Dhampir is a term used to describe a "half-vampire", the product of a human and vampire parentage. Dhampir were originally thought of as an impossibility, but in the Final Nights, they not only came into being, but became disturbingly more common. Their presence is considered one of the heralds of Gehenna.
As full-blooded kindred are no longer sexually potent, it is impossible for one of them to parent a child. In the case of a pregnant female who is Embraced, there is an immediate miscarriage. Occasionally, ghouls have been known to become pregnant, but as they are not full-blooded vampires, the child usually comes out ghouled themselves. In these cases, the child is known as a revenant.
Being unable to reproduce, however, does not necessarily apply to a thin-blooded kindred of the 15th generation. Thin-blooded lack the potency of blood that low-generation vampires get their powers from, but their limited abilities also give them some human advantages; one of those is fertility. A thin-blooded can impregnate or become pregnant with a child capable of carrying to term; the result of these unions are dhampir. Female thin-blooded who must carry the child usually have a difficult pregnancy, as the bodies of the undead are not meant to carry children.
Traits and Culture
Dhampir are very similar to revenants; some say the only difference between them is their parentage and the culture they live in. Revenants are brought up among kindred, while dhampir are usually brought up and are more comfortable among humans. It is fairly common for dhampir, upon their birth to be abandoned by one or both parents. Many grow up unaware of their parentage or powers. Dhampir are also common targets of the Scourge, limiting their numbers.
The average dhampir will have a blood pool, like their Kindred cousins, but cannot make blood bonds, create ghouls, or Embrace; however, they do not have to spend their blood to be active, as their vampiric "blood" is purely supernatural in nature. Dhampir may spend all of their blood pool without touching the physical blood in their body, although they can become exhausted by the act.
Dhampir also have traits common to ghouls. For example, they can spend blood points in the same way, such to raise traits or heal themselves. As part of their kindred origins, dhampir are prone to frenzy. However, they are able to resist frenzy much more easily than the average kindred. Dhampir can also learn Disciplines; in theory, they may learn any of them if they have the right instruction available. The primary ones among dhampir include Celerity, Fortitude, Potence, Auspex, Dominate, Obfuscate, and Presence, as these are more common Disciplines.
Dhampir Character Creation and Special Rules
- Attributes: 6/4/3 plus starting dots.
- Abilities: 11/7/5, maximum is 3 dots before spending freebies.
- Disciplines: Potence 1. Spend 1 additional dot on a Discipline from this list: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Presence. Other Disciplines are subject to having an in-character teacher and Storyteller’s permission. Dhampirs can never learn more than the first dot of any Discipline.
- Backgrounds: 5 as applicable to the character.
- Virtues: 7 plus starting dots. Freebie points: 18, plus a maximum of 7 more from flaws.
- Humanity: equal to [Conscience + Self-Control]
- Willpower: equal to [Courage]
- Blood pool: 10. The Dhampir regenerates 1 blood point per day. She can drink vitae to replenish more quickly, with all the usual effects (i.e. becoming blood bound or a ghoul). The Dhampir can spend all 10 points normally on Healing (1 blood point per bashing or lethal damage — being closer to a mortal than a vampire, she does not suffer aggravated damage), Disciplines, and raising Physical Attributes. A Dhampir does not need to spend blood to remain active.
- A Dhampir uses Stamina to soak bashing and lethal damage.
- The Dhampir can regenerate lost body parts with a successful Willpower roll (difficulty 8). The cost for this varies from 1 blood point for a finger to 3 blood points for a limb. If the roll fails, it cannot be reattempted and the body part is lost.
- The Dhampir suffers from Frenzy at -2 difficulty. She is not subject to Rötschrek.
- The Dhampir spends freebie and experience points like a vampire, with the exception of purchasing Disciplines. Disciplines cost 7 freebie points or 20 experience points per dot, and may never be raised higher than 1.
- A Dhampir is ultimately mortal rather than vampire. She has no Clan weakness, may not gain vampire-specific Merits or Flaws, and cannot create new Disciplines. Nor can she create blood bonds, ghouls, or childer. She can, however, conceive mortal children, eat food, and walk in sunlight.
- The Dhampir’s vampiric heritage makes it impossible for her to become a changeling, demon, mage, mummy, werewolf, or their related kin. She can be blood bound to a vampire, though she does not become a ghoul. A Dhampir can become Imbued, but does not lose their Dhampir template.