Chapter 8 Advanced Rules

Chapter 8: Advanced Rules

“Dangerous knowledge is still knowledge and therefore useful. Usually turns out to be the most useful, in my experience.”
Master Neloth, The Elder Scrolls V: Skyrim

liChdom

Liches are undead necromancers which have embraced the power of Lichdom: they have used an object known as a Phylactery to transfer their soul out of their body and then rebound it at the moment of their death, thus rendering themselves immortal, undead beings.
“Entry 4: The secret is mine! So long I searched, so hard I toiled, but I was a fool! I was right to forgo my studies for a more ardent devotion to prayer. Last night, as I sit in the throes of meditation, our great Sovereign did come to me! He passed to me the knowledge I have sought for so long! The secrets of transcendence were even more complex and arcane than even I could have imagined, and I will never transcribe them into any written work. Indeed, they have never been recorded! All my months of solitude were for naught, as the secret I so desperately sought could only be obtained through direct communication with our great Sovereign himself. Soon I will walk the earth as a Worm Eremite, serving the Sovereign in a state of endless undeath!”
“The Path of Transcendence”
Lichdom is achieved through the Rite of Unlife, an Advanced Ritual. When a character becomes a Lich, apply the following changes to their character sheet:

Gain the Undead trait


Gain the Resistance (frost, 100%) trait


Gain the Resistance (shock, 50%) trait


Gain the Power Well (50%) trait

At this point, the character is technically “dead” from a biological standpoint, and their body will begin to decompose within a week as the magic wears off. If this process continues unabated, they will be reduced purely to their magically animated skeleton, at which point they gain the Skeletal trait.
Characters who become Liches are instantly cured of their vam­pirism or lycanthropy, as their body can no longer be affected by the disease.

lyCanthropy

Lycanthropy is a disease, curse, or condition (depending on who you ask), the victims of which are known as Lycanthropes. It causes a person to periodically transform into a were-creature: a combination of beast and man/mer. All races are equally susceptible to catching the disease, except those with natural disease resistance. The disease itself was created by the Daedric Prince Hircine.

The Disease
There are many different strains of Lycanthropy that have been recorded, and the exact strain will determine the type of were-creature the victim becomes when transformed. Infection, however, functions similarly across all strains: a character who comes into contact with a Lycanthrope (and lives!) must pass an Endurance test, and on failure contracts the initial strain of Lycanthropy. Once infected with the first phase, the victim has three days to cure themselves of the disease before it progresses into the (supposedly) incurable Lycanthropy. During this period they gain three levels fatigue that can only be removed after it ends.
A Character may only be infected with one strain of Lycanthropy at a time, and an individual Lycanthrope can only spread their own strain to others. A character with Lycanthropy gains the Immunity (disease) trait.
Transformation
Lycanthrope transformation has been portrayed in several dif­ferent ways throughout the Elder Scrolls games, and lore on the subject is inconsistent. Because of this, we have provided several models for transformation that the GM may choose from when dealing with Lycanthropy during a campaign. The GM should also feel free to invent their own models to add to this list. When characters are transformed they may not speak, use magic, wear armor, use weapons, create items, or do other normal things. Common sense is the best guide here.
Nightly
The pre-transformation process begins the moment the sun sets every night. The Lycanthrope must make a Willpower test every half hour. This test increases in difficulty by one step for each test, and failure causes transformation. It is also worth noting that a character may choose to fail this test, and simply give in to his bestial side.
Once the transformation has begun, the character turns into a were-creature, the type of which is determined by the strain of Lycanthropy they are infected with, in about 30 seconds. If a character does not remove his armor and clothing, they are shredded by the transformation. The Lycanthrope remains trans­formed until dawn, when the transformation process reverses itself over about 30 seconds, leaving the character with 1d5 levels of fatigue.
Moonlight
This model uses the same transformation mechanism as the nightly model, except the pre-transformation process only begins if the character is actually exposed to the moonlight. The character may effectively escape the curse by remaining inside during the night. If the moon is blocked by clouds, then the initial Willpower test to resist the transformation begins at a +30 bonus
Full Moon
This model uses the same transformation mechanism as the nightly model, except the pre-transformation process only begins when the sun sets on a night with a full moon.
Full Moonlight
This model behaves identically to the moonlight model, except the pre-transformation process only begins when the charac­ter is exposed to the light of a full moon, instead of just any moonlight.
Strains
Each Lycanthropy strain produces a unique were-creature when the victim is transformed. Each has a base “template” for the changes the character applies when transformed, but Lycanthropes can become more powerful as they gain experience just like other characters.
When transformed, all Lycanthropes gain the Combat Style [Lycanthrope] skill at a rank equal to the rank of their highest Combat Style [Field] skill (minimum Apprentice). This combat style encompasses the use of the Lycanthrope’s natural weapons in unarmed combat against all types of foes.
Werewolf Strain
Werewolves are by far the most common Lycanthropes. Werewolves are fearsome wolf-like creatures with deadly claws and teeth, as well as unnatural speed and strength. They also posses keen senses befitting such a predator. When transformed, apply these changes:
Apply the following Characteristic changes:

Reduce the character’s Personality to 0.


Halve the character’s Intelligence (round down).


Increase the character’s Strength by 25% (round down).


Increase the character’s Endurance by 25% (round down).


Increase the character’s Agility by 50% (round down).


Increase the character’s Perception by 50% (round down).

If the character does not have the following Skills trained, he gains them at Novice rank. Otherwise, increase their rank by one: Athletics, Evade, Intimidate, Observe, Stealth, Survival.
The character gains the following Traits:

Dark Sight


Heavy Hitter (2)


Built Tough (10%)


Natural Weapons (2d10 R; Pen 5; S; T; Tearing)


Quadruped


Resistance (Frost, 50%)


Silver-Scarred


Terrifying (-20)

Wereboar Strain
Wereboars are very uncommon outside of Hammerfell and High Rock. Wereboars are strong, quick boar-like creatures with large goring tusks. When transformed, apply these changes:
Apply the following Characteristic changes:

Reduce the character’s Personality to 0.


Halve the character’s Intelligence (round down).


Increase the character’s Strength by 25% (round down).


Increase the character’s Endurance by 25% (round down).


Increase the character’s Agility by 25% (round down).


Increase the character’s Perception by 25% (round down).

If the character does not have the following Skills trained, he gains them at Novice rank. Otherwise, increase their rank by one: Athletics, Evade, Intimidate, Observe, Survival.
The character gains the following Traits:

Dark Sight


Heavy Hitter (3)


Built Tough (15%)


Natural Weapons (2d10 R; Pen 10; S; T; Impaling)


Resistance (Frost, 50%)


Silver-Scarred


Terrifying (-20)

Werecrocodile Strain
Werecrocodiles are mostly found in areas of Black marsh and southern Morrowind. Werecrocodiles are deadly crocodile-like creatures with incredibly powerful jaws, a tough hide, and an affinity for water. When transformed, apply these changes:
Apply the following Characteristic changes:

Reduce the character’s Personality to 0.


Halve the character’s Intelligence (round down).


Increase the character’s Strength by 25% (round down).


Increase the character’s Endurance by 25% (round down).


Increase the character’s Agility by 25% (round down).


Increase the character’s Perception by 25% (round down).

If the character does not have the following Skills trained, he gains them at Novice rank. Otherwise, increase their rank by one: Athletics, Evade, Intimidate, Observe, Stealth, Survival.
The character gains the following Traits:

Amphibious


Dark Sight


Heavy Hitter (3)


Built Tough (10%)


Natural Armor (10)


Natural Weapons (2d10 R; Pen 15; S; S; Entangling)


Resistance (Poison, 50%)


Silver-Scarred


Terrifying (-20)

Werevulture Strain
Werevultures are mostly reserved to the depths of Valenwood. Werevultures are fast vulture-like creatures with wings and tearing talons. When transformed, apply these changes:
Apply the following Characteristic changes:

Reduce the character’s Personality to 0.


Halve the character’s Intelligence (round down).


Increase the character’s Strength by 25% (round down).


Increase the character’s Endurance by 25% (round down).


Increase the character’s Agility by 25% (round down).


Increase the character’s Perception by 50% (round down).

If the character does not have the following Skills trained, he gains them at Novice rank. Otherwise, increase their rank by one: Athletics, Evade, Intimidate, Observe, Stealth, Survival.
The character gains the following Traits:

Dark Sight


Flyer (7)


Natural Weapons (2d10 R; Pen 5; S; T; Tearing)


Silver-Scarred


Terrifying (-20)

Werelion Strain
Werelions are uncommon outside Elswyr. Werelions are formida­ble lion-like creatures. When transformed, apply these changes:
Apply the following Characteristic changes:

Reduce the character’s Personality to 0.


Halve the character’s Intelligence (round down).


Increase the character’s Strength by 50% (round down).


Increase the character’s Endurance by 25% (round down).


Increase the character’s Agility by 25% (round down).


Increase the character’s Perception by 25% (round down).

If the character does not have the following Skills trained, he gains them at Novice rank. Otherwise, increase their rank by one: Athletics, Evade, Intimidate, Observe, Stealth, Survival.
The character gains the following Traits:

Dark Sight


Heavy Hitter (3)


Built Tough (15%)


Natural Weapons (2d10 R; Pen 5; S; T; Tearing)


Quadruped


Resistance (Poison, 50%)


Silver-Scarred


Terrifying (-20)

Werebear Strain
Werebears are mostly found in the northern parts of Skyrim, High Rock, and Morrowind. Werebears are monstrously large, extremely tough, bear-like creatures. When transformed, apply these changes:
Apply the following Characteristic changes:

Reduce the character’s Personality to 0.


Halve the character’s Intelligence (round down).


Increase the character’s Strength by 25% (round down).


Increase the character’s Endurance by 50% (round down).


Increase the character’s Perception by 25% (round down).

If the character does not have the following Skills trained, he gains them at Novice rank. Otherwise, increase their rank by one: Athletics, Intimidate, Observe, Survival.
The character gains the following Traits:

Dark Sight


Natural Weapons (2d10 R; Pen 10; S; T; Concussive)


Quadruped


Resistance (Frost, 50%)


Silver-Scarred


Terrifying (-20)

Other
• Change the character’s Size Category to Large.
Shadow maGiC

An obscure but powerful form of magic, Shadow Magic was discovered by Azra Nightwielder: the first mage to realize that shadow was not simply an absence of light, but a reflection of possible worlds created by forces in conflict. Shadows can be produced by any number of mundane, or more powerful, forces. Shadow Magic involves the manipulation of shadows in order to affect the forces creating it. Shadow mages can potentially change the past, present, and future in this way. Shadow Magic is most common around the Hammerfell-Skyrim-High Rock border, and is rarely seen elsewhere.
Convergence Rating (CR) is the measure of a character’s raw ability to manipulate shadow: the higher his CR the more powerful he will be. CR is measured on a scale of 1-10, and is represented by the Convergence Rating (X) trait. CR plays an important role in the use of congruence powers and congru­ence rituals both abilities that manipulate shadows in order to produce certain effects.
Using Congruence Powers
Congruence Powers are the result of a shadow mage twisting shadows in order to affect the forces that created them, meaning that little is out of reach for a competent shadow mage. This does not require magicka, as the art of Shadow Magic is based entirely within a character’s will. When a character uses a congruence power, he determines how much of his ability to commit to the power, and then makes a test to determine if he bends the shadows to his will.
In structured time, congruence powers are utilized with the Cast Magic action. To use a power follow these steps:
Step 1: Determine Convergence Rating for the Power
First, the character must decide how much of his power (CR) he is committing to the specific congruence power he is trying to manifest. A character may choose a value, at least one and no more than his maximum CR, to use as his CR for the power. For each point lower the chosen CR is than his maximum CR, he receives a +10 bonus to the power test.
Pushing
When determining the CR of a congruence power, a character can choose to push his limits. If he does so, he strains his own limits, disregarding safety in order to influence the shadows more directly. When pushing a congruence power in this way, the power automatically triggers a minor disharmony. Failure on the power test automatically triggers a major disharmony. For each point higher the chosen CR is than his max CR, the character receives a -10 penalty to his power test.
Fettering
When determining the CR of a congruence power, a shadow mage can choose to fetter his power. If he does so, he limits himself to ensure the safe use of his power. For each point lower the chosen CR is than his max CR, the character receives a +10 bonus to his power test.
Step 2: Make Power Test
Next, the character makes a power test. This is a Willpower test which is made at a +10 bonus for each point the power’s CR is below the character’s CR, or a -10 penalty for each point it is above it. This is also modified by the power’s listed difficulty.
Additionally, if he rolls doubles, the power triggers a minor disharmony. If the character fails by more degrees of failure than his Willpower bonus and also rolls doubles, or simply rolls a critical failure, the power triggers a major disharmony.
Somatic Components
If the character is using the power without speaking any incan­tations, by thought alone, the power test suffers a -20 penalty.
Using a power requires that the character have both hands free, and using a power with only one hand imposes a -10 penalty on the power test.
If the character is using the power without any hand motions, either in order to remain still, because he cannot use his hands, or because he is holding something in both hands, the power test suffers a -20 penalty.
Opposed Power Tests
Some powers will call for an opposed test. For these powers, the character and his target make an opposed test, the character using his Willpower and the target using a skill or characteristic specified by the power. The character is still affected by all of the normal modifiers from CR, and can still trigger disharmony (though his opponent cannot).
Step 3: Power Results
On success, the character manifests the power and applies its effects.
Disharmony
If a disharmony was triggered by the power test, roll a d100 on the appropriate table (either minor or major, both of which can be found in the next section) and add the CR of the power to determine the effects. The power is still manifested unless otherwise specified by the result of the disharmony roll.
Performing Congruence Rituals
Congruence Rituals are similar to congruence powers, but they require more preparation and focus to utilize. This does not, however, require magicka, as the art of Shadow Magic is based entirely within a character’s will.
When a character uses a congruence ritual, he determines how much of his ability to commit to the power, and then makes a
test to determine if he bends the shadows to his will.
In structured time, congruence rituals are utilized with an extended Cast Magic action, the length of which is specified by the ritual’s duration. To perform a congruence ritual, follows these steps:
Step 1: Determine Convergence Rating for the Ritual
First, the character must decide how much of his power (CR) he is committing to the specific congruence ritual he is trying to perform. A character may choose a value, at least one and no more than his maximum CR, to use as his CR for the ritual. For each point lower the chosen CR is than his maximum CR, he receives a +10 bonus to the ritual test.
Pushing
When determining the CR of a Convergence Ritual, a character can choose to push his limits. If he does so, he strains his own limits, disregarding safety in order to influence the shadows more directly. When pushing a Convergence Ritual in this way, the ritual automatically triggers a minor disharmony. Failure on the ritual test automatically triggers a major disharmony. For each point higher the chosen CR is than his max CR, the character receives a -10 penalty to his ritual test.
Fettering
When determining the CR of a Convergence Ritual, a character can choose to fetter his power. If he does so, he limits himself to ensure the safe conduct of the ritual. For each point lower the chosen CR is than his max CR, the character receives a +10 bonus to his ritual test.
Step 2: Make Ritual Test
Next, the character makes a ritual test once he reaches the end of the ritual. This is a Willpower test which is made at a +10 bonus for each point the ritual’s CR is below the character’s CR, or a -10 penalty for each point it is above it. This is also modified by the ritual’s listed difficulty.
Additionally, if he rolls doubles, the power triggers a minor disharmony. If the character fails by more degrees of failure than his Willpower bonus and also rolls doubles, or simply rolls a critical failure, the power triggers a major disharmony.
Additionally, each congruence ritual requires a ritual focus. This is an item that focuses and amplifies the forces involved in the ritual. The nature of this item is left to the GM (though he should feel free to pass this decision off to the player performing the ritual), but it should be in some way thematically related to the ritual being performed. This can be anything from a human heart to an ornate tattoo created on the body of the character performing the ritual. The only limit is the GM’s and/ or player’s imagination.
Somatic Components
If the character is performing the ritual without speaking any incantations, by thought alone, the ritual test suffers a -20 penalty.
Performing a ritual requires that the character have both hands free, and performing a ritual with only one hand imposes a -10 penalty on the ritual test.
If the character is performing the ritual without any hand motions, either in order to remain still, because he cannot use his hands, or because he is holding something in both hands, the ritual test suffers a -20 penalty.
Step 3: Ritual Results
On success the character has performed the ritual correctly, and applies its effects.
Disharmony
If a disharmony was triggered by the ritual test, roll a d100 on the appropriate table (either minor or major, both of which can be found in the next section) and add the CR of the ritual to determine the effects. The ritual is still manifested unless otherwise specified by the result of the disharmony roll. Add 10 the result of any disharmony table rolls incurred through the use of a congruence ritual (to a maximum result of 99).
Disharmony Tables
If a disharmony was triggered by a power test, roll a d100 on the appropriate table (either minor or major), both of which can be found on the next page, and add the CR of the power to determine the effects. The power is still manifested unless otherwise specified by the result of the disharmony roll.

Minor Disharmony

For the next 10 minutes, all characters seem to see figures, resembling people, lurking in the shadows in the area around the character.
4-5 For the briefest of moments, all shadows within 50 meters disappear completely, only to return a few seconds later.
6-8 A shadow bends around the character, coiling around him like a snake, for 1d5 minutes.
9-11 All people within 50 meters feel a shiver run down their spine.
All animals within 100 meters take on a sinister look and begin to behave erratically for 1d5 minutes as shadows
12-14 flock to them.

15-17 A single random object within 2d10 meters of the character disappears only to be replaced with something from another reality. The trade is completely random, and left to the GM to determine.
18-20 All people within line of sight of the character have a trivial memory torn from them forever.
21-23 Food and plants within 25 meters begin to rapidly rot away.
24-26 All lights within 50 meters go out, smothered by shadows.
27-29 For a brief moment (one round), it seems to everyone within 30 meters of the character that night has fallen, plunging the area into total darkness.
30-32 Mirrors and windows within 25 meters of the character show strange, rippling visions of alternate worlds.
33-35 Everyone in sight, including the character, feels a terrible pain in their chest. They gain the stunned condition for 1 round.

The character’s features take on a dark appearance, as the shadows contort his visage into that of a monster. He gains
36-38 the Terrifying (-10) trait until the end of the next round.

The character vanishes, only to re-appear moments later (at the end of the next round) from within a random
39-41 shadow within 50 meters of his starting position.

Everyone within sight, including the character, gains a level of fatigue, and notices that they seem to be casting
42-44 more shadows then they should.

Shadows begin to bleeding from the walls and well up from the ground within 15 meters of the character. If there
45-47

are paintings or statues of people, they appear to be crying shadows. All who witness this must make a fear test.
The shadows lash out against the disharmony, and all people within sight of the character, including the character
48-50 himself, must pass an Agility test or be knocked prone.

Smothering shadows fill the air, cloaking the area within 30 meters in total darkness for 1d5 rounds. The character
51-53 is thrown 1d10 meters into the air by tendrils of shadow.

Shadowing apparitions fill the air within 15 meters of the character, wailing as if tormented. All people witnessing
54-56 this must make a fear test with a -10 penalty.

Pitch black rifts open in the air within 10 meters of the character, lifting everyone into the air and threatening to 57-59 swallow them into whatever dark dimension they lead to, only to vanish seconds later. Everyone affected falls 1d10 meters.
Shadows contort violently around the character, releasing a deafening shriek that can be heard up to a kilometer 60-62 away. This shriek shatters glass, and forces everyone to make an Endurance test or become deafened for 1d10 rounds.
The character’s own shadow grabs him and thrashes him around violently for 1d5 rounds, he must make an
63-65 Endurance test or gain 1d5 levels of fatigue.

For a split second the world changes appearance, and everyone within 50 meters gets a glimpse of the countless ter­
66-68

rifying realities that lie beyond the veil of shadows. All affected characters must make a fear test with a -20 penalty.
All light sources, magical or otherwise, within 50 meters go out. No light can penetrate the area within 15 meters of
69-71 the character for 1d10 rounds.

All characters within 20 meters, excluding the character, gain the Frenzied condition as their alternate selves
72-74 bleeding through from beyond the veil of shadows.

75+ The character causes a major disharmony: roll on the major-disharmony table (adding the CR of the power).
Major Disharmony

The character’s shadow begins to scream as visions of uncountable realities flash before the character’s eyes only to be forgotten a moment later. The character must make a Fear (-10) test.
Baleful shadows course through the character, inflicting torment upon him. The character must make an Endurance test or gain the stunned condition for DoF rounds.
Visions of alternate realities bleeding through, and the character’s friends and foes appear to him to be terrible
10-13

monsters of shadow. The effect lasts 1d5 rounds and he must make a fear test with a -20 penalty.
A specter of darkness appears, cursing the character for his hubris, and strikes him down with ice cold tendrils of
14-18

shadow. He takes 3d10+5 frost damage to a random hit location.
The character completely loses control of the shadows around him, and they lash out at his mind. He cannot use
19-24 any other congruence powers for the next 1d5 hours.

The character’s mind is whisked away to another reality, leaving him unconscious. Each round he may test 25-30 Willpower to attempt to return to reality, but if he fails with degrees of failure beyond his Willpower bonus, his mind is lost forever.
31-38 The character winks out of this reality and re-appears 2d10 rounds later. Where did he go? Nobody knows!
The shadows strike back at the character, and turn his power against him. Redirect the power that caused this 39-46 Disharmony against the character. If such a thing isn’t possible, the character takes 2d10+5 Impact damage to a random hit location (unmitigated by armor).
Dark beings appear from all shadows within 20 meters, whispering the unfathomable secrets of other realities to
47-55

anyone unlucky enough to hear them. Everyone affected must make a Fear (-20) test.
A random person within 50 meters is suddenly swapped with another version of themselves from an alternate 56-61 reality. This effect only ends when the intruder is slain, or after five minutes when the original returns (though the double might still be around!). They return with the dazed condition for 1d10 rounds.
A wild and dangerous Shadow Horror pops into existence within 15 meters of the character, and persists for 2d10
62-67

rounds or until it is slain. It detests the character, and will attack him whenever possible.
All characters within 50 meters take 2d10 impact damage that ignores armor as they are assaulted by their own
68-72 shadows.

All shadows within 25 meters reveal their true forms, showing the myriad possibilities of other realities. All characters witnessing this must make a Fear (-20) test. This effect lasts 1d5 rounds, and characters must make the 73-78 test each round they are exposed until they fail one (though they can close their eyes to avoid it). All shadow magic powers used in the area automatically cause a minor disharmony.
The character blinks out of existence for 1 round, returning with none of his belongings, and a broken mess of 79-82 a body. He takes 4d10 impact damage that ignores armor, and appears to have suffered years of torture. He is mentally and physically scarred by the ordeal.
Each character within 100 meters suffers from a distorted perception of reality, as shadows shift and present 83-86 false visions, or visions of another world, to them. Each round for 2d10 rounds, everyone affected must make a Willpower test or succumb to this new reality. What this entails is left to the GM.
A Guardian of Darkness appears within 30 meters of the character. Its sole purpose is to kill the character or be
87-90 destroyed in the attempt.

The character sinks into the darkness of his own shadow until he is completely gone. Once inside whatever alter­nate reality he has been pulled into, he must make a Willpower test with a -50 penalty. On success, he has a chance 91-96 to find his way back, though this takes time (either play a short session for the player later, or simply rule that he returns after 3d10 days, battered and bruised). On failure, he is lost forever.
The character’s own shadow is destroyed, and the shock from losing his link in the middle of manipulating the
97-98 innumerable shadow realms kills him instantly.

A Guardian of Darkness appears where the character once was, destroying him instantly as it explodes from his shadow. It will attack all characters around it until it is brought down.
Congruence Powers
Congruence powers are particular ways in which a shadow mage can manipulate shadows in order to produce a certain effect. Unlike normal magic, they do not use magicka: shadow magic is less concerned with manifestation and more concerned with manipulation.
A character can only use congruence powers that he has learned. Any character with a Convergence Rating of one or higher can learn powers by spending XP. While congruence powers may be magic, they do not count as spells.
Blink
The character reaches into the shadows, using them to speed his journey through their currents.
Cost: 100 XP Difficulty: +0 Effect: Character vanishes, and then reappears at target location within up to (CR times 5) meters of his starting location. If this would put the character within melee range of another character, they may choose to become engaged in melee with that character. Any characters that the character becomes engaged with in this fashion must pass an Agility test in order to be able to make reactions against him during this turn. The character must be
able to see his target location.
Foreboding The character is connected to the shadows around him, which
allows him to see danger coming.
Cost: 75 XP Difficulty: -20 Effect: After a successful attack test is made against the character,
but before the character has made his defense test, the character can use this power as a free action. On success, subtract the CR of the power from the degrees of success gained on the attack test. If this would reduce the attacker’s degrees of success to zero or lower, the attacker counts as having failed the attack test. The character does not need to be aware of the attack to use foreboding, though it may only be used once in response to a single attack. If the attack is still successful after this, the character may still attempt to defend as normal, but the attacker uses the reduced degrees of success when calculating the results
of the combat roll.

Invisibility
The character hides himself in the shadows.

Cost: 25 XP
Difficulty: +10
Effect: The character gains the Invisible condition for a number

of minutes equal to the CR of the power.

Mirror Image
The character twists the shadows around him, presenting mul­tiple images of himself to others.
Cost: 50 XP Difficulty: +10-(10*X) Effect: Character chooses a duration X. Creates an illusory
duplicate of the character. The duplicate emerges from within the character, and may be controlled as a free action (the char­acter can see what his double sees). It may not move more than CR kilometers away from the character. Other characters must pass a Perception test with a -5 penalty for each CR in order to determine which of the two images of the character is real or not (they must only make this test when first encountering the duplicate and the original together). The duplicate persists
for X minutes.
Prescience
The character can see the reflection of future events amongst the forces that shape the shadows around him.
Cost: 50 XP Difficulty: +10
Effect: The character sees a vision of his own immediate future hidden within the shadows. The vision lasts a number of seconds equal to the CR of the power, and can look into the character’s future up to CR hours. The higher the CR, the more the char­
acter can control what the visions focus on.

Shadow Armor
The character cloaks himself with the myriad possibilities of the

shadow, making it more difficult to land a substantial hit on him.

Cost: 75 XP
Difficulty: 10(10*X)
Effect: The character chooses a duration X. During this time,

attack tests made against the character suffer a -5*CR penalty.
This effect lasts for X minutes.

Shadow Drain
The character uses translocation techniques to siphon essence from the target into himself.
Cost: 75 XP Difficulty: +0-(10*X) Effect: Character chooses a range X. Target character within up to (X times 5) meters takes 2*CR Trauma instantly, and the
character removes that much Trauma (counts as magical healing).
Shadow Meld
The character merges himself with pieces of himself from another reality, enhancing some of his abilities.
Cost: 75 XP Difficulty: +0 Effect: The character gains the fortified characteristic (X) con­
dition for the chosen characteristic where X is five times the CR of the power.
Shadow Sight
The character opens his eyes to the secrets of the shadows around him, augmenting his perception.
Cost: 50 XP Difficulty: +20-(5*X)
Effect: The character chooses a duration X. The character can see through shadows, effectively meaning he can see through solid objects. He also gains the Unnatural Senses (Life, X) trait where X is equal to the CR of the power times 10. This effect
lasts X minutes.
Shadow Weapon The character bends the shadows to his will, forming a fearsome
dark weapon.
Cost: 75 XP Difficulty: 10(5*X) Effect: Character chooses a duration X. Summons a weapon with the type of the caster’s choice, using the Penumbric weapon material specified below to complete the profile. If the weapon would leave the character’s reach, it vanishes. The weapon may be dismissed by the character at will. Hits with the weapon do not add the character’s Damage Bonus to the damage dealt: instead add the CR of the power. The item persists for X minutes,
or until the character who summoned it is killed.
Penumbric Weapons

+10 +5 Dire
Summon Shadow Horror
The character brings forth a creature that live in the shadows,
born from the myriad forces that shape them.

Cost: 75 XP
Difficulty: +0, or +20 if the character chooses to simply unleash

the horror instead.
Effect: A Shadow Horror appears within five meters of the

caster: it must obey the commands of the character while it is
in this plane. The creature persists for CR minutes, or until the

character who summoned it dies, and then vanishes.

Alternatively, the character can choose to simply unleash the shadow horror. The Shadow Horror appears within five meters of the caster: it does not obey the character’s commands and is hostile to all characters. The creature persists for CR minutes and then vanishes.
“Azra was the first to realize that shadows were not a mere absence of light but a reflection of possible worlds created by forces in conflict. A light strikes a rock, and the shadow is a record of their clash, past, present and future.
Other conflicting forces produced less obvious shadows, fire and water, wind and rock, or nations at war. With skill and patience, the shadows of all could be read, and patterns teased out, emphasized or eradicated. Manipulating a shadow could, through contagion, manipulate the object or force which cast it.”
“First Scroll of Shadow”
Twist Fortune
The character turns the shadows against his target, and they work subtly to foil his every action.
Cost: 50 XP Difficulty: +10 Effect: The character chooses a single target within (20 times CR) meters. If the target fails the opposed test, he is plagued by misfortune for CR rounds: constantly tripping over himself,
and generally fumbling in everything he does. The exact effects
are left to the GM.
Congruence Rituals
Congruence rituals are particular ways in which a shadow mage can manipulate shadows in order to produce a certain effect. Unlike normal magic, they do not use magicka: shadow magic is less concerned with manifestation and more concerned with manipulation.
Learning Congruence Rituals
A character can only use congruence rituals that he has learned. Any character with a Convergence Rating of one or higher can learn rituals by spending XP.
Congruence Rituals
Congruence rituals count as magic, though they are not normal
rituals.

Bind Shadow Weapon (30 minutes)
The character bends the shadows to his will, forming a fearsome

dark weapon and binding it to his reality.

Cost: 75 XP
Difficulty: -30
Effect: Summons a weapon with the type of the caster’s choice,
using the Penumbric weapon material (see Shadow Weapon)
to complete the profile. The weapon may be dismissed by the

character at will. Hits with the weapon do not add the character’s
Damage Bonus to the damage dealt, instead add the CR of
the power.

Precognition (2 minutes)
The character can see the reflection of future events amongst the forces that shape the shadows around him.
Cost: 50 XP Difficulty: +0
Effect: The character sees a vision of his own future hidden within the shadows. The vision lasts a number of seconds equal to twice the CR of the ritual, and can look into the character’s future up to CR days. The higher the CR, the more the character
can control what the visions focus on.

Shadow Gate (1 hour)
The character binds the shadows, securing an object from prying

eyes and the fingers of thieves.

Cost: 100 XP
Difficulty: -20
Effect: Character creates an impenetrable shadow gate over
target door, chest, or other container or portal. This shadow
gate lasts forever, and can only be opened by a shadow key or
by the character that created it (with a free action).

“… Azra attempted what had never been done before, manipulating his own shadow to such an extent that he instantiated and melded all possible Azras at the same time, crossing over from this singular existence to all the existences in shadow.”
“Second Scroll of Shadow”
Shadow Double (30 minutes)
The character forcibly moves an alternate version of someone
from another reality to this one. The party in question is usually
not happy with this arrangement.

Cost: 100 XP
Difficulty: -30, with an additional -20 penalty if the target is

another character.
Effect: The character being doubled must be chosen as the
ritual focus, and thus must take part in the ritual. The character
performing the ritual can choose to double themselves.

Forcibly pulls an alternate version of target character into this
reality. The higher the CR, the less divergent from this reality’s
version of the character the alternate version will be. The exact
nature of this character is left entirely to the GM. The GM has
complete control over their actions, unless he deems that the
character is an exact or near exact duplicate of one of the PCs,
in which case the player in question may control themselves
and their double.

The double enters the world in a pure black “shadow” state
(though they are fully physical) and slowly gains color and

detail over an hour as they adapt to this plane.

Characters exposed to alternate versions of themselves must
make a fear test with a +20 bonus, and an additional -5 penalty
for each CR above 4: the more exact the duplicate, the more
Traumatizing the effect. If the character performing the ritual is
duplicating themselves, they are exempt from this requirement.
If the alternate version of the character dies, they return to
their realm “reset” to the state they were in when they were
removed from it.

Shadow Portal (10 minutes)
The character shapes the shadows so that he may pass through their realms in an instant to cross great distances.
Cost: 75 XP Difficulty: -20, with an additional -20 penalty if the desired
destination is in another plane or dimension. Effect: Creates a portal, within 5 meters of the character, which tunnels through the shadows to target location (the location
can be anywhere the character has visited before, as long as they
can clearly picture it in their mind).
When the first character passes through the portal, the character who created it must make an Intelligence test, the difficulty of which is determined by the GM based on how long it has been since the character was at the target location, how far away the location is, his state of mind when the portal was created, other circumstances, and so forth. If he passes this test, then the character (and any subsequent ones) who passes through this portal arrives at the desired destination instantly. On failure, the GM may choose an alternate destination (the nature of which is left to their discretion). The character makes this test at a +5 bonus for each CR.
Anyone passing through the portal must make a Willpower test with a -20 penalty or suffer a minor disharmony when they emerge (adding their degrees of failure to the result on the table). The portal persists for 5 minutes, or until the character who created it closes it (which may be done at will, and takes effect instantly).
Shadow Scry (5 minutes)
The character peers through the shadows themselves, casting his gaze across the world.
Cost: 50 XP Difficulty: -10 Effect: The character sees events currently happening somewhere
else: the higher the CR the more the character can control what his vision centers on, and the more detail he receives from the vision. The vision lasts a number of seconds equal to three times the CR of the ritual. This counts as “visiting” a location for the purposes of a choosing a target for the Shadow Portal power.
Shadow Walk (10 minutes)
The character walks through the myriad alternate realities that

exist within the shadows, entering one of them.

Cost: 75 XP
Difficulty: -20, with an additional -20 penalty to send another

character. Effect: The character performing the ritual is the focus for this

ritual. The character shadow walks to another, alternate real­ity. Their physical body vanishes from this world, and appears
in another. Given the infinite number of possible realities,

choosing one specifically is quite difficult, as most are nearly
indistinguishable.

The character using the ritual may specify the nature of the
target reality, and the higher the CR of the ritual the more
accurately they’re able to choose the reality they enter. If the
character fails the test with degrees of failure less than or equal
to their Willpower bonus, the ritual still manifests: the GM
should adjust the effective CR of the ritual (-1 for each degree
of failure) and then determine the effects based on this new CR.
The character does not know that they erred in any way. Failure
with degrees of failure in excess of their Willpower bonus means
the ritual simply does not manifest its effects.

The only way for a character to return to his original reality is
to use this ritual to get back, though a CR of 5 is sufficient to
send the character home due to his existing connection to his
original realm.

Shehai Shen She ru

The Shehai Shen She Ru, or “Way of the Spirit Sword,” is the culmination of the art of sword-singing, practiced by ancient Redguards in Yokuda known as sword-singers. The greatest of the sword-singers were known as Ansei, or “Saints of the Sword.”
There are several dimensions to the Shehai Shen She Ru, each a step on the path to the title of Ansei.
First is a simple devotion to swordsmanship. This is how every sword singer begins his journey: through intense study, and eventual mastery, of the art of the blade. In game terms, this means that characters can utilize the Shehai Shen She Ru skill (with either Strength or Agility) as if it were the Combat Style [Field] skill whenever wielding any type of sword (larger or smaller weapons, such as daggers and greatswords, also count).
Second is the use of special magic techniques of the blade known as Aberrant Swordsmanship. These techniques are feats of swordsmanship that go far beyond the capabilities of a normal man. The sword-singer accomplishes this by using a sword in a way that a sword simply cannot be used, an art that obviously takes extensive practice. The sword singer may perform these techniques with any sword, and they all require the use of the Shehai Shen She Ru skill.
Third, the culmination of the Way of the Spirit Sword, is the Shehai, the spirit sword itself. The Shehai is a literal spirit sword: a part of the soul of the sword-singer made manifest. A character who combines the Shehai with the many techniques of Aberrant Swordsmanhip has become a true Ansei. Manifesting the Shehai also requires the use of the Shehai Shen She Ru skill.
The following sections will deal with the latter two aspects of the Shehai Shen She Ru: Aberrant Swordsmanship, and manifesting
the Shehai.
Note
In order to train the Shehai Shen She Ru skill, purchase any of the related talents, or use any of the related abilities, a character must possess the Sword-Singer elite advance.
Aberrant Swordsmanship
The abilities that a student of Aberrant Swordsmanship can learn are known simply as Techniques. Using a technique requires a sword of some kind, either a physical one or a Shehai, and the use of the Shehai Shen She Ru skill. Some techniques are passive abilities, while others are active.
Techniques count as magic, though they are not spells, and should thus be placed in the appropriate section of your char­acter sheet. Characters may learn techniques with XP. Once a character has learned a technique, he may use it whenever he wants. Some techniques require that characters already know other techniques, or meet certain characteristic score require­ments, before they may be learned or used.
There are two types of techniques: passive techniques and active techniques. Passive techniques simply apply some kind of bonus or effect to the character once they have been learned, though some of them must be activated (as free actions at the beginning of a turn or round) in order to provide their effect, and a character must be wielding some kind of sword in order to benefit. Active techniques are specific abilities that must be
used, and call for a skill test.
During structured time, active techniques may be utilized with the Cast Magic action unless otherwise specified. Using an active technique requires that the character follow these steps:
Step 1: Choose technique
First, the sword-singer must choose a technique to utilize. They
may only choose a technique that they have learned, and that
they meet the requirements for. A character must be wielding
a sword of some kind in order to utilize techniques.

Step 2: Make Technique Test
Next, the character makes a Shehai Shen She Ru skill (WP)

skill test. This test is modified by the technique’s difficulty as

specified in the technique’s profile.

Step 3: Resolve Technique
If the technique test was successful, apply the effects of the technique as specified in the technique’s profile.
If the character failed the technique test, they gain X levels of fatigue, where X is one plus one for each degree of failure above
the character’s rank in the Shehai Shen She Ru skill.

Techniques
This section gives an overview of each technique of Aberrant Swordsmanship that a character may learn. A character can only use techniques that he meets the requirements for. Characters who meet these requirements may learn techniques with XP. Remember that techniques count as magic, though they are not
spells, and should thus be placed in the appropriate section of your character sheet.
The Thirty-Eight Grips Type: Passive Requires: Shehai Shen She Ru (Apprentice) Cost: 100 XP At the beginning of a round during combat, the character may choose to have one of the following effects apply until the beginning of the next round:

The character receives an additional degree of success on successful attack tests made with Shehai Shen She Ru.


The character receives an additional degree of success on successful defense tests made with Shehai Shen She Ru.


Attacks the character makes have the Tearing quality.


Attacks the character makes have the Proven (4) quality.


Attacks the character makes gain 5 armor penetration.

The Seven Hundred and Fifty Offensive Positions Type: Passive Requires: Shehai Shen She Ru (Novice) Cost: 150 XP Effect: Whenever the character succeeds an attack test made with Shehai Shen She Ru, he gains an additional degree of
success.
The Eighteen Hundred Defensive Positions Type: Passive Requires: Shehai Shen She Ru (Novice) Cost: 150 XP Effect: Whenever the character succeeds a defense test made with Shehai Shen She Ru, he gains an additional degree of
success.
The Nearly Nine Thousand Moves Type: Passive Requires: Shehai Shen She Ru (Apprentice) Cost: 200 XP Effect: Once per round, if the character fails an attack or defense test made with Shehai Shen She Ru, he may reroll the test (but he must accept the new result).

The Ephemeral Feint

“Breathe in and then forget the breath; you cannot replace it until he is down, to fight as if dead: second principle of pneumansu.”
Type: Active (activated as a Free Action) Requires: Shehai Shen She Ru (Apprentice) Cost: 125 XP Difficulty: -10, with a -10 penalty for each activation beyond the first within the same round Effect: This technique is activated as a free action, but only after an opponent lands an attack successfully. The character may choose where the opponents’ hit lands, regardless of what the original hit location would have been. If the character redirects a hit to an arm holding a shield, he may choose to have the AR of the shield added to the AR of his arm. The use of this technique also negates the use of the Called Shot action, or any special effects that would allow the attacker to determine his hit location. This may only be activated once for any given attack.

The Zero-Sum Interrupt
“’Can you even do that, silly raga?’

‘Test me.”
‘No,” Vivec said, “For I would prefer to imagine that you could. It

would mean that I would bleeding prior to the cut itself, bypassing

all healing; moreso, and this is what pleases me utmost… it would

mean that I have indeed helped you.’”

Type: Active Requires: Shehai Shen She Ru (Adept) Cost: 150 XP Difficulty: -30 Effect: Before the technique test, character chooses a target within melee range. On success the character may immediately make a melee attack with against that opponent as a free action, using the results of his technique test in place of his attack test. This attack ignores any AR on the hit location if successful, it may not be defended against by any means, and no characters can make any other reaction to this attack. This attack has the Dire quality.

The Havoc Canal “Cyrus moved to Havoc Canal, and Vivec nodded. ‘Better. Your
build favors that. But what if I’ve enchanted my skin to harden
at each instance?’”
Type: Active (activated as a Free Action) Requires: Shehai Shen She Ru (Journeyman) Cost: 100 XP Difficulty: +0 Effect: This technique is activated as a free action, but only before a melee attack. On the character’s next successful melee attack this round he chooses a hit location. The attack is resolved against the chosen hit location regardless of its original hit location. If the attack test succeeds with more than five degrees of success, the character can immediately make another melee attack as a free action, which is automatically resolved against the chosen hit location. This second attack cannot be defended against but cannot gain special effects. These attacks are all resolved simultaneously, so any special effects from the initial attack do not apply when resolving the bonus attack.

The Tempest Attrition “Cyrus drew his saber, holding it left-handed in the Tempest Attrition.
Vivec was impressed and said so. ‘That stance allows you a riposte,’
he said. Then he smiled again. ‘If you’re quick enough.’”
Type: Passive
Requires: Shehai Shen She Ru (Journeyman)
Cost: 100 XP
Effect: This technique must be activated as a free action at the
beginning of a round, and its effect remains until the end of that
round. The character takes a -20 penalty to attack tests made
with Shehai Shen She Ru for the duration. In exchange he gains
a +20 bonus on defense tests made with Shehai Shen She Ru.

The Fingers-Knife “The Fingers-Knife serves as five, protecting your cardinal points and
your central theory; five thrusts, spaced microseconds apart, like
tapping the desk bored, waiting for morning bread.”
Type: Active Requires: Shehai Shen She Ru (Journeyman) Cost: 125 XP Difficulty: -20 Effect: Before the technique test, character chooses a target within melee range. On success the character may immediately make a melee attack against target opponent as a free action, using the results of the technique test in place of his attack test. When resolving the attack roll for damage five times and use the largest result. The target of this attack may not attack the character until the beginning of his (the character’s) next turn.
The Gaze of Confusion

“Paint fake eyes all over your face and then hide your real ones among them; the opponent can no longer read where you look.”
Type: Passive Requires: Shehai Shen She Ru (Journeyman) Cost: 100 XP Effect: This technique must be activated at the beginning of a round, and its effect remains until the end of that round. Other characters must pass a Perception test in order to be able to make reactions against the character.
The Threat of Mirrors

“Using the Math Athlete, you could occur several places during a single duel, illustrious and sure.”
Type: Passive Requires: Shehai Shen She Ru (Adept) Cost: 150 XP Effect: This technique must be activated at the beginning of a round, and its effect remains until the end of that round. Other characters must pass a Perception test with a -20 penalty in order to be able to make attacks or reactions against the character. The character gains a level of fatigue when the effect ends.
The Vectoring Cygnet

“Arm out, knee down, coal on the teeth to hide your smile.”
Type: Active (activated as a free action) Requires: Shehai Shen She Ru (Journeyman) Cost: 100 XP Difficulty: +0 Effect: This technique is activated as a free action, but only before a melee attack. The target of the character’s next suc­cessful melee attack cannot react to that attack unless he passes a Perception test.
The Bone Shaver

“Bellguard down, over, hold. Strike at 80 grams, any degree but this one.”
Type: Active Requires: Shehai Shen She Ru (Adept) Cost: 200 XP Difficulty: -25 Effect: Before the technique test, character chooses a target within melee range. On success the character may immediately make a melee attack against target opponent as a free action. If the attack is successful, the character chooses a hit location: the attack is resolved against this location instead of the normal hit location. If this hit successfully causes a wound, the target also gains the crippled body part condition for the appropriate hit location until the wound is healed. If the hit would be redirected against any other hit location other than the stated target, the condition does not apply: the attack simply causes a normal hit to that location.
The Sword Tremor

“Vivec spun in midair cross-legged, never moving his swordarm from it’s initial position. “Fa-Nuit-Hen,” the name of an old master, and Cyrus fell from eight wounds that appeared without mortal notice. Point down, blade edge forward, 60 degrees rise-wise from the ground.”
Type: Active Requires: Shehai Shen She Ru (Expert) Cost: 200 XP Difficulty: -40 Effect: Before the technique test, character chooses a target within a number of meters equal to his Willpower bonus. The character may immediately make a melee attack against that target as a free action (even if they are not engaged in melee). The attack may not be defended against, and no characters can make any other type of reaction to this attack.
If the initial attack is successful, the character may make another free attack with the same conditions, although this attack cannot gain special effects and is made at a -20 penalty. These bonus attacks can be repeated (each successful one prompting another) up to a maximum number of bonus attacks equal to the char­acter’s Willpower bonus. Each attack receives an additional, stacking -20 penalty (-20, then -40, then -60, and so forth). None of these attacks, including the first, can win special effects.
Walled Consequence Stance Type: Active (activated as a reaction) Requires: Shehai Shen She Ru (Expert) Cost: 175 XP Difficulty: -20 Effect: This technique may be activated as a reaction to another character’s use of a Shehai technique directed at the character. On success, the character may attempt to defend against an attack that would otherwise be impossible to defend against as a result of that technique, and he may immediately gain the Overextend Opponent special effect for free if he succeeds his defense test.
Sword Tremor Sense

“We know of you, Surahoon, and motions were multiplied the other morning on this beach, which is sword tremor, which we can feel, and that can only mean you encountered the Ansu-Gurleth.” Type: Passive Requires: Shehai Shen She Ru (Journeyman) Cost: 100 XP Effect: The character gains the Unnatural Senses (Shehai tech­niques, X) trait, where X is the character’s Willpower bonus multiplied by one thousand.
The Shehai
The Shehai, or “Spirit Sword,” is at the same time an integral part of sword-singing, and something separate from it. The Shehai is not needed for the techniques of Aberrant Swordsmanship, but the same process used to shape the world through Aberrant Swordsmanship is used to manifest the Shehai. A sword-singer who can manifest the Shehai is known as an Ansei, or “Saint of the Sword.”
The Shehai itself is an incorporeal weapon, ranging from a barely defined misty shape, to a fantastical sword of pure thought. There are a total of three levels at which a Shehai may be mani­fested, and the form in which it manifests is shaped by its user.
Manifesting the Shehai
In game terms, the Shehai may be manifested in structured time with the use of the Cast Magic action and a Shehai Shen She Ru (WP) skill test, the difficulty of which will vary with the desired Shehai level. Characters must have the appropriate talent in order to manifest a Shehai of a given level.

Manifesting a Shehai of the First Level requires a Shehai Shen She Ru (WP) skill test with a -10 penalty. Failure inflicts a level of fatigue.


Manifesting a Shehai of the Second Level requires a Shehai Shen She Ru (WP) skill test with a -20 penalty. Failure inflicts two levels of fatigue.


Manifesting a Shehai of the Third Level requires a Shehai Shen She Ru (WP) skill test with a -40 penalty. Failure inflicts three levels of fatigue.

On success, the character manifests the Shehai in an open hand. The weapon type of the manifested Shehai is determined in advance when the character purchases the necessary talent. A Shehai persists until the character dismisses it, or for a number of hours equal to the character’s Willpower bonus minus the level of the Shehai.
A Shehai cannot be taken from the character in any way, and it may not be thrown without dissipating, as it is bound by his will. The Shehai is transparent, but is very much capable of interacting with physical objects: it can make attacks (and adds the character’s normal Damage Bonus to hits that it inflicts) and be defended against normally.

Shehai of the First Level
A Shehai of this level may vaguely resemble a certain weapon, but it is very weak. Use the base weapon profile for the chosen weapon type, but add the character’s Willpower bonus to the damage and penetration of the weapon, and give the weapon the Dire and Primitive (6) qualities.
Shehai of the Second Level
A Shehai of this level is clearly a weapon, and is quite potent. Use the base weapon profile for the chosen weapon type, but add twice the character’s Willpower bonus to the damage and the penetration of the weapon.
Shehai of the Third Level
A Shehai of this level is a legendary weapon of incredible power. Use the base weapon profile for the chosen weapon type, but add three times the character’s Willpower bonus to the damage and the penetration of the weapon.

thu’um

The Thu’um, also called the Storm Voice or simply the Voice, is a form of magic inherent in most Nords and some others which uses the words of the language of the Dragons to form “Shouts”, the equivalent of spells, of immense power. The word actually means “shout” in the Dragon language. The Nords believe that Kyne, the embodiment of the wind who is viewed as the Nordic aspect of Kynareth, breathed onto the land at the Throat of the World to form them. As such, the Nords believe that their voice and breath is their very essence, and that channeling this life
essence is how the Thu’um operates. Those who can wield this power are called Tongues by the Nords.
Most if not all Nords have some talent for the thu’um, but it takes particular talent and many years of study and train­ing to become a Tongue. The only exception to this are the Dragonborn, or Dovahkiin, who possesses the ability not only to absorb the souls of slain dragons, but to thereby absorb knowledge of their language, thus learning in a short time what it would take other Tongues a lifetime of intense training and study to achieve.
“That night a storm came and visited Hjalti’s camp. It spoke with him in his tent. At dawn, Hjalti went up to the gates, and the storm followed just above his head. Arrows could not penetrate the winds around him. He shouted down the walls of Old Hrol’dan, and his men poured in. After their victory, the Nords called Hjalti Talos, or Stormcrown.”
“The Arcturian Heresy”
Using the Thu’um requires two things: the character must be trained in the Thu’um skill, and have knowledge of a Word of Power. Words of power make up Shouts, which are similar to spells. Characters may use shouts with the Cast Magic action.
There’s more to using the Thu’um than just saying a few words: shouting requires concentration and power. Each shout has three words, and while speaking the first word is sufficient to produce an effect, each additional word adds more power to the shout (but also requires more skill and energy to use).
Note
In order to train the Thu’um skill, purchase any of the related talents, or use any of the related abilities, a character must possess the Voice elite advance.
uSinG the thu’um
A given shout may not be used in two consecutive rounds. Once a character uses a shout, they may not use that shout again for a number of rounds equal to the number of words used in the shout.
Characters with the Thu’um skill trained may unlock the ability to use a given word of power with XP, assuming that they have somehow learned the word of power during their adventures. This represents the time spent to come to understand the nature of the word, and the practice required to be able to utilize it in a shout. Learning a given word of power and the way it fits into a specific shout with the aid of a teacher of some kind costs 50 XP.
In structured time, shouts are utilized with the Cast magic action. The following steps detail exactly how to use shouts:
Step 1: Choose Shout and Target
First, the character must declare the shout being used (spe­cifically the number of words), and the target of the shout (if applicable). A character may only use a shout if they know the first word of that shout, and they may only use further words if they know those as well.
Step 2: Make Thu’um Test
Next, the caster makes a Thu’um skill test, the difficulty of which is determined by the shout the character has chosen. If the character passes the test, they successfully manifest the shout. If they fail, nothing happens. Either way, proceed to step 3.
Critical Success
If a character scores a critical success on a shout, they incur no levels of fatigue from the attempt. Skip the next step.
Step 3: Apply Fatigue
Attempting a shout takes a lot of energy, and the character is left drained afterwards. Characters who attempt a shout gain one level of fatigue for each word used in the shout beyond the first.
Step 4: Apply Effects
If the Thu’um test was successful, apply the effects of the shout to the target as specified in the shout profile, and based on the number of words the character used.
Shouts
This section contains some of the shouts that characters with the Voice may learn. Keep in mind that these are just some of the ways that the Voice may be used. As always the GM should feel free to invent their own shouts as they see fit, or allow characters to utilize the Thu’um skill in more creative ways.
The effects listed here are for the full sequence of words leading up to the “chosen” word, not just that word alone, though for simplicity’s sake we will refer to the individual words and not the whole phrase.
Animal Allegiance

A Shout for help from the beasts of the wild, who come to fight in your defense.
Difficulty: +10, -10 for each word beyond the first.
R1N (Raan : Animal)
Causes all creatures with the Bestial trait within half 25 meters
to fight for the character for one minute. During this time,
the character may speak simple commands to the animals
and they will understand and obey.

M7
Same as Raan, except the character may choose to either
double the range or duration.

T4
Same as Tah, except the Character may choose to either double
the range or duration (he can either quadruple one or double
both).

Aura Whisper

Your Voice is not a Shout, but a whisper, revealing the life forces of any and all.
Difficulty: +0, -10 for each word beyond the first.
L1S (Laas : Life)
Character gains the Unnatural Senses (Living things, 25)
Trait for four rounds.

Y4
Same as Laas, except the character may choose to either double
the range or duration.

N7
Same as Yah, except the character may choose to either double
the range or duration (he can either quadruple one or double
both).

Battle Fury

Your Thu’um enchants your nearby allies’ weapons, allowing them to Attack faster.
Difficulty: +0, -10 for each word beyond the first.
MID (Mid : Loyal)
All allies within 25 meters of the character, and the character
themselves, receive a +5 modifier to Combat Style skill tests
for four rounds.

VUR
Same as Mid, except the character may choose to either double
the modifier or duration.

SH4N
Same as Vur, except the character may choose to either double
the modifier or duration (he can either quadruple one or
double both).

Become Ethereal

The Thu’um reaches out to the Void, changing your form to one that cannot harm, or be harmed.
Difficulty: -10, -10 for each word beyond the first.
F2M (Feim : Fade)
Character gains the Incorporeal trait for four rounds. He
may end this effect before the duration ends if he so desires.

Z3
Same as Feim, except the duration is eight rounds.

GRON
Same as Feim, except the duration is sixteen rounds.

Bend Will

Your voice bends the very stones to your will. As it gains power, animals, people, and even dragons must do your bidding.
Difficulty: -20, -10 for each word beyond the first.
GOL (Gol : Earth) Character may issue a simple command to the earth itself. There is no real limit to what can be done with this Shout, but the GM should be careful about what he allows. Some examples: commanding a dense forest to open a clear path, ordering the very dust of the earth to take flight as a cloud to obscure vision, or splitting very thick ice to allow passage.
H4
Character may issue a simple command not only to the earth
(as with Gol) but to other beings. Any non-Dragon being
who hears the shout must make a Willpower test. Failure
means they must obey the stated command to the best of
their abilities.

DOV
Same effects as Hah, except the Willpower Test is made at a
-20 modifier and Dragons may now be affected.

Call of Valor

The valiant of Sovngarde hear your Voice, and journey beyond space and time to lend aid.
Difficulty: -10, -10 for each word beyond the first.
HUN (Hun : Hero) Summons a Hero of Sovngarde to fight for the character for the rest of the current combat.
K1L Summons a Great Hero of Sovngarde to fight for the character for the rest of the current Combat.
Z8R Summons a Legendary Hero of Sovngarde to fight for the character for the rest of the current Combat.
Clear Skies
Skyrim itself yields before the Thu’um, as you clear away fog and inclement weather.
Difficulty: +0, -10 for each word beyond the first.
LOK (Lok : Sky)
Clears weather/particle-based environmental effects (fog, dust
clouds, clouds, snow, rain) for five minutes.

V4
Same as Lok, but the duration is twenty five minutes instead.

K8R
Same as Lok, but the duration is five hours instead

Cure Disease

The Thu’um soothes and heals another, curing them of their ills.
Difficulty: -10, -10 for each word beyond the first.
KRAS4R (Krasaar : Sickness) Character cures target character (they can choose themselves as well) within five meters of all common diseases.
KOPR4N (Kopraan : Body) Same as Krasaar, except the character is cured of all deadly diseases as well.
GOVEY Same as Kopraan, except the character is cured of all magical diseases as well.
Cyclone

Your Thu’um creates a whirling cyclone that sows chaos among your enemies.
Difficulty: -20, -10 for each word beyond the first.
VEN (Ven : Wind)
Creates a whirling cyclone centered on the character.
Characters who come within twenty five meters of the char­acter must make a Strength test each round they remain within
range. Those that fail the test are knocked to the ground. The
cyclone persists for five rounds.

G1R
Same as Ven, except the cyclone picks up enough debris that
it causes 3d10 impact damage to all characters within range
each round. The Strength test is made at a -10 modifier. The
radius increases to thirty five meters.

NOS
Same as Gaar, except the radius of the Cyclone is increased
to fifty meters, and the Cyclone deals 4d10 impact damage
instead. The Strength test is made at a -20 modifier instead.

Decoy

A Shout projects a decoy image to fool your enemies.
Difficulty: +10, -10 for each word beyond the first.
F3K (Fiik : Mirror)
Creates an incorporeal, but seemingly normal, decoy of the
character at target location within twenty five meters of the
character. The double mirrors his exact movements and per­sists for 1 minute.

LO (Lo : Deceive)
Same as Fiik, except the character may either double the
range or the duration.

SAH
Same as Lo, except the character may control the decoy with
his mind (he doesn’t need to move) and it may also speak
with his voice (it cannot use shouts, however).

Disarm
Shout defies steel, as you rip the weapon from an Opponent’s grasp.
Difficulty: +0, -10 for each word beyond the first.
ZUN (Zun : Weapon) Character chooses a direction. All characters within a cone (with range fifteen meters and diameter five meters) in front of the character must make an Agility test or drop any weapons or shields they’re holding.
H1L Same as Zun, except the character may choose to either double the range or increase the difficulty of the test by -10.
V3K Same as Haal, except the character may do both of those things, or one of them twice.
Dismay

And the weak shall fear the Thu’um, and flee in terror.
Difficulty: -10, -10 for each word beyond the first.
F1S (Faas : Fear)
Characters within thirty meters must make a Fear (+0) test.

RU
Sam as Faas, except the character may choose to either double
the range or increase the difficulty of the test by -20.

M1R
Same as Ru, except the character may do both of those things,
or one of them twice.

Dragon Aspect
Once a day, take on the mighty aspect of a dragon, delivering colossal blows, with an armored hide, and more powerful shouts.
Difficulty: -20, -10 for each word beyond the first.
MUL (Mul : Strength)
Character increases their Damage Bonus by 5 for five rounds.

Q4
Same as Mul, except the Character also increases their Wound
Threshold by 3 for the duration.

D3V
Same as Quah, except the character gains no Fatigue from
using shouts, and gains a +10 modifier to all Thu’um tests
for the duration.

Dragonrend

Your Voice lashes out at a dragon’s very soul, forcing the beast to land.
Difficulty: -20, -10 for each word beyond the first.
J8R (Joor : Mortal)
Target Dragon within three kilometers loses the Flyer (X) trait
for one minute and gains one levels of fatigue.

Z4 (Zah : Finite)
Target Dragon within three kilometers loses the Flyer (X) trait
for five minutes and gains two levels of fatigue.

FRUL
Target Dragon within three kilometers loses the Flyer (X) trait
for ten minutes and gains four levels of fatigue.

Drain Vitality
Coax both magical and mortal energies from your hapless Opponent.
Difficulty: -10, -10 for each word beyond the first.
G1N (Gaan : Stamina)
Target being within twenty five meters takes three levels of
fatigue, and the character removes up to three of their own
levels of fatigue.

L4 (Lah : Magicka)
Same as Gaan, except the target loses twenty magicka and
the character gains that many.

H1S
Same as Lah, except the target also takes 3d10 Poison damage
(unmitigated by armor). The character removes that much
trauma automatically.

Elemental Fury

The Thu’um imbues your arms with the speed of wind, allowing for faster weapon strikes.
Difficulty: +0, -20 for each word beyond the first.
SU (Su : Air)
Attempts to defend against the character’s melee attacks for
the next five rounds suffer a -20 penalty.

GR4 (Grah : Battle)
Same as Su, except the character may double the duration
or the penalty.

DUN
Same as Grah, except the character may make a second melee
attack each turn as a free action.

Fire Breath
Inhale air, exhale flame, and behold the Thu’um as inferno.
Difficulty: +0, -10 for each word beyond the first.
YOL (Yol : Fire)
Character breathes fire, dealing 4d10 fire damage with a pen of
10 to all targets within a 15 degree cone up to twenty meters
in front of them. Counts as a ranged, area of effect attack for
the purposes of evasion.

T8R (Toor : Inferno)
Same as Yol, except deals 5d10 fire damage with a pen of
20 instead. Counts as a ranged, area of effect attack for the
purposes of evasion.

SHUL
Same as Yol, except deals 6d10 fire damage and ignores armor.
Counts as a ranged, area of effect attack for the purposes of
evasion.

Fleshrend

Your Thu’um tears the flesh of another, spilling its blood upon the earth.
Difficulty: -10, -10 for each word beyond the first.
SOS1L (Sosaal : Bleed)
Target being within twenty five meters takes 2d10 rending
damage that ignores armor.

KOPR1N (Kopraan : Body)
Target being within twenty five meters takes 4d10 rending
damage that ignores armor.

S4QUON
Target being within twenty five meters takes 6d10 rending
damage that ignores armor.

Frost Breath

Your breath is winter, your Thu’um a blizzard.
Difficulty: +0, -10 for each word beyond the first.
FO (Fo : Frost)
Character breathes frost, dealing 4d10 frost damage with a
pen of 10 to all targets within a 15 degree cone up to twenty
meters in front of them. Counts as a ranged, area of effect
attack for the purposes of evasion.

KR4 (Krah : Cold)
Same as Fo, except deals 5d10 frost damage with a pen of
20 instead. Counts as a ranged, area of effect attack for the
purposes of evasion.

D3N
Same as Fo, except deals 6d10 frost damage and ignores armor.
Counts as a ranged, area of effect attack for the purposes of
evasion.

Ice Form

Your Thu’um freezes an Opponent solid.
Difficulty: -10, -10 for each word beyond the first.
LIZ (Liz : Ice)
Character encases all targets within a 15 degree cone with a
twenty meter range in a thin layer of ice. These targets count
as having the stunned condition for the next two rounds,
though effects that would allow them to resist or ignore stuns
do not apply here. Counts as a ranged, area of effect attack
for the purposes of evasion.

SLEN (Slen : Flesh)
Same as Liz, except the character may choose to double the
duration, angle, or range.

NUS
Same as Slen, except the Character may choose to double the
duration, angle, or range again (double two or quadruple one).

Kyne’s Peace

The Voice soothes wild beasts, who lose their desire to fight or flee.
Difficulty: +10, -10 for each word beyond the first.
K1N (Kaan : Kyne)
All characters with the Bestial trait within fifty meters are
calmed: they will not fight or flee for the next five minutes.

DREM (Drem : Peace)
Same as Kaan, except the character may choose to double
the duration or range.

OV
Same as Drem, except the Character may choose to double
the duration or range again (double both or quadruple one).

Lightning Blast

Your Thu’um calls down the wrath of the sky upon an enemy.
Difficulty: +0, -10 for each word beyond the first.
Q8 (Qo : Lightning)
Target being within thirty meters takes 3d10 shock damage
with a pen of 10 to a random hit location.

RON1Z (Ronaaz : Arrow)
Target being within thirty meters takes 4d10 shock damage
with a pen of 10 to a random hit location.

NOS
Same as Ronaaz, except the Damage ignores Armor.

Marked for Death
Speak, and let your Voice herald doom, as an Opponent’s Armor and lifeforce are weakened.
Difficulty: +0, -10 for each word beyond the first.
KR3 (Krii : Kill) Target being within twenty five meters of the character takes 2 levels of fatigue and reduces the armor rating of all armor that they’re wearing by five. If this would reduce the armor rating of a piece of armor to zero or below, the armor is destroyed.
LUN (Lun : Leech) Target being within twenty five meters of the character takes 4 levels of fatigue and reduces the armor rating of all armor that they’re wearing by ten. If this would reduce the armor rating of a piece of armor to zero or below, the armor is destroyed.
AUS Target being within twenty five meters of the character takes 6 levels of fatigue and reduces the armor rating of all armor that they’re wearing by twenty. If this would reduce the armor rating of a piece of armor to zero or below, the armor is destroyed.
Regenerate

Your Thu’um renews your body.
Difficulty: -10, -10 for each word beyond the first.
UZNAHG1R (Uznahgaar : Unbridled)
Character gains the Regeneration (2) trait for five rounds.

UNAHZ1L (Unahzaal : Unending)
Same as Uznahgaar except the character gains Regeneration

(3) instead.
L1S (Laas : Life)
Same as Unahzaal except the character gains Regeneration

(4) instead.
Restore Life

Your Voice heals wounds and repairs flesh.
Difficulty: -20, -10 for each word beyond the first.
VOKRI (Vokri : Restore) Target being within five meters removes 3d10 trauma and all instances of the Blood Loss condition.
KOPR1N (Kopraan : Body) Same as Vokri except the target removes 5d10 trauma instead.
L1S (Laas : Life)
Same as Kopraan, except the target removes all trauma instead.

Restore Magicka

Your Voice opens your mind to Magicka from Aetherius.
Difficulty: +0, -10 for each word beyond the first.
HAH (Hah : Mind)
Character’s restores 2d10 magicka.

LAH (Lah : Magicka)
Character’s restores 4d10 magicka.

VOKRI (Vokri : Restore)
Character’s restores all missing magicka.

Shadow Form

Your Thu’um hides you from the eyes of others.
Difficulty: +0, -10 for each word beyond the first.
SAH (Sah : Phantom)
Character gains the Invisible condition for five rounds.

VOKUN (Vokun : Shadow)
Same as Sah, except the duration is doubled.

VULON Same as Vokun, except the duration is doubled (quadrupled in total).
Slow Time
Shout at time, and command it to obey, as the world around you stands still.
Difficulty: -20, -10 for each word beyond the first.
T3D (Tiid : Time)
Character increases their Maximum Action Points by one for
the next five rounds.

KLO (Klo : Sand)
Same as Tiid, except the character may choose to either double
the effect (two extra action points) or the duration.

UL
Same as Klo, except the character may also perform two
actions per turn instead of just one.

Soul Tear

Your Thu’um cuts through flesh and shatters soul, commanding the will of the fallen.
Difficulty: -30, -10 for each word beyond the first.
R3 (Rii : Essence)
Target being within twenty five meters of the character must
make an opposed Willpower test against the character. If the
target fails, they die.

V1Z (Vaaz : Tear)
Same as Rii, except if the target fails, their corpse rises to fight
for the character for five Rounds. It uses their character profile.

ZOL
Same as Vaaz, except the target gains the Soul Bound condi­tion before death, and the character may choose which soul
gem to bind them to.

Storm Call

A shout to the skies, a cry to the clouds, that awakens destructive lightning.
Difficulty: -10, -20 for each word beyond the first.
STRUN (Strun : Storm) Summons a magical storm of thunder and lightning that lasts for 1 minute. During this time, each round 1d5-1 random targets (not including the character) are struck by a bolt of lightning that deals 2d10 shock damage with a pen of 10.
B4 (Bah : Wrath) Same as Strun, except the character may choose to double the duration, the damage dice for each bolt, or the number of bolts per round.
QO Same as Bah, except the character may choose to double the duration, the damage dice of each bolt, or the number of bolts per round again (double two or quadruple one).

Throw Voice

The Thu’um is heard, but its source unknown, fooling those into seeking it out.
Difficulty: +10, -10 for each word beyond the first.
ZUL (Zul : Voice) Character may throw their voice to target location within twenty meters, making it seem as if they were there instead (what the phantom voice says is up to them).
M9 (Mey : Fool)
Same as Zul, except the range is doubled.
GUT
Same as Zul, except the range is quadrupled.
Unrelenting Force

Your Voice is raw power, pushing aside anything – or anyone – who stands in your path.
Difficulty: +0, -10 for each word beyond the first.
FUS (Fus : Force)
Character shouts with great force, stunning all targets within
a 15 degree cone up twenty five meters in front of them for
one round. Counts as a ranged, area of effect attack for the
purposes of evasion.

RO (Ro : Balance)
Same as Fus, except the duration is doubled and the targets
are knocked prone.

D4 (Dah : Push)
Same as Ro, except the Targets also take 4d10 impact
damage that ignores armor. They are also thrown 1d5 meters
backwards.

Whirlwind Sprint

The Thu’um rushes forward, carrying you in its wake with the speed of a tempest.
Difficulty: +0, -10 for each word beyond the first.
WULD (Wuld : Whirlwind) Character moves forward up to a number of meters equal to five times their Movement Rating.
N4 (Nah : Fury) Same as Wuld, except the character may move up to twice that distance
KREST (Krest : Tempest) Same as Wuld, except the character may move up to four times that distance.

vampiriSm

The Vampires of Tamriel are undead, diseased persons whose dark gifts lead to them being hated, hunted, and misunder­stood by the living. Whether they consider themselves cursed or blessed, or whether they have given into their animalistic instincts or have sought to rid the world of the disease, Vampires are nonetheless considered abominations. It is generally believed amongst the more knowledgeable denizens of Tamriel that Vampirism was created by the Daedric Prince Molag Bal, though a number of different accounts exist.
The Disease
Becoming a Vampire requires that an individual contract the magical disease that causes it. Vampirism goes by many names, with Porphyric Hemophilia and Sanguinare Vampiris, but regardless of the name the disease has the same effect. Characters can contract Vampirism from extended contact with a Vampire: a character who comes into contact with a Vampire (through bites, scratches, etc…) must pass an Endurance test, and on failure contracts the initial strain of Vampirism. If they are immune or resistant to common disease, these effects come into play here. They then have three days to cure the disease by normal methods before it progresses into full Vampirism and is (thought to be) incurable. This phase exhibits no symptoms, although some victims experience nightmares and insomnia.
Once a character reaches the three day mark, they “die” and become a Vampire, applying these changes to their profile:

Gain the Undying trait


Gain the Immunity (poison) trait


Gain the Immunity (paralysis) trait


Gain the Dark Sight trait


Gain the Sun-Scarred trait


Gain the Weakness (fire, 50%) trait


Increase their Agility by 10


Increase their Strength by 10


Increase their Endurance by 10


Increase their Perception by 10

Stages of Vampirism
Vampires are constantly plagued by a hunger that can only temporarily be sated by feeding on blood. Each day that a Vampire goes without feeding increases this hunger, and they become more and more animalistic, but also more powerful. Every two weeks that a Vampire goes without feeding grants a Vampirism Level, and each vampirism level increases the Vampire’s Strength and Endurance by 10 each, grants them 5 Agility and Willpower, Reduces their Personality by 10, and increases the X value of their Weakness (fire, X%) trait by 25. These Bonuses only apply up to vampirism level 3: levels beyond this do nothing. Feeding on blood removes all vampirism levels.

Vampire Bloodlines
Not all Vampires are the same: over time many different bloodlines have emerged in different regions of Tamriel. These Bloodlines reflect both physical differences and different approaches to hunting prey. A Vampire’s bloodline is deter­mined by the bloodline of the Vampire that infected them, and each bloodline grants bonuses and penalties in addition to the standard changes that a vampire undergoes. These effects represent innate traits of the bloodline that have developed over generations. Rather than list the local names of individual bloodlines, they have been divided into general archetypes.
Arcane Bloodlines
Vampires from arcane bloodlines have increased magical abili­ties, and focus on expanding their Command over the arcane. Vampires from this bloodline gain 10 Intelligence and 10 Willpower, but reduce their Strength and Endurance by 10 each.
Bestial Bloodlines
Vampires from Bestial bloodlines fully embrace their most ani­malistic instincts, becoming terrifying predators. Vampires from this bloodline gain an additional 10 Strength and Endurance, but lose 10 Willpower, 5 Intelligence, and 5 Personality.
Cultured Bloodlines
Vampires from cultured bloodlines have integrated themselves into the elite of Tamrielic society, and are masters of deception. Vampires from this bloodline gain 20 Personality, but reduce their Strength and Endurance by 10 each.
Manipulative Bloodlines
Vampires from manipulative bloodlines are masters of control and domination, ruling over cults of followers who treat their every word as unholy law. Vampires from this bloodline never take any penalties to their Personality from vampirism levels. They also gain 10 Willpower, but reduce their Strength and Endurance by 10 each.
Penitent Bloodlines
Vampire from Penitent bloodlines view their disease as a curse, and attempt to use it to root out and destroy others of their kind. They never take penalties to Personality from vampirism levels, gain 10 Personality and 5 Willpower, but reduce their Strength and Endurance by 10 each.
Shadowy Bloodlines
Vampires from Shadowy bloodlines are hunters of the night, and masters of Stealth. They gain 10 Agility and 10 Perception but reduce their Strength and Endurance by 10 each.

Appendix

“They walked farther and saw the spiked waters at the edge of the map. Here the spirit of limitation gifted them with a spoke and bade them find the rest of the wheel. The Hortator said, ‘The edge of the world is made of swords.’ Vivec corrected him. ‘They are the bottom row of the world’s teeth.’” “The Thirty-Six Lessons of Vivec, Sermon Seventeen”

Chapter 8 Advanced Rules

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