Home > Rulebook > Races > Dhampir
Creatures of the Night, created originally from the pure malevolent force, these Undead creatures are largely charismatic, highly feared and are known to drink the blood from others. They gain strength whilst in the dark, and burn brightly while remaining in sunlight. Dhampir are great tacticians, planners and converters, known to create cults around them and command others to do their bidding. Despite their evil and malevolent appearances, they have a sense of grandiose and hospitality unmatched by most others.

Characteristics

Dhampir are known to have pointed ears, sharp canine teeth, and deep coloured eyes which contrast with their pale skin. Their hair is usually grey, black or white naturally, with a generally tall, imposing stance that unnerves most others. Dhampir sometimes have bat-like wings and other strange traits such as longer limbs, and the ability to not be seen in a mirror, or not have a shadow.

Dhampir are usually quiet, reserved and very hospitable, they are kind to those they meet, albeit, intimidating others with their booming voices and vocabulary, Dhampir tend to question the philosophical nature of existence, being very introspective and brooding at most times, similar to most other vampires.

Native Environments

Dhampir reside in dark places, caves, old manors, sewer systems, generally, Dhampir exist everywhere where the sun is not present due to their light-averse nature, and tend to make their deals in shady locations due to their nature.

History

Dhampir are creatures that were created upon the birth of a child between a Vampire and a Humanoid, having a large amount of traits between both of the races, the Vampiric side typically dominates further with a Dhampir. This nature has lead them to be generally quite feared amongst most societies.

Society & Culture

Dhampir Society mimic other modern societies, but usually stay either in a low socio-economic position or an extremely high-class position, being drawn to fashion, high society and lavish tastes which are most commonly consumed amongst both the extremely wealthy and extremely poor.

Dhampir Racial Modifiers

Table: Dhampir HP, MP and SP    
Racial Modifiers At Level 1 Every Level After
Health Points (HP) 125 + Vitality % 1d10 x 5 + Vitality %
Magic Points (MP) 125 + Psyche % 1d10 x 5 + Psyche %
Stamina Points (SP) 75 + Fortitude % 1d6 x 5 + Fortitude %

Dhampir Racial Traits

Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Dhampir range from Small, Medium and Large sizes.
Movement Speed – Dhampir move at 2m/TP
Languages Known – Dhampir start knowing Undead and Higher English, for every +5% Intellect Modifier they have, they may learn an additional language.

Major Traits

Fangs – Dhampir have Fangs that they can use to consume and drink blood, they drink blood at 1L per round, each litre of blood consumed restores the Dhampir’s HP by 10% of their max HP. While grappling a target, at the end of the round, they may choose to drink the grappled target’s blood (if they have any), causing the target to become paralysed and enter death’s door, losing 1 wound per round. This paralysis lasts for 1 minute after the Dhampir lets go of the target.
Creature of the Night – Dhampir’s footsteps are silent at night, and their Muscle, Vitality, Agility and Fortitude is increased by +10% while in the shadows. They have darksight equal to their vision and can see through mists and fog at night.
Vampirism – Dhampir are a form of Vampire, they require half of the requirements to level up the Vampirism Curse, and are weak to Fire damage. They take 100 Fire Damage per round whilst in sunlight, and all Health Regeneration abilities do not work while they remain in this light.

Minor Traits

Alluring – Dhampir can spend 1 TP to make any target infatuated by them for 1 minute, the Target must take a Rationale action (DC equal to Social Modifier), on fail, the target is infatuated by the Dhampir. Only one instance of this ability can be activated at a time, and it cannot be used on the same target more then once within 24 hours.
Blood Hunger – Dhampir do not restore saturation through food or water, and only get saturation through Blood, they restore 0.2 Saturation every 1L of blood they consume. They have the ability to detect all life through their sense of smell in a 20m radius, this ability goes through walls.
Abomination Resilience – Dhampir cannot die unless the final blow is performed via skewering through Piercing Damage using a stake or similar item, or through Fire damage. If they do not take any damage while in death’s door for a whole round, they regenerate all wounds and the death’s door condition is removed.

Dhampir Subraces

Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.

Aristotan

Raised with a silver spoon, known for their subterfuge and espionage expertise, the Aristotan Dhampir is a creature with the ability to blend in with rich populations with complete and utter ease, having a very clean and naturally beautiful complexions, it is hard to compete with an Aristotan Dhampir in their appearance.

Aristotan Racial Modifiers – Aristotan Dhampir receive a +10% Social, +5% Nerve, and a -5% Muscle
High Society – Aristotan Dhampir gain a +25% Social Modifier against all high class and rich society. They automatically succeed in all actions to understand and analyse high society and perform the correct traditions.
Mass Charm – When using their Alluring ability, the Aristotan Dhampir can use it an amount of times equal to their current level. This effect instead lasts for 10 minutes instead of 1 minute.
Discretion – Aristotan Dhampir receive a +50% bonus to all Composure actions.

Daemonis

Residing more with the Underworld, where most undead lie, the Daemonis Dhampir are able to convert their own energies to perform hellish rituals and rebuke those wit the energy of the Underworld. Casting rituals, the Daemonis Dhampir is known to be some of the greatest cultists to ever walk the Midworld and Materia.

Daemonis Racial Modifiers – Daemonis Dhampir receive a +10% Vitality, +5% Agility, and a -5% Luck
Ritualism – Daemonis Dhampir can use their MP or SP to cast Divine Powers or abilities instead of their HP.
Hell Energy – Daemonis Dhampir gain the ability to cast the power Flare for no MP cost. They are treated as demonic for the purposes of all abilities.
Soul Eater – Daemonis Dhampir may consume sacrifices to gain 100 HP, MP or SP per sacrifice level.

Lupin

Known similarly as a werewulfe, shifter, wendigo, and many other names, the Lupin Dhampir is a creature that has the ability to change their physical form, gaining fur, feathers, or scales, and turning into a more physically powerful creature, to chase pray down and consume them, living double lives, the Lupin Dhampir are known to appear upstanding before striking their target.

Lupin Racial Modifiers – Lupin Dhampir receive a +10% Fortitude, +5% Senses, and a -5% Intellect
Shifter Form – Lupin Dhampir can transform into a humanoid beast for 3 TP, gaining a +20% to all Muscle, Fortitude, Vitality and Agility actions, they lose the ability to use ranged weaponry and powers, and gain a +50% Damage Reduction, all Armour has no effect while in this form. They gain 2 Claws and a bite attack that they may use.
Howl – Lupin Dhampir gain the ability to howl once per combat, alerting all creatures in 1km, all creatures in a 200m must take a Composure action (DC equal to Fortitude Modifier), on fail, the target is frightened by the Lupin Dhampir for 1 minute.
Leader of the Pack – When infront of all members of the Lupin Dhampir’s party, all damage received is reduced by +25%, and all creatures must target the Lupin Dhampir.

Nosferatu

Removing the beauty, candour and grace of a normal Dhampir leaves a Nosferatu Dhampir, a long-limbed, hairless and rage-filled creature that shreds through it’s targets. Eating them and mutilating corpses, the Nosferatu Dhampir are known to kill anything that gets close, having little to no social interaction for anything else, Nosferatu Dhampir only know blood and gore.

Nosferatu Racial Modifiers – Nosferatu Dhampir receive a +10% Muscle, +5% Intellect, and a -5% Social
Claws – Nosferatu gain two claws that they can use as Unarmed weapons, these claws deal double damage.
Disfigured Form – Nosferatu Dhampir gain a +20% bonus to all Social actions made to intimidate and bring fear into targets
Mutilation – Nosferatu Dhampir may mutilate a corpse to disrepair, gaining Haste for 1 round and regenerating 50 HP, MP and SP.