Description
Of the known Accursed witchbreeds, the Dhampir are amongst the most ordinary in appearance. At first glance, a Dhampir may appear completely human. Only a glimpse of her fangs or the crimson glint in her eyes may reveal her true nature.
The origin of the Dhampir lies with blood—it is the essence of their power and their curse. During the assault that toppled nations and conquered Morden at last, the Witches transformed countless citizens of the Outlands into monsters known as banes. The Blood Witch, turned the passions and desires of her victims against themselves. Those who failed to control their desires were crafted into terrifying Vampires, monsters who thrived on consuming the blood of the innocent. However, many Outlanders somehow found the strength to deny the Blood Witch’s seduction and fi nd some measure of control over their passions. These brave folk were instead changed into Dhampir and became one of the Accursed. Their forms became supple and lithe, their movements graceful, their voice and manner lush and soothing. It is said that a Dhampir could charm a man out of his own soul.
Aside from their presence and charisma, Dhampir are also granted natural grace that makes them swift , agile, and sure-footed. Dhampirs are often pale of skin, dark of hair, and all possess a sharp sense of sight that helps guide them through the darkest of nights.
Although related to Vampires, Dhampir are not forced to exclusively drink mortal blood to survive. They still possess a powerful hunger for fresh blood, however, and tasting even a single drop is pure ecstasy to a Dhampir’s senses. Like the sweetest wine, many Dhampir become addicted to drinking blood. The fresher the blood, the sweeter its taste, and heart’s blood—taken directly from the veins or suckled out of the heart itself—is the most potent of all. A Dhampir’s hunger is difficult to suppress whenever she is exposed to spilled blood, but some have managed to master this more monstrous side of their persona.
In addition, Dhampirs share some of the Vampire’s weaknesses along with their strengths. For example, Dhampirs suffer grave wounds from weapons made from wood. Dhampir find that even touching the texture of wood makes many of them uncomfortable.
A sincere desire to control their bloodlust often motivates the Dhampir who join the Order of the Penitent. Many older and more experienced Dhampir can be found amongst the Order. Having quickly gone their separate ways upon regaining their will, many chose to assist the Order to slay banes and other minions of the Witches. The Order always requires that Dhampir pass several tests before they can be trusted—there are few noticeable differences in appearance between a Dhampir and a Vampire, and the Order cannot afford to be lax in its vigilance.
Since their creation during the Bane War, Dhampir have continued to experiment with their abilities. While many Dhampir have simply gained powers similar to those of their cousins, the vampires, other Dhampir have discovered new ways to enhance their supernatural gifts. Many Accursed amongst the Order of the Penitent believe that Dhampir are one of the most versatile witchbreeds, second only to the Mongrels. It is known that a strong link between witchcraft and blood exists, the same link responsible for the creation of many banes. This link also explains why Dhampir have a marked propensity to learn and utilize witchcraft as well.
Dhampir Witchbreed Package:
Graceful: Attribute Increase Agility (1 die type)
Keen Senses: Skill Bonus (d6 starting Notice)
Low Light Vision
Hindrance: Minor Weakness to Wood (+4 Damage suffered)
Blood Hunger: Minor Hindrance Habit (Blood)
Edges
Call the Blood
- Requirements: Seasoned, Dhampir, Persuasion d8
Some Dhampir learn to fully evoke a visceral reaction in those around them. When attempting to use Persuasion on an opponent, the Dhampir may first make a Spirit test. On success, the Dhampir is able to directly influence the target’s blood to induce a more amenable personality; the target character is treated as Neutral, for the Persuasion test. With a raise, they are treated as Friendly. On failure, the target senses the Dhampir’s eff orts, and the initial reaction moves one step toward Hostile.
Call to the Wild
- Requirements: Seasoned, Dhampir, Spirit d8+
Some Dhampir learn to call to the blood of a particular breed of mundane animal. Once per day, the Dhampir can attempt a Spirit test. On success, the Accursed summons a single specimen of that animal to come to their aid. With each raise, another animal joins in. The animal assists the Dhampir until the next sunrise or sunset or until it suffers a wound. For smaller animals (e.g. bats, insects, worms) a swarm constitutes a single specimen. When selecting this Racial Edge, the Dhampir must choose a specific type of animal, with Gamemaster approval. This Racial Edge may be taken multiple times, selecting a different animal each time.
Blood Fury
- Requirements: Veteran, Dhampir
The Dhampir has learned to master some of the abilities of a true Vampire. Once per day, upon consuming blood, the Dhampir can boost one attribute by one die type until the next sunrise or sunset. The blood must be freshly consumed.
Graceful Leap
- Requirements: Novice, Dhampir, Agility d8+
Some Dhampir learn to take full advantage of their Witchmark. Dhampir who master this Racial Edge have a base horizontal jump of 2” and a run and go jump of 4”. A successful Strength test grants two extra inches of distance. When calculating damage from falling, reduce the distance fallen by 10 feet prior to calculating damage. These characters do not suff er damage from falls of less than 10 feet.