Character Concept
All dhampirs are young, without exception. The thin-blooded themselves have appeared only within the last 20 years. Most likely, a dhampir character will be the first of his kind, at least in his vicinity. Neither he nor anyone else will know what powers and pitfalls he may expect. Any dhampir may expect a turbulent adolescence, though. Many parents think that their teenager is a beast. A dhampir carries a real Beast in his soul, even if it isn't as strong as the raging Beast of a vampire.
Family Background - What circumstances led to your conception? Did a one-night stand result in pregnancy, greatly suprising all concerned? Or did your parents try to maintain a normal marriage dispite one of them being a vampire? Who raised you and how? Was your childhood happy, troubled or horribly tragic? Are your parents... human or vampire... still around? Discovery- How did you learn you had supernatural powers? Have you even figured it out, or do you rationalize your abilities as exceptional but mundane talents? Has your half-vampiric nature caused trouble for you? (Very likely if you have frenzied.) How do you feel about being part supernatural: Is it a curse, a blessing, or taken for granted?
Knowledge - How much do you know of the supernatural world? Assuming your parents still live or exist, did they let you in on the big secret? Or did you just think they acted weird?
The Future - In general, what do you want to do with your life? In particular, what do you intend to do with your abilities? Did you enter the World of Darkness willingly, or were you dragged in screaming? Now that you're in, do you want to escape back into the illusion of a normal life?
After such basic considerations of character, you select the character's Nature, Demeanor and Archetype. (Yes, even a teenager should have an Archetype, based on her social background and what she expects from life. An Archetype such as "Professional" could be seen as a statement of intent, if nothing else.)
Traits
Item Cost
Attributes: 6/4/3 for dhampires. That is, of course, amongst their primary class, secondary class, and tertiary class in addition to the one free dot in each Attribute, of course.
Abilities: 11/7/4, once again for primary class, secondary class, and tertiary class. At this stage, however, no Ability can receive more than three dots.
Disciplines: Like ghouls, dhampirs start play with one dot of Potence. They can also have one dot in any other common vampiric Discipline. Character concept should guide the choice: A self-taught dhampir will probably develop a Discipline that fits his or her personality and needs, whereas a dhampir with a vampire Mentor could learn one of the Mentor's Disciplines. At the start of play, a dhampir can have only one dot in each Disicipline.
Backgrounds: Dhampires have 5 dots to spend in backgrounds. Admittedly these aren't very good backgrounds... not many teenagers are millionaires or have powerful political connections. Purely vampiric Backgrounds such as Generation or Herd obviously don't apply, either. On the other hand, players and Storytellers can have fun interpreting Backgrounds in an appropriate youth-oriented way. For instance, popularity in school could justify a dot of influence, or sports success would bring local Fame (even one dot of Potence is lovely on the football field).
Virtues: Just like normal humans, dhampirs receive 1 free dot in the virtues of Conscience, Self-Contol and Courage, and then 7 dots to allocate as they please.
Finally, dhampirs get 18 freebie points to spend on further Traits or Merits. Flaws can add up to 7 more freebie points. Again some Merits and Flaws obviously cannot apply to non-vampires.
Discipline/Paths
Attribues
Abilities
Virtues
Backgrounds
Willpower
Humanity/Path
10 per dot
5 per dot
2 per dot
2 per dot
1 per dot
1 per dot
1 per dot
Dhampirs make their own weak vitae. They have 10 blood points of vitae, which they regenerate at a rate of 1 blood point per day. (A dhampir can also drink vampiric vitae to regain expended blood points more quickly, or to replace some of its own blood points with more potent vitae. A dhampir who has at least one blood point of true vampiric vitae in his veins is also technically a ghoul. A dhampir does not gain any extra powers from being a ghoul. except for the potential to learn higher-level Disciline powers.)
Dhampirs exceed their 15th-generation parents in that they may expend all 10 blood points on healing, Disciplines, or raising Attributes, at normal costs.
Dhampirs cannot make blood bonds, create ghouls or sire vampiric childer; nor must they expend blood points just to stay active. Unlike a vampire, a dhampir's blood pool score has nothing to do with the amount of fluid in her veins. Instead, dhampir "bloodpoints" are purely supernatural. Dhampirs who spend every last blood point don't lose a single drop of physical blood, though they may show symptoms of anemia. They're merely exhausted, both physically and supernaturally. In a few days, the blood will regain its supernatural "charge" and become vitae again.
On her own, a dhampir can never have more than one dot in any Discipline. if a dhampir becomes a ghoul and her sponser (or "Domitor") is of suffficiently low generation, however, she can learn higher-level Discipline powers. The stronger the vitae fed to her, the more powerful her Disciplines my become...given a great deal of time. If the dhampir ceases to be a ghoul, she loses all her higher-level Discipline powers. Even if she later becomes a ghoul again, with a dormitor of sufficiently low generation, the character must re-learn higher-level powers from the beginning (and the player must spend the experience points again, too).
Sponsers Generation |
Max Discipline Level |
*Optional Max Level* |
13th -11th 10th - 9th 8th 7th 6th |
1 1 1 2 3 |
1 2 3 3 4 |
Typical Provocation |
Difficulty |
Verbally Harrassed or Threatened Alcoholics-Narcotics-Hallucinogens Beaten, Struck or Knocked Down Loved One Endangered Private Humiliation Total Public Humiliation Gunshot, Knifewound, Lethal Dam Crushing Rejection by a Loved One |
3 3 4 4 4 5 5 6 |
In theory, Caitiff vampires and dhampirs can learn any Discipline as readily as any other. In practice, it's not so easy. For many Disciplines, one needs a teacher... and again, Caitiff are no exception. Thus, even though dhampirs and Caitiff of the Last Generations pay the same point cost for every Discipline, some Disciplines are easier to justify than others.
Trait |
Rating |
New Ability New Thaum. Path New Discipline Willpower Humanity Virtue Ability Attribute Thaumaturgy Path *Discipline Level* |
3 20 20 current rating current rating x 2 current rating x 2 current rating x 2 current rating x 2 current rating x15 current rating x25 |
A dhampir is a thing the Cainites believed could never happen: the offspring of a mortal and a vampire. Camarilla and Sabbat, elder and neonate, they all knew their true blood ties came by adoption, through the Embrace. They knew that life never comes from the undead. vampires have childer not children. But then, they never had 15th-generation vampires before either.
Vampires can't have sex... not really. They only go through the motions, usually as a ploy to take the blood while their partner is distracted by passion. Only the taste of blood gives Kindred pleasure. A male vampire does not produce sperm, and a female vampire does not receive it... except in the 15th Generation. These vampires still get no great pleasure from sex, but sometimes the reflexes of life kick in and the reproductive system starts working again. A male vampire might ejaculate... and his seed will be fertile. His surprise, however, is as nothing compared to the female vampire who learns that her mortal male lover has gotten her pregnant. In the Last Generation of Caine, therefore, the curse has taken a final, ironic twist. The weakest of the vampires have a power denied to even the mightiest of their race... the power to create new life. Even under the best conditions, such pregnancies only have a 50 percent chance of carrying to term. Half the time, the fetus miscarries and dies. Surviving children are a mixture of mortal and vampiric traits: a dhampir.
Like a vampire, they convert blood into vitae. Like a mortal, however. they make their own blood. They have Disciplines, although a dhampir cannot normally master them beyond the first level. They can have mortal children of their own; sunlight does not harm them. Although they have a Beast that can drive them to frenzy, their difficulty numbers to resist frenzy are always two less than they would be for a vampire in the same situation.
Similiar creatures already exist in the World of Darkness. When ghouls have children who are themselves ghouled from the womb, after a few generations the power of vitae becomes fixed in their blood. Such "Revenants," however, are confined to a few freakish families... all of then thoroughly dominated by vampires (chiefly the Tzimisce clan). Elder vampires could ignore them, and have done so for centuries. Few in the Camarilla have even heard of revenants. Most revenants grow up surrounded by vampires, ghouls and other revenants. They barely know the mundane world exists. Dhampirs, on the other hand, usually grow up on relatively normal surroundings, in the company of mortals.
Quite possibly, the dhampir knows nothing of the secret World of Darkness. but she'll find out.... Few things could surprise an elder more, by its mere existance, than a dhampir. The withered tree of Caine has borne living fruit. Is it a sign from God? Will dhampirs develop abilities no one can guess, like their thin-blooded parents? Will they breed true and spread vampiric powers throughout the mortal populace? The World of Darkness will never be the same.