be found in your protection. As such you have extra protection from surprise or critical attacks, assuming you’ve not burdened yourself with any armor or shields.
Effect: You do not take extra damage from critical hits or sneak attacks.
To enter battle unarmored is to have a certain lack of fear. You didn’t simply forget to wear armor to battle, you made a choice to learn how to fight without it. Having fought and trained enough to truly master this art, you’ve proved to others and, perhaps more importantly to yourself, that you are without fear.
Effect: When not hiding behind armor or shields, you gain immunity to fear effects.
Light armor is the classic armor of mages, and it is so for a reason. It provides extra protection but does not get in the way of the precise and delicate movements required for spell casting, which conveniently makes it easier for you to counter attack against other mages when their spells fail.
Effect: You get an increased critical success range for defense against magical attacks (18-20).
The robe and staff combo are iconic for a reason! When wearing light armor and carrying a staff rather than a shield (warding talismans are fine), you take less damage.
Effect: You get -1 damage from incoming spells (NOT physical attacks). This cannot reduce damage below 1.
The armor of choice for priests of all sorts, often blessed by the Divines or Daedra that the priest or priestess follows to have added protection against enemies of their faith. You wear such vestments and as a result take less damage from specific kinds of attacks.
Effect: You take 2 less damage from Daedric OR Aedric magic and enchantments (one or the other, not both).
Your armor is like a second skin to you, perhaps because in many cases it did used to some creature’s skin. It has become as easy to move in as if it was your own skin; in fact, in some ways it’s better than your own skin since it has a better grip on things.
Effect: You no longer suffer from the medium armor drawbacks and get a +1 to lockpicking and pickpocketing rolls.
Puns about animal hide aside, hide armor is also good for, well, hiding. Why? Well, perhaps Nocturnal enjoys a good pun. Either way, you’ve found how to put it to your advantage.
Effect: You get +4 to your stealth rolls.
The Best Defense
No matter what the saying is, the best defense is clearly heavy armor. That said, perhaps the saying isn’t totally incorrect. You’ve learned how to move in your armor, not only to keep yourself safe but also to bring damage to your opponent. You gain increased critical range for defensive rolls on attackers in melee range and do increased damage on counter attacks.
Effect: Critical success chance upped to 19-20 for defensive rolls and you gain +1 damage on counter attacks.
Your armor is heavy, which for many would be a drawback that hinders them and slows them down. But not for you! Heavy armor is something you’ve worn so much and learned to move in so well that it’s built up your strength and skill.
Effect: You no longer suffer from the normal drawbacks of heavy armor.
Change is Hard
If change is hard, undoing the change should be even harder. But in most cases, it is just as easy, if not easier, to undo magic as to do it. In your case, you’ve mastered the art of alteration so well that your spells are harder to undo.
Effect: You gain +4 to your rolls to stop dispel effects on your alteration magic.
Change is Easy
Wait didn’t just a second ago… Oh, never mind what was said before, change is easy. For you at least, with targets already being affected by your alteration magic.
Effect: You get a +3 to all your alteration spells used on targets already being affected by your alteration magic.
Most conjuration spells allow you to summon and control a single daedra at a time, and for good reason. If a summoner loses control of the summoned it often turns on them. You, however, are so monstrously talented you can summon and control two Daedra at once so long as they are not the same kind.
Effect: If you channel a spell for one round, on the following round you can summon two separate types of Daedra to fight for you. Each summoned creature can make one full attack per round independently of the summoner, while still being directed by them.
Its dumb, stupid and could get you killed, but you are going to do it anyway. If you just skip the last few steps of the standard conjuration spell, you can summon forth an extra powerful Daedra, but it won’t be bound to you. It could attack you, attack your enemies, or run away. Who knows what will happen next? It will either be amazing or terrible.
Effect: You summon an extra powerful Daedra, but its power comes at the cost of being exceptionally volatile. Your summoned Daedra will use your Conjuration modifier rather than a base 20 for three rounds, but any damage it does to your opponent, you take half of, to a minimum of 1. It despawns after the third round. This can only be used once per fight.
Bound to Happen
There are two main aspects to conjuration magic; summoning something from someplace else, and binding it to your will so it will do what you want. Luckily for you, some nice fool has already done half the work for you.
Effect: You gain a plus +4 to rolls to your attempt to take over another person’s conjured creature.
If little is good, more must be better! Your power over Daedra causes the creatures of chaos to flock at your beck and call, a true taskmaster of Oblivion.
Effect: When you roll to summon a Daedra and succeed, roll again. If you get the exact same number, you’ll summon an additional Daedra of that kind.
Elemental damage is the elementary form of damage done by destruction magic. But while a skilled destruction mage is capable of all forms of elemental magic, many will show favoritism for one over the others. Since the basics are often the most import part to master of any kind of skill, one of your elements will hit harder than the others.
Effect: Your fire, ice, OR lightning magic attacks have +1 to attack roll and increased critical hit range (19-20). This can only apply to one type of elemental magic and must remain consistent.
Your control of destruction magic is so, well, destructive that you are able to sap your target’s energy with your arcane might.
Effect: You use your attack turn to cast a life draining spell. Provided your channeling is not interrupted, you roll a d4. The result of this roll is the amount of health you will drain from your target and regenerate within yourself, 1 point per round. This ability can’t be cast again until the effect ends. The drain effect continues even after 0 hp. Does not stack with other drain effects.
Normally destruction magic is pretty simple: lob some harmful ball of something or other at an enemy to hurt them with it. But more can be done with it than just that. Through the proper use of your magic, you can tame that destructive energy for a time and place it into a damage shield.
Effect: You may use your destruction magic modifier in defense rolls when using an elemental shield.
Your mastery over destruction magic allows you to empower the enchant of your weapon, creating a much more powerful effect.
Effect: As long as your weapon enchant matches your chosen school of destruction magic (fire, frost, or lightning), you can apply minor destruction perks to your weapon attacks.
Always go out with a bang. Your spells are gruesomely flashy, and when a foe can’t contain all the chaotic power your spells hold, it causes them to explode with the pent-up energy within.
Effect: When you kill a foe with a Destruction spell but you would deal damage past the amount that would kill them, that damage is dealt to all adjacent targets. So, if you deal 4 damage to an enemy that only had 2 health, all targets nearby it take 2 damage—both friend and foe. This means you need to use destruction abilities in a tactical way or you risk damaging your own allies.
You know magicka is life, and know how to opportunistically snatch just a smidgen of that from a foe when you slay them with the destructive aspect of magicka.
Effect: When you kill a foe with a Destruction spell, you recover 1 health.
Really, Really Real?
You’ve realized that you don’t need your magic to actually work in order for people to think that it’s working. I mean, it is usually more helpful for it to work in the first place, but that doesn’t always happen. So, when you fail with an illusion spell, you can try to bluff your way into making the target think the spell worked.
Effect: You can use your intimidation or persuasion skill roll after a failed illusion roll on a hostile target. If it succeeds the target is left confused and wondering did the illusion spell fail as it seemed or is that just part of the illusion. If the social skill succeeds your target is considered stunned for their turn. This can only can be attempted if you rolled at least a natural 10.
You’ve grown quite accustomed to manipulating another’s thoughts and emotions, so much so that you tend to have your illusions leak into more than one mind.
Effect: Whenever you critically succeed on a single target illusion spell, you can roll to effect an additional target with the same spell.
Illusion magic works on the mind of your target. Which is great, unless your target doesn’t have a mind, like a Gargoyle or Dwemer spider. But you are so good you can even get reality itself to believe your illusions… or at least, that’s what you tell yourself. It makes your head hurt to think about it too hard.
Effect: Your illusion spells now have a chance to work on all types of creatures.
Tampering with the mind of another illusion mage is a rough ride, especially when dealing in their emotions.
Effect: If someone attempts to use a mind-altering illusion spell upon you, but you roll higher than them and successfully defend, your spell rebounds upon your attacker. They get to roll for defense, but if they roll lower than you, you successfully afflict them with whatever they were trying to cast upon you (fear, etc).
You pull forth a person’s life essence, rewarding yourself with the bounty of your efforts.
Effect: Casting absorb health on a target rewards you with healing equal to the damage on the target. This healing can go above your health cap and grant you additional health for the fight.
Either through experience with dealing in magical forces or simply some blessing granted to you from delving so deep into the mysteries of the mystic arts, you have been given an extra awareness. You can sense, split seconds ahead of what others can, where a spell is going to it, aiding in your chance to avoid them.
Effect: You gain +1 to defensive rolls against magical attacks.
Your knowledge of the arcane has reached a level of such twisted power that you are able to combat the very forces of nature, stealing the essence of another’s power for a brief time.
Effect: You absorb someone’s skill for a single turn, allowing you to use their modifier and leaving them with a base d20 the next turn.
Misuse of Magic
Because Mysticism is the use of magic to manipulate magic, you can tap into the energy of your own miscast spell to strengthen your next one.
Effect: If you roll a natural 5 or below on your magic spell, and it misses, you can add +1 to your next roll. Only applies to magic skills.
Most necromancers cannot manage more than a single summoned creature at a time. You, however, are not most necromancers. Your incredible power over life and death allows you to resurrect multiple corpses simultaneously.
Effect: If you have this perk, you can channel a spell for one round, and on the following round, you can summon up to three undead minions to fight for you by rolling 1d3. This spell can be cast more than once, but the necromancer can at no time manage more than four minions. These minions come with an extra damage roll per turn (no modifier) but each die in one hit.
One Foot in the Grave
You are so attuned to the forces of life and death that you can tell when a target is about to die. When a target is near death, you can cast a spell on them to try and rip their skeleton out of their body.
Effect: If your necromancy attack roll on a target at 6 health or lower hits, any damage they take is from their skeleton trying to pull out of their flesh. If enough damage is done to get them to -1 or lower, they become a minor skeletal minion.
Your familiarity with the powers of life and death have allowed you a stronger than normal grip on your mortality.
Effect: If you dip below 0 HP, you can re-roll your save. If you die twice, sorry, you’re dead.
At 0 health you are close enough to dead that you are able to tap into your own dying essence through your necromantic arts to remain conscious and power your body in place of the strength you normally have from life or undeath. Though you are still going to die if you don’t get healing soon or if you take any more damage.
Effect: Being at 0 HP enables you to stay awake, but not attack.
Heal Thy Self
Healing the sick and wounded and saving lives is a calling, some say. But you can’t save anyone if you are dead. That doesn’t mean you don’t want to help anyone else, but priorities are priorities.
Effect: When you succeed in healing yourself, you restore +1 health to your closest injured ally.
Your extensive knowledge of restoration magic allows you to apply it to even targets that are normally immune to it, such as vampires.
Effect: Vampires can now be healed with your restoration spells.
You are so gifted at the healing arts that your spells can temporarily increase the health pool of your allies, provided your spells are successful enough.
Effect: When you heal a target back to full health, they gain an additional +2 health for that fight (i.e. if they normally have 12 health, it goes up to 14). This effect can only proc once per person per fight and is lost as soon as the extra 2 points of damage are consumed.
Friends on the Other Side
You are so attuned to the shadows that sometimes-invisible forces seem to come to your aid. If knocked out, stunned or paralyzed, your friends on the other side will attempt to hide you for to keep you safe.
Effect: You are made invisible for a turn if rendered in a vulnerable state.
Most spells create light as a side effect, which can reveal a caster who is attempting to hide in the shadows. In addition, most weapons have bits of metal on them which might catch light at inopportune times when taking aim. Your greater understanding of the shadows allows you to instinctively suppress that light.
Effect: Casting spells or firing projectiles (such as arrows or thrown weapons) from stealth no longer breaks stealth. However, you must stay still while using it, or the effect ends.
Practitioners of shadow magic are capable of manipulating shadows, forging weapons from the seeming nothingness of darkness.
Effect: A player may use shadow magic to summon forth weapons for a fight. These weapons are considered enchanted and bear the same effect as the drain enchant. Weapons summoned can be be any listed and interact with said weapon perks.
Your unnatural affinity for the shadows allows you to wield them to sinister effect, siphoning your target’s life force.
Effect: Provided your attempt is successful, you roll a d2. The result of this roll is the amount of health you will drain from your target and regenerate within yourself, 1 point per round. This ability can’t be cast again until the effect ends. The drain effect continues even after 0 hp. Does not stack with other drain effects.
On Their Feet
Nope, it’s not that you always land on yours, it’s that you land on theirs! When you use your environment to jump down to or across something to attack an enemy, you can roll using your acrobatics skill for a one damage attack, then do your regular attack.
Effect: In addition to your normal attack roll, you can roll again using your acrobatics skill. If your roll is higher than your opponent’s defense roll, you damage them for +1 health. This can only be used when jumping down on someone in combat.
Shake, Rattle, and Roll
An acrobat’s talents are witnessed during the most dire of situations, particularly when his or her life is on the line or a tightrope.
Effect: All AOE and environmental damage done to the acrobat is halved, with a minimum of 1. Also, the acrobat may reroll any failed acrobatics check a single time per combat scenario.
Just Like Flying
You’ve spent enough time jumping, rolling and swinging around to realize that there is a lot less difference between flying and falling than some people would like to admit.
Effect: You no longer take fall damage, including that from critical failures. (Though you will still miss your intended landing location)
Athletics is a good way to stay in shape and you, my good sir or madam, are very athletic. You’ve run and swam and climbed so much and so hard you’ve become far healthier than you’d have ever thought possible.
Effect: You gain a permanent +1 to your max health pool.
Most people can run and walk without tripping and falling all the time; it’s the basics of the art. You however have mastered the art of locomotion and as such are almost impossible to trip or even knock over due to your exceptional foot work.
Effect: You are immune to knock down, knock back, and trip effects.
You are used to being the center of attention and normally that is a good thing for you, but not always. Good or bad, you’ve learned how to manipulate the attention of multiple people at a time, quickly sum up their moods, and react accordingly.
Effect: You get a +2 to any defensive combat rolls when being attacked by more than one opponent directly. You also get a +3 to perception rolls out of combat.
You are good, very good. Enough is never enough for your crowd. You have them eating out of the palm of your hand and begging for more, more, more. This means rather than getting sick of your presence, those you engage tend to become increasingly susceptible to your charms the longer you talk to them.
Effect: When attempting a second persuasion roll against the same person after a successful one, add +5 to your roll.
Friend and Foe
You know animals, you like animals, but sadly it is not always true the other way around. Luckily for you, when you do run into a hostile animal you don’t have the time to make friends with, you know its strengths and weaknesses and can take advantage of them.
Effect: You gain +2 to all combat rolls involving attacking or defending against animals.
Your skill with handling animals enables you to train your own pet to subdue hostile animals you encounter.
Effect: If you have an animal companion and it fights another animal, you may roll a 2 after every successful hit your pet lands; a 2 means the enemy animal stops attacking.
You’ve a mind for the metal workings of the metal men. It’s been your focus and study for so long, it’s almost as if they have become a part of you and how your mind works. No, you aren’t a fabricant, but still there is something almost mechanical about how your mind works.
Effect: Immunity to Persuasion, Intimidation and emotion effecting Illusions.
You know it works, you just don’t know why. I mean, you do know how Dwemer machinery works as well as anyone, but why smacking a broken one on the top sometimes gets it running again you have no idea. Not that you’d ever admit such. Maybe it causes tonal vibrations? All you know is it hurts your hand and it works.
Effect: When you roll a critical miss when dealing with Dwemer machinery, you still take the +1 damage but it otherwise counts as a critical success.
Field medicine is about keeping the badly wounded alive, first aid is about making sure the wounds don’t get that bad in the first place.
Effect: Anyone within 5 points of their max health receives +1 extra health from your healing.
Favor of Mara
Even if you aren’t a follower of Mara or even the Divines, you’ve helped so many others that it seems the Goddess herself has granted you her favor.
Effect: Whenever you critically heal someone else you gain +1 health yourself.
Just a Flesh Wound
Some fighters just don’t know when to quit, or else have enemies that are especially brutal. Normally there is a point of no return that you can’t bring a person back from, but you aren’t a normal healer. If you were any better, people would wonder if you were a necromancer. You can attempt to heal even those that have passed into the minus hit points.
Effect: As long as you roll at least 15, you can bring someone from negative health back to 0 health (unconscious). You can attempt this three times before your target is officially dead.
You’ve seen many battlefields and know you can’t save everyone, so you’ve had to become not only good at keeping people from dying, but good at telling who has the best chance of survival. The flip side to this is you know which wounds are the most life threatening and how to make them worse.
Effect: You do +1 extra damage to anyone at or below 4 health.
Infiltration is about getting yourself inserted into a group in such a way that they aren’t aware that you aren’t one of them. That is hard enough to do in most cases without bringing a tag-along with you, but sometimes the mission calls for it. Luckily there are wonderful options like saying they are a servant or prisoner.
Effect: Your roll for infiltration success can be applied to another, but will only last as long as they stay with you and keep their actions limited.
Sometimes even the best spies get found out. Hope isn’t necessarily instantly lost if you’re creative enough, though. You can claim you are only pretending to spy on them in order to trick someone else who is your real target, and, naturally, shared adversary. Of course, you aren’t and they aren’t, but better than just admitting that. You hope.
Effect: If you get caught while infiltrating, you can roll again with a -4 debuff, claiming to be a double agent.
You are one scary person, or at least you can be when you want to be. While having an intimidating presence is useful for terrifying your enemies, it can also be of aid to your allies. After all, some of them are cowards, but the fact remains that nothing they’re afraid of is half as scary as you.
Effect: You can roll an intimidation check on an ally who is in combat with something giving them a fear debuff. If it passes you snap them back to their senses and they lose their debuff.
Sometimes it takes a team working together to get what they want. Of course, the nice guy usually wants to try it their way first. But when that fails, and it often does, you are ready to step in.
Effect: You get a bonus +2 to your intimidation roll if someone else just failed a persuasion roll.
Due to your build, your demeanor, or even just because of resting bitch face, people cross the street when they see you. While you may not be ugly, you exude a palpable menacing aura.
Effect: You gain a +1 to intimidation rolls targeted at any who have not displayed physical superiority over you.
Lockpicking is delicate work, requiring precise hand and finger motions. Lots of other skills are precise too, but rarely in those other fields are you under such a time crunch. Art and forgeries take days, and no one expects a scribe to write a book in seconds. But in your line of work, you often have only one chance and only seconds to do it in. Sometimes there just isn’t time to do your best work, and all you can do is close your eyes and trust in luck.
Effect: You can use your lockpicking skills to attempt to force a lock. This ups your critical success range from 15-20, but also increases your critical failure range from 1-5.
Pick and Choose
You don’t always have a lockpick on you, but when has that stopped you? You can make pick out of materials available in the area. If you’re a vampire and have extendable claws, you can use those to pick a lock as well.
Effect: You gain +1 to lockpicking attempts made with improvised picks.
Art of the Deal
Rumors of how skilled you are with trade and bartering have reached far and wide. This has given you a reputation that is both respected and feared.
Effect: You gain +3 to mercantile rolls and anyone you are attempting to barter with takes a -2 to any defensive roll they make in resistance to your efforts. You can also use your mercantile skill in place of persuasion when trying to persuade people. (This means any additional persuasion mods could be applied to mercantile when used for persuasion.)
You’re really good at haggling over price; so good, in fact, you’ve mastered squeezing every last coin out of a customer before they quite know what hit them. When it works, it really works, but your high-pressure sales tactics can occasionally prove disastrous.
Effect: Your success range for a critical success is increased from 19-20, but your critical failure range is also increased from 1-2.
Your mercantile efforts have allowed you to visit the corners of Tamriel. In the efforts of increasing your wealth, you’ve developed trade languages with a variety of cultures.
Effect: As long as a culture is not openly hostile to everyone (Daedra, Falmer, etc.), you can communicate with them using a simplified language.
While most merchants have a keen eye for stolen goods, your eye is keener at identifying and hiding incriminating evidence.
Effect: You can sell stolen goods to legitimate merchants without a penalty.
Military tactics usually involve militaries, which, you know, usually involve more than one person. Of course, knowing tactics and putting them to use aren’t the same thing, but you’ve figured that out and can do something about it.
Effect: You can roll to shout orders to your allies in battle, giving them +1 to their next turn’s rolls as long as they aren’t working counter to what you said.
Location, Location, Location
Terrain, surroundings, and location in general are a key part to any successful fight. You don’t always get to pick where the fights are, but you know enough about picking locations for a fight you know a good one when you see it. Unfortunately, that means someone else might have just picked it for their fight against you. If you’re wrong, no harm. If you are right you’ve saved yourself from a potential ambush.
Effect: You get a +4 detect stealth when entering a new area.
It’s not that other people think you’re acting suspicious, it’s that you think everyone else is. In some people this would be called crazy things like “paranoia” or “neurotic”. But for you, it tends to work out to your advantage more often than not.
Effect: You gain a +2 to detect stealth rolls and are immune to persuasion attempts.
Truth and Consequences
With knowledge comes power and as a spy you’ve gathered a lot of knowledge about a lot of people. Something you’ve learned is that frequently enough, intimidation is used as a bluff. Just because someone acts tough doesn’t mean they are tough. So, when someone tries to intimidate you, you flip through what you know of them in your head to determine if they are bluffing. The flip side to that is sometimes, every once in a while, you realize they really aren’t bluffing.
Effect: You gain near immunity to intimidation attempts, but at a cost. While almost nothing can scare you, what does really does. You gain +6 defense against Intimidation rolls, but with an increased critical failure chance (1-2).
No, of course it’s not a bribe! That would be illegal and wrong! This is simply two friends that have never met before giving each other gifts. It’s all perfectly legal and above board, but still… better not tell anyone about it on the off chance they get confused.
Effect: You gain a +5 to persuasion attempts involving giving someone a “gift” for their troubles, even people of higher moral standing, since it is after all not a crime. Wink, wink.
You are not just a charmer, you are a true celebrity! People have heard of you from their friends and are already enamored of you before they have even met you.
Effect: You get +3 to persuasion rolls on people that are friends with people you’ve successfully persuaded.
Sometimes (or a lot of the time), things go south with alarming alacrity. What might have started as a peaceful meeting suddenly wound up with everyone brandishing weapons and ready to rip each other’s throats out. Fortunately, you are good at defusing even the tensest situations… most of the time.
Effect: You gain +2 to persuasion rolls against people who are already hostile.
“I Know a Guy”
You have some sort of connection that could get you places in life (or unlife). It could be a family member, a sire, a mentor, or even a close friend. If you successfully name-drop your connection to someone who views them favorably, you will also be looked upon positively.
Effect: You gain a +2 to persuasion rolls targeted at those who are amicably acquainted with your connection. This bonus lasts from the moment you mention your connection to the end of the scene. Staying in your connection’s friend’s good graces is ultimately up to you.
More Than a Name
Pickpocketing is a fairy literally named skill. But while it’s true the majority of a pickpocket’s time is spent picking pockets, you don’t have any such limitations. You can pluck things out of bags, sacks, and other containers. You are so talented you can even nab things right off of a person’s hand or neck.
Effect: You can now roll for pickpocketing attempts to steal anything from anyplace, including worn jewelry.
Sad to say, you’ve not always managed to avoid getting caught, especially when you were just starting out. Recently your skills have gotten much better, really, they have. But you’ve still learned some important lessons from your past failures. Not only how not to repeat them, but how to make use of your skills even when the guards are trying to grab you.
Effect: You can attempt pickpocketing in combat now.
Mind Over Matter
Your training in the arts of mental resistance and resilience has allowed you control over your physicality as well.
Effect: You can use your resilience modifier as a defensive roll for physical and magical attacks as well. (Does not stack with armor)
It isn’t easy for someone to pull the wool over your eyes. Likewise, you are confident enough to make your own decisions and are not easily swayed by either bullying or manipulation.
Effect: As long as you roll a natural 15 or higher, your resilience roll is a success, unless the opposing roll was a crit.
You have attained such a high degree at mental focus that you have a higher than normal aptitude for success in anything that gives you time to think.
Effect: You gain a +1 modifier across all non-combat skills EXCEPT for physical skills (Acrobatics, Athletics, and Stealth).
Anybody can jump on a horse and cling on for dear life, but it takes real skill to truly ride. Riding isn’t about sitting there as dead weight, it’s about becoming one with your mount. You’re a skilled rider, and that means you have achieved a level of fitness uncommon to the average rider. Your skill has enabled you to transfer your ground skills to horseback to exceptional effect.
Effect: You gain a +1 to combat rolls made from horseback. In addition, if you roll a natural 15 or higher and land a successful hit, your mounted attacks do +1 more damage.
Horses aren’t mindless automatons. It takes a certain amount of skill to convince a 1,000+ pound prey animal it wants to do something that risks its own life rather than running away. Fortunately, you have that skill, and you exude such confidence that horses will do whatever you wish of them, even at their own peril. Nobody ever accused horses of being overly smart.
Effect: You may use your riding skill in attempts to use your horse as a weapon and run into people. If you succeed in trampling someone, your target is stunned for one round and can defend but not attack.
You’ve spent enough time at on the waters to earn what is called your sea legs. No, you aren’t a mermaid and no you can’t water walk with them. But your experience does still provide some benefits.
Effect: You gain +2 to acrobatics and athletics rolls when out on the water, on a boat or not.
You have spent so much time at sea, pouring over navigational maps and charting courses, that you’ve developed quite the mind for navigating. This of course applies to sea travel, but also to land. You have an amazing attention for detail and it’s virtually impossible for you to get lost.
Effect: You can use your sailing modifier on any rolls related to travel or navigation on land.
You’ve read a lot of books in your life. Not just because books hold information, but because you enjoy it. Of course, the information in those books is usually important, so it is good to remember it. Which works well for you given this nifty little ability you’ve picked up. You can now remember exactly word for word the contents of any book you’ve ever read, and even recreate images you saw only a brief while ago.
Effect: You gain a +3 for rolls relating to recalling or recreating something you’ve seen. This modifier may be combined with scholar and artist rolls.
You’re exceedingly well read. This wealth of knowledge isn’t solely based around dry scholarly tomes, but a myriad of topics you’re interested in and skills you possess.
Effect: You gain a flat +1 to all non-combat skills, provided it is something your character actively studies. You may also skip a turn to remember what you read about combat techniques to apply an additional +1 to a combat skill on the next round.
What good is your knowledge if you aren’t willing to share it with a willing pupil?
Effect: You may lend your scholar skill to an ally for a single turn, allowing them to roll at your proficiency.
You’ve seen lots of things… or at least, you’ve read about them. Now’s your chance to put that knowledge to practical use.
Effect: You spend a turn identifying an enemy. After being studied, the enemy will take one additional damage on the next successful hit.
You don’t know the language exactly, but you’ve seen enough of it you are starting to get a sort of feel for things. You can’t read it word for word, but you should be able to give a rough translation for most things.
Effect: You gain +2 for rolls relating to decoding languages you may not be fluent in.
Sign in Blood
Anyone can write a legally binding contract—well, not ANYONE, but anyone that can write and knows the basics of the law. You however can take things a step farther. You can write a magically binding contract. It has to be written in your own blood and signed with the blood of any parties involved. Of course breaking the contract won’t kill them, just give them a little debuffing curse. But they don’t need to know that.
Effect: You can create blood-binding contracts. If someone signs it in their own blood, and later tries to go against the terms of the contract, they will automatically be impacted by a minor curse of your choosing.
You can convincingly replicate any signature, handwriting style, or artwork you see.
Effect: In order to tell if your work is a forgery or not, your target must roll their perception skill against your scribe skill.
You know how to move with the shadows. You watch them shift and glide and wait for opportunities to drift into the next convenient shadow. All that watching of shadows has another advantage, however. With your eye for the shadows and knowledge of stealth you gain an increased chance to detect other people using stealth while you are hiding.
Effect: You gain +4 to detect Stealth rolls while stealthed.
Two in the Bush
A master of concealment is capable of not only hiding his or herself, but also someone else, when the need arises.
Effect: A person may conceal an ally, allowing that ally to utilize said person’s stealth bonuses (including all modifiers and perks). This effect cancels under the effects that normally cancel stealth.
No, this isn’t a bad joke about Khajiit or stealing felines. You are so experienced at moving in stealth that you have set your sights a little higher than most. You are no longer bound to the ground when it comes to sneaking about.
Effect: You can now use your acrobatics and athletic skills without breaking stealth.
Back of Your Hand
That’s how well you know these streets. Sure, your knowledge of street etiquette comes in handy anyplace, but here you know ever nook and cranny and every crook and granny knows you.
Effect: You gain +3 to your persuasion and stealth attempts in the city where you live, or closest one to where you do.
Reputations are hard to earn and easy to lose. Of course, that isn’t to say every reputation is well earned. Maybe yours is, maybe yours isn’t. But you encourage the idea that maybe it is better not to find out.
Effect: You gain +1 to intimidation in and around the city you live in or nearest to it.
Harsh conditions, scarce food, hostile environment… all these things can be dealt with if you know how. Of course, it helps if you’ve got a strong will and simply refuse to give up or give in. The good thing is, you do. You’ve faced great hardships and gotten stronger for it. I mean, aside from the mental baggage.
Effect: You gain +1 max health.
You know how to survive in all sorts of climates and terrains, but there is one area specifically that you know far better than any others. You know every rock, every predator’s lair and every halfway decent place for shelter in a storm. It’s almost a second home to you—or a primary home. We don’t judge.
Effect: You gain +2 to stealth and athletics near or in the wilds where you live.
Maybe it wasn’t a good idea, but you decided to do it anyway, and it seems to have paid off. You’ve taken small doses of poisons over the years to build up your body’s resistance and it worked. Which is good, since if it didn’t, you’d be dead.
Effect: You are now immune to poison.
Even a master brewer will occasionally make mistakes and be left with a ruined potion. Fortunately, you’re skilled enough to doctor your potion into being more useful on the fly.
Effect: When using alchemy to heal you can choose to roll again and take the second result, but you must use it, even if it is lower.
Just Picture It
You’re able to draw or paint amazing lifelike images, but your attention for detail doesn’t stop with a paintbrush or stick of charcoal. All that time you spent learning to put a picture onto canvas has made it easier for you to picture things clearly in your mind. And the more clearly you can picture them, the more real you can make them for others.
Effect: You get a +3 to any roll which involves influencing someone else’s mind or what they see—persuasion, alteration, illusion, or any other applicable skill.
You spend an inordnate amount of time drawing people. It has to come in handy for something, right?
Effect: Your knowledge of humanoid anatomy means you know just where to strike to do the most damage. You gain +1 to critical hits.
Forges are hot. Very hot. Sure, all fires are hot, but this isn’t your cooking fire that chars your dinner if you leave it in too long. This it is a heat that’s strong enough to liquify things most people couldn’t bend with both hands and a friend’s help. You have come to respect fire’s power, and are extra cautious around it. Supreme caution has become instinctive and reflexive for you whenever you start to feel the heat of a flame.
Effect: You gain +3 defense rolls against fire attacks, magic or mundane.
Being surrounded by the fruits of your labor means you often find yourself practicing with them. You know how to use them better than the average person, because after pounding steel into shape, you want to know what it does!
Effect: Extensive training with the weapons you forge means you gain increased critical success range with bladed and blunt weapons (19-20).
Heart and Soul
You put your soul into your work. No, not literally, only a necromancer could do that. But you are passionate about your work and do put some creature’s soul into it, so close enough. With as much effort as you pour into your creations, you have come to have an innately better understanding of the fundamentals of how enchantments work.
Effect: You may substitute your enchanting bonus for any armor or weapon skill when wearing or wielding enchanted equipment.
Like a Charm
You like to carry around a specifi trinket that helps make social interactions go smoothly. However, this can sometimes go exceptionally poorly when people realize you’ve mucked with their minds.
Effect: You can produce a specially-crafted trinket that allows you to substitute Enchanting for Persuasion or Intimidation. However, this suffers an expanded 1-2 critical failure range.
You are a gifted hunter, able to bring down even the most majestic beast with minimal damage to its valuable pelt. This precision means you know the inner workings of various creatures and just where to strike to maximize lethality.
Effect: You gain +3 to rolls against animals and an increased critical range against animals (19-20).
The best hunters know how to use the environment to their advantage. They are capable of blending in until not even the most alert beasts are aware of their presence. You have figured out how to maximize this to your benefit no matter what the circumstances.
Effect: You gain +1 to stealth rolls and +2 to any ranged attacks launched from stealth.
Hunting is about knowing how your prey thinks and luring it into a false sense of security. This patient, calm presence you’ve picked up while hunting works to your favor with all creatures, even if you aren’t planning on harming them.
Effect: You gain +3 to beast mastery and riding rolls.
You have come to realize there really isn’t much difference between tracking people and animals.
Effect: You can apply your hunting modifiers to tracking down humanoids.
Cut and Polish
Gold is gold, but a ruby or sapphire, now that’s something else entirely. Even your most simple-minded merchants understand the value of gold, but not all of them understand the true value of every kind of gemstone there is. But you do. Which means you can pay attempt to pay for things with gemstones instead of gold, using gemstones that are actually worth less than the price being asked.
Effect: If you have gemstones on hand you have worked on, you can attempt to use them to bribe others or pay for things with a +5 to persuasion or mercantile rolls.
Jewelry isn’t just for fashion. It can also be used as the base to create powerful amulets and talismans. You have unlocked the ability to combine the skills of an enchanter and a jewelcrafter in order to make enchanted jewelry.
Effect: You don’t take damage from rolling critical failures on attack rolls with spells.
Like a Glove
What is more passionate than a craftsman who uses the items he crafts? You don’t simply make leather armor for others to use, you test everything on yourself first. You are so good at making the fit meticulous that you gain bonuses when wearing armor you have created.
Effect: You gain +1 on all defensive rolls when wearing leather armor of your own creation.
Word of Mouth
You make some of the finest leather armor around. That’s not bragging, it’s simply truth. Another simple truth is that leather armor is favored by thieves. And if there is one thing a thief might just value more than gold, it is their lives. So, no one wants to piss of the person that makes the items that keep them safe.
Effect: You gain +6 on your rolls against pickpocketing and +4 against anyone lockpicking anything in your home.
Soup for the Soul
You don’t just cook random food, you cook nutritious food. In order to learn how to make the healthiest food possible, you had to pick up an overall knowledge of what makes people healthy in the first place. Somewhere along the way, this translated to you picking up general healing skills.
Effect: You gain +2 to first aid and field medicine rolls.
Kiss the Cook
Who wants to be mean to a baker? Nobody smart, that’s who!
Effect: You gain +1 to your persuasion and mercantile rolls.
No, not that kind. Even the best tailor sometimes winds up with scraps of fabric that aren’t good for anything else. That inevitably leads to experimentation and, well, necessity is the mother of invention. You know how to rip off chunks of fabric from dresses and shirts and other such things to make into strips for bandages, all without ruining the integrity of the item of clothing in question. Well, mostly.
Effect: You get +2 to your First Aid and Field Medicine rolls when in clothing or light armor.
Noble men and women like to be wearing the latest thing, the most popular new item out there. Fortunately for you, you know just how to dress to impress society’s elite, which makes people more prone to listen to you.
Effect: You gain +2 to persuasion checks when wearing clothing you made.
You care about nature, whether out of altruism or because without trees you wouldn’t exactly have a trade. In any case, you are a master carpenter. And most buildings, doors, bridges and such are made with wood, either partly or completely. As such, you know an awful lot about wood, including how to chop it down, burn it, and generally use it to survive.
Effect: You gain +5 to Survival rolls involving wood.
You work with wood so much that you’re quite adept at using it to defend yourself.
Effect: You gain +1 to rolls when using a wooden weapon such as a staff or club.
These perks do not need an associated skill; so long as you are eligible to take a major or minor perk, you can make use of them.
You have learned to ignore pain, and may choose to do so at strategic moments.
Effect: You can choose to do an extra +1 damage on every successful hit at the expense of doing +1 to yourself.
You are prepared to risk your life for someone else, no matter the cost.
Effect: If a party member is about to die from a fatal blow, you may take that blow instead. The blow will immediately drop you to zero health regardless of where your health was prior to the blow. This perk can only be used on people within a reachable distance of the perk user.
You have an analytical mind and can identify your enemy’s weaknesses for the benefit of your team. After landing a successful hit, you can declare that you are exposing your targets weakness. Whether this means prying open armor, tearing open a shell, or pulling open a pair of large jaws, you provide a weakness for others to exploit.
Effect: You spend a turn exposing your target’s weakness; during this round, you may not attack, and can only be “shaken off” the target by a damage roll of 4 or higher on you. When your party members attack said weakness, they gain +1 damage to successful attacks and the crit range against that target is increased to 18-20.
When you receive damage, you can act like the wound is mortal, feigning death.
Effect: If successful, enemies will immediately disengage from you. You also gain +1 to attacks from the feigned position. This can only be used once per day, as enemies will quickly catch on. This perk counts as your defense turn and uses your defense modifier.
Some people just have that little extra “something” that makes them worthy of songs and legends. Maybe you aren’t one of them, but you’re willing to find out.
Effect: Once per day, you can automatically roll a 1d6 to determine how much damage you do to a boss mob without having to roll for hit success. The downside is, however much damage you do is the amount of damage you also take.
You are quick, and able to rapidly disrupt someone’s focus just before things take a turn for the worse.
Effect: You can roll your defense modifier against your target’s defense in an attempt to interrupt someone channeling a spell during their cast turn.
Lay on Hands
You are so devoted to your duties as a healer, you are willing to completely exhaust yourself in order to save your target.
Effect: You may roll a second healing roll per turn—on a character other than yourself–at the expense of 50% of your own health.
You don’t have to be a master-level rider to figure out how to swing a sword or cast a spell from horseback… but I mean, it helps.
Effect: You learn how to utilize magic and weaponry from horseback, regardless of riding skill.
You’re an amazing student and can quickly figure out how to do something, if only you have help from an expert.
Effect: If someone is actively instructing you how to do something, you get +1 to your skill attempts.
Your skill as a teacher makes you capable of giving critical advice on the fly.
Effect: If your skill is higher level than another person’s, they may roll with your modifier while under your direct instruction.
Take One for the Team
You are always willing to jump in and protect your allies from needless harm.
Effect: If someone fails an action, be it an attack or anything else, you may choose to take the failure damage in their place.
You gain a burst of adrenaline form a successful victory, strengthening you to continue.
Effect: When you kill a foe with a melee attack, you recover 1 health.
It is worth clarifying that for the sake of these perks, your hunger status remains unchanged for the duration of a fight (i.e. you can’t “get hungry” during a fight to be stronger if you started as well fed). The exception is if you choose to feed to heal during a fight—you will be considered fed and lose access to your “unfed” perks.
Your grasp of the unnatural magic in your very blood has granted you the ability to conjure bats to maul your foes.
Effect: You gain the ability to conjure a swarm of bats with your vampiric blood magic. You can surround yourself in these bats while in combat, adding an extra +1 to damage every time you land a successful hit.
Creature of the Night
You are not just a child of the night, you are a creature of it. Your connection to the world of the nocturnal is so strong that you have learned to polymorph yourself into the form of a bat. You can only shift at night and must return to your human form during daylight hours. While shifted you are constrained by the physical limitations of your shape, meaning you cannot speak, cast spells, or do anything a bat cannot naturally do. In addition, you retain a special affinity for bats in your normal form, enabling you to summon live bats to your aid.
Effect: You gain the ability to polymorph into a bat. Due to your shapeshifting nature beasts will not attack you unless you attack them first. You can also use your supernatural modifier to summon live bats to aid you in combat, with the swarm following minion rules.
Your hunger is insatiable and for good reason. Everyone is your prey, even your own kind. You gain sustenance from not just feeding on mortals, but vampires and other undead as well.
Effect: You can now feed and use vampiric drain on vampires, fresh corpses, and bloodfiends. This only provides half the healing that would normally be provided (rounding down, to a minimum of 1)
Flesh of Marble
The grasp of undeath provides unnatural resistance to damage. In some vampires, this allows them to resist pain that would cripple other kindred.
Effect: All damage taken is reduced by 1. This applies to vampiric weaknesses as well, except for damage from holy places or direct sunlight.
Your dark gift allows you near flawless control over your own blood. This has unexpected results, such as allowing you to actually control your vitae despite it leaving your body.
Effect: You may attack someone with your blood, using your supernatural roll as the attack’s modifier. This attack can be direct or timed, in that you can directly attempt to get your blood to enter a target’s orifices or you can allow a target to ingest your blood and attack them internally.
As a vampire, you may call upon your mastery of intrigue to lure both prey and foe into a false sense of calm.
Effect: Your supernatural proficiency modifier may be used for your attack roll. If successful, your target cannot attack for the next round and the critical fail range for their next defense roll is upped from 1 – 2.
Your vampirism goes above and beyond the normal charm attributed to kindred. The ingestion of your blood, either willingly or through force, allows you to manipulate a person’s mind for a short period.
Effect: If your blood enters a mortal’s body, you can control them for 1d4 turn(s). This control is absolute and cannot be resisted. This ability respects thralling rules. If a vampires blood enters a mortal that is already thralled, the vampire will take control over that thrall. Once control is broken, the thrall will suffer blood poisoning as normal.
You can use your vampiric gift to transform into a cloud of mist. You can control where this mist moves and use it to escape or infiltrate places that would normally be impassable.
Effect: You gain the ability to turn into a cloud of mist. You can’t be damaged while the mist is active, but when you come out of mist form, you are unable to attack or defend for a turn as you regain your bearings.
The dark gift coursing through your veins manifests as a protective shield in your time of need. Your edges grow as misty and undefined as the night itself, enabling you to take less damage.
Effect: You gain +1 to your defense modifier since you are just a little less corporeal than you should be.
Your claws leak the very essence of death.
Effect: When you successfully deal unarmed damage to an opponent, you have the chance to scratch them with your claws. After landing a hit, roll a 2; if you roll a 1, your target will lose -1 health. This ability can only be used if your character isn’t wearing gloves.
As a creature of the shadows, you have learned to bend them to your Will. In the presence of a light source, you are able to manipulate the shadow of any living being to reflect its actions onto itself.
Effect: You may use your supernatural proficiency modifier in place of your attack roll to have your opponent attacked by their own shadow. If successful, your opponent may only defend and your next attack may utilize a single melee skill and relative modifier from your target’s skills in place of your own in the same skill.
Your mastery of blood-borne magic is second to none. Once you have gained control over the blood of your target, you possess the ability to influence their actions through the very blood in their veins – even turning their own spells against them.
Effect: You may use your supernatural proficiency modifier for your attack roll. If successful, you may roll your next attack using a single magical skill and related modifier from your target’s skills in place of your own in the same skill.
Blood Sucker’s Punch
Your supernatural strength enables you to lash out at foes with brutal efficiency even without a weapon.
Effect: You can use your supernatural proficiency modifier for attack rolls in the absence of a weapon. Does not stack with unarmed skill modifiers or perks.
Children of the Night
You are unnatural, and animals seem to know this. You feel no fear amongst the beasts of the world.
Effect: Wild animals will not attack you unless attacked first.
Your bite is so intoxicating to its victim that they lose touch with reality, finding themselves lost in your affections. Cowing mortals for feeding as never been easier.
Effect: Victims you feed from forget 15 seconds prior to you biting them, and 15 seconds after doing so. They’re left in a dazed state after the bite, regaining their thoughts once the effect wears off.
You have enough focus to have learned how to feed while in combat, regenerating your own health at the expense of your target’s.
Effect: You roll your supernatural modifier as an attack roll, if it hits, you regain the damage done as health. Afterwards, your target is unable to attack for the next round, but may defend. You may only successfully use this ability one time per fight. This ability applies to strains which feed in methods other than biting as well.
Flush of Life
Being well fed allows you to emulate life, flushing your skin, bringing you warmth, and making you seem (mostly) alive.
Effect: Even if you are a strain that cannot normally hide your affliction, your supernatural control over your condition allows you to use the state of being recently fed to appear mortal.
Fly By Night
You can dissolve into a swarm of bats conjured from the magic in your blood in order to traverse distances, large and small.
Effect: You can escape combat or travel great distances as a swarm of bats. You cannot attack in this form, and can only take damage and be brought out of it if someone successfully interrupts you. Using this ability to travel or escape combat uses up a turn, but you may come out of it and attack in your next turn without penalty.
The shadows adore your company, wrapping over your form whenever you come for an embrace. They seek to hide you from prying eyes, but only when you let them.
Effect: If standing completely still in an area untouched by light, you automatically succeed on stealth rolls. Moving from your spot or having bright lights reveal you breaks this effect. Only with a critical success can someone spot you in the darkness without light.
Many a vampire are given razor-sharp nails in their unlife. However, yours seem to extend greater than normal.
Effect: Extending your claws will give you +1 to unarmed attack rolls, as long as you are not wearing gloves. This effectively makes it impossible to utilize claws AND the enchant system on your hands.
Sanctuary of Shade
For whatever reason, you are able to seek refuge in odd places.
Effect: Wagons, thick foliage, full armor, water submersion, tarps, thick ice, and many other coverings provide safety from the harm of the sun. Cloud coverage and thick fog halve sun damage.
Your vampiric nature allows you to traverse surfaces as if you were walking on the ground.
Effect: You can scale walls, ceilings, etc. with ease, as if you were traveling on normal terrain.
A vampire’s influence has always been that of legend, their ability to manipulate mortals and immortals alike is unparalleled. You live up to these legends. You understand that the eyes are indeed the windows to one’s soul, and all it takes is the right person to see it.
Effect: While keeping eye contact with the target, all persuasion and intimidation rolls have a +2. However, this does not force the target to keep eye contact, they can break the connection at anytime by turning their gaze away.
Your supernatural inclinations allow you to manipulate your own shadow. It can protect you, making your target uncertain what they’re swinging at or if you were even really there at all.
Effect: Your critical defense range across all armor skills is upped to (19-20); in addition, you gain an additional +2 to shadow magic if you substitute it as your defense modifier (meaning it cannot be stacked with any armor modifiers).
You have learned to project your hunger into a spell. You can drain the life from your victims at distance of fifty feet.
Effect: You use your attack turn to cast a ranged feeding spell. Provided your channeling is not interrupted, you roll a d4. The result of this roll is the amount of health you will drain from your target and regenerate within yourself, 1 point per round. The damage portion of this ability works on both mortals and vampires, but health can only be regenerated from living creatures (unless you have the Hemokinesis perk). This ability can’t be cast again until the effect ends. The drain effect continues even after 0 hp. Does not stack with other drain effects.
When fully embracing your undead nature your power grows, but so does your hunger. It can almost be uncontrollable, and if you thought uncontrollable hunger was bad in an average vampire, wait till you see it in one that controls the power of magic itself. Your magic is twisted by your dark powers and unnatural hunger.
Effect: When you haven’t fed recently, you gain +1 to all magic rolls and whenever you critically hit an opponent that can bleed, you gain +1 health.
You are magically attuned in general but feel a special draw towards elemental, or destruction, magic. After all, what is more terrifying than the forces of nature?
Effect: Your crit chance on destruction spells is increased (19-20).
Magic of the Blood
When well fed you gain easier use of magic, since after all you have more magic-infused blood to use in the spell casting.
Effect: When well fed, you gain +1 to all magical rolls.
When fully embracing your undead nature, you of the Berne clan gain the vampiric touch ability. You can use your damage-dealing skills for a healing effect.
Effect: Every successful hit upon your opponent restores +1 health to you when you have not recently fed.
One of the many false rumors about vampires is that you have to invite them in. This isn’t true, and it’s a fact you use to your advantage. When you are well fed it is easier for you to focus on the tasks at hand, which usually involve getting to someplace where you can feed again.
Effect: You gain +1 to Lockpicking and Streetwise rolls when well fed.
Berne have always held a reputation for bladed combat. Many think twice before they decide to engage them directly… It seems with you, however, they might want to think thrice.
Effect: Your crit chance is increased when fighting with bladed weapons (19-20).
Children of Coldharbour
My Cup Runneth Over
Unlike most vampires, you get closer to your Daedric nature the more fresh blood you have in your veins. Your vampirism lets you become almost one with the night and the creatures that dwell in darkness.
Effect: When you have fed recently, you gain +3 to stealth at night. You also gain the ability to summon forth a swarm of magical bats that will attack your enemies. This attack uses your supernatural bonus and will heal you for +1 if you land a hit of 15 or above.
Wolf in Sheep’s Clothing
Abstaining from feeding allows a Scion to appear nearly indistinguishable from mortals.
Effect: While unfed, a Scion will appear mortal with a few exceptions. The Scion will still seem rather pale and have red eyes, but will lack more beastial features.
When revealed, your fangs are abnormally deadly and your bite vicious. You can tear apart human flesh with horrific ease with your powerful jaws. Your meals are never clean.
Effect: If you successfully land a hit while biting someone, you do an additional +1 damage.
Cyrodiil Vampyrum Order
While most of the time Order Vampires maintain their thirst to keep up appearances more easily, that is not always an option. You are more powerful when hungry, but the consequence is the loss of your inconspicuous appearance as your vampiric nature becomes plain to see. The tradeoff is, your abilities are far more potent the hungrier you are.
Effect: You gain the ability to use a ranged terror ability that causes silence and demoralization on its target once a day. You also gain +1 to any physical or magic attack rolls when you have not recently fed.
Your way with words surpasses most of your kind. People flock to your voice, finding your opinion and point of view irresistible to refuse. Your charismatic nature could even be called supernatural.
Effect: You gain +2 to intimidation and persuasion rolls.
As a gift granted to some of your strain by the second of your two patrons, Clavicus Vile, you no longer need to fear the sun when fully fed. This lets you blend in nearly perfectly with the mortals who you prey upon and manipulate to your own ends.
Effect: You can go out in the sun without burning when well fed.
The Glenmoril Wyrd is a unique bloodline in that you can pick from one of three aspects to spec into. You can’t mix perks across specs.
Aspect of the Spider
Venomous Blood – MAJOR
Your blood is poisonous to all but yourself. Even coming in contact with it is dangerous to most beings.
Effect: When damage is done to you, you automatically do 1 damage back to your opponent.
Spider Spit – MINOR
You are capable of secreting a toxic web from your mouth. This web can blind, burn, and slow down targets.
Effect: You gain the ability to spit web at an opponent, blinding them and doing damage. This perk uses your supernatural proficiency rating.
Aspect of the Raven
Quoth the Raven – MAJOR
You cry out with an unnatural screech, deafening opponents and making them run in fear.
Effect: Anyone within your immediate area is feared by your screech, provided your supernatural roll beats their resilience defense.
An Unkindness of Ravens – MINOR
Using your unnatural affinity with ravens, you call forth supernatural birds to come to your aid.
Effect: Swarm your enemy with a flock of ravens. This perk is affected and abides by a character’s supernatural rating. The ravens count as a summon and will remain until killed or dispelled.
Aspect of the Snake
Scales of the Serpent – MAJOR
Your skin is unnaturally tough, providing extra protection against damage.
Effect: You gain a new skill called “Serpent Armor.” This armor grants +2 to magic, +2 to stealth, and counts as an armor mastery (+5). This does not stack with other armor effects and only applies when the scales are summoned forth.
Thy Flesh Consumed – MINOR
You can unhook your jaw and consume your prey whole. This has surprising benefits.
Effect: When you consume an opponent, you automatically heal to full health.
These perks may be used by all Iliac Bay bloodlines: Anthotis, Garlythi, Haarvenu, Khulari, Lyrezi, Montalion, Selenu, Thrafey, Vraseth
The vampires of the Iliac Bay are already known for their legendary ability to evade threats. When not fed, your undead strength increases the already impressive powers of your bloodline.
Effect: You gain +3 to athletics, acrobatics, and stealth. In addition to that, you gain the ability of levitation and take -1 less damage than you would normally in holy places.
Ilac Bay bloodlines are some of the oldest in existence. You have used your bloodline’s archaic knowledge to learn to avoid burning in the sun.
Effect: When well fed, you no longer take sun damage.
It is not easy when mortals disagree with you, but they’re occasionally too sharp for their own good. Sometimes you just need to bend their will to your own.
Effect: You can cast Charm once per day. Unless your target has a resistance to mind-altering magic, they will be highly influenced to obey. However, this is not perfect mind control; you can convince someone to do something they have no strong feelings about, but couldn’t convince them to kill their friends.
Blood of Ice
When unfed, you grow far more lethal and durable thanks to the ice that flows through your veins. This is not without a cost, however, as going without feeding makes you immediately identifiable as a vampire.
Effect: When unfed, gain +1 to attack rolls and -1 to damage taken. Fire damage taken is increased from double to triple. Also, you gain unmistakably vampiric features that make you horrifying and difficult to witness. All rolls related to persuasion are unmodified while unfed, but you gain a +1 to intimidation.
When well fed, you gain an increase power over the dead. You also attune more strongly to the strong affinity for frost magic which runs in your veins, granting you extra protection.
Effect: When you are well fed, you gain +1 to necromancy rolls and if someone damages you with frost magic, it does -1 less damage than it would normally.
The link between a master and a thrall has the ability to pass down, not just strengths, but memories as well. As such, the thrall can access the experiences of his or her master.
Effect: While the thrall is a thrall, they are free to make any skill of their choice match the skill of their master or any rank below it. However, no knowledge can be gained additionally, and knowledge somewhere else must be lost equaling the points required for the desired, gained rank. If the thralldom is broken, the gained skills are lost as are the skills that were forgotten to attain them. This perk respects perk rules and grandmastery rules, but not mastery rules.
Red Right Hand
Your zeal for obeying your Master’s commands leaves you unable or unwilling to give whatever they task you with anything other than your best effort.
Effect: All rolls related to directly carrying out your Master’s will gain an additional +1. To proc, your Master must have directly and verbally ordered you to carry out this specific action.
As a creature that lives with a foot in both worlds, you are far more resilient than your purely mortal brethren. While not enough to keep you from being injured, blows that may kill a lesser creature hurt you a bit less.
Effect: All damage is reduced by 1, with the exception of bloodline weaknesses of the master.
Arise, My Champion
A master’s will over his or her thrall can be powerful, even overpowering death.
Effect: Once per day, a master can order his thrall to survive a blow that would otherwise bring them to 0 health or below. They can act normally and even attack while at 0 health. Healing can bring them out of danger, but any more damage beyond 0 health will bring them to a near-death state.
You have the favour of an immortal on your side, an apex predator who has chosen you over the masses. With them at your side, there is truly nothing that you need to fear.
Effect: While your sire is within eye sight, you cannot be feared by any means. However, this also means any fear effects your master falls prey to impact you at the same time.
The blood of your vampiric master has tainted you beyond hope or recovery. Your form has been warped, though your mind is left intact.
Effect: You become a ghoul. Your appearance is ghastly and decayed. Lips shrinking from gums, hair growing limp, skin appearing pale and waxy. You can still walk around during the day, but you no longer need to consume food, sleep, or tend to any other mortal necessities. You share the weaknesses of your master (save for sun damage), such as silver, holy, or fire damage hurting you. This should be reflected on your character sheet. This perk can be taken to avoid perma-death.
You have such a strong bond with your master that if you see them come under threat, you grow incensed and lash out with renewed fury.
Effect: You gain +2 to any attacks directed at someone attacking your master, but also increase your chance to critically fail (1-2).
After a period of concentration, you can adjust your vision to see in pitch blackness. However, flashes of light can briefly blind you.
Effect: You gain +4 to stealth detection rolls and general perception rolls when done at night. However, sudden bright light will render you blinded and unable to attack for one round. While you use this power, your pupils dilate unnaturally wide.
Something in your blood is unusually potent. While most strains of vampires can heal through feeding, your vitae carries an extra strong effect, meaning you can be used as a health potion while on the go. Lucky you!
Effect: When vampires (any vampire, not just your master) feed on you, you can roll a 4 to see how much of their health your blood restored. This can only be used once per day. The downside is, the amount of the vampire’s health you restore is also the amount of health you lose (i.e. if you restore 2 health you also lose 2).
Your vampire master has a demanding palette, so you’ve learned how to determine if any vessels meet their exact preferences.
Effect: You can determine a person’s age, race, gender, and any diseases they currently have by tasting their blood. You can track this person with your Hunting skill by scent alone. You are also immune to any blood-borne diseases.
Your master’s blood is all you need to sustain yourself. And it needs life!
Effect: If you’ve received blood from your vampiric master in the past week, you don’t need to eat or drink water. Instead, you only need to eat a handful of vermin (spiders, flies, rats) a day to sustain yourself.
Blessing of the Huntsman – INNATE ONLY
Winning a challenge at a werebeast moot has captured the attention of the father of your affliction and earned his blessing. For as long as this blessing lasts, you receive a bonus to all rolls while shifted. However, there can only be one blessed among the pack, and there will be many who wish to challenge you for having this blessing. Fights for supremacy cannot occur more than once every month at the werebeast moot, with the winner receiving this perk; it cannot be taken otherwise. This counts as your Innate slot for the duration of the blessing.
Effect: You gain +2 to all rolls while shifted, but must fight any other werecreature who challenges you at a moot, and if you lose, this perk is lost.
You are the king of beasts, a hunter who studies its prey with the intelligence of a man and the brutality of a monster. As such, you grow so intimately familiar with your prey that you are able to predict what they’ll do before they do it.
Effect: If you have successfully tracked down your quarry prior to engaging them in combat, you are immune to crit damage from the tracked target.
Most wolves and other werebeasts will not try to attack you, no matter what shape you are currently in. in fact, they may just come to your aid when you least expect it.
Effect: When changed into your beast form, there is a chance a nearby wolf will come to your aid in combat. When outdoors, you may roll an additional 20 each turn you are transformed, and if you roll 15 or over you have succeeded in summoning a wolf to attack your target. Once you have a wolf summoned, you gain an additional damage roll per turn (without modifiers). Your wolf needs a natural 15 or over to hit. In addition to this, feral or NPC werebeasts will not attack you even if you are in your mortal form.
Pain only makes you angrier, and you make sure to give as good as you get.
Effect: When dealt a critical hit in melee, you automatically gain the ability to counter attack. Roll a 2 to see how much damage your attacker took.
What might nauseate others causes you to salivate. You can survive on flesh in any condition, be it raw, uncooked, rotten or diseased. In addition, you are immune to all ingested poisons.
Effect: You gain poison immunity and can gain health from eating flesh.
Howl of the Brotherhood
Your call lifts the spirits of your packmates, and send your prey scurrying.
Effect: You can choose to spend your turn howling, granting your allies a +1 to attacks and inflicting a -1 on defense rolls for foes for one round. This bonus is doubled when targeting wolves or other werewolves.
Your senses are heightened to the point that little escapes your notice. You are able to hunt down prey with frightening ease.
Effect: You gain +2 to all rolls related to tracking down your prey with your Hunting skill.
Roar of the Beast King
The heart of a king thunders in your breast, and you can let that thunder roar.
Effect: You gain a +2 on intimidation checks if a foe can hear you, and you can attempt to intimidate all foes in earshot at once.
You are no longer solely bound to your bestial state, even when transformed. No more needing to roar and flail to try to communicate.
Effect: You can now talk while in your changed shape, assuming of course you haven’t gone berserk.
Your hide is particularly thick and tough, even among other manbeasts.
Effect: You gain -1 damage reduction, which stacks with your regular lycanthropic damage reduction.