From: alberich@iglou.com (Mark Kinney) DHAMPIR Chapter Three The Rules Dhampir are a strange melding of two worlds--that of the living and the dead. This gives them many strange abilities, and the need to consolidate all into their existences. This can have its side effects, however, as many have found out too late. The Blood The dhampir has a blood pool equal to that for its father's generation, although it usually sits at the human standard of 10. If, for some reason, the blood pool should rise above 10, it decreases by one per day just like a vampire's does. This blood pool can be used in ways similar to that of a vampire's blood pool, although they will die if they drop too far below ten. They can drink, and are not limited to vampire blood in this regard. This has other effects, however. If a dhampir tastes blood, then the vampire part of its heritage will come to the surface. From that time on, whenever the opportunity to drink presents itself, such a dhampir must make a willpower check to avoid it. Dhampir blood is considered the same as mortal blood for diablerie purposes; neither the dhampir can gain "generation" off of a vampire, nor can Kindred gain generation from a dhampir. Ghouling a dhampir has little effect other than granting it longevity and causing the symptoms noted above. They can be blood bound, but not by their father or any Kindred descended from them. Detect Kindred This ability automatically starts at 1, and is increased as a clan discipline would be by freebie or experience points. Whenever a situation arises that this power would activate, the Storyteller should roll this ability against a difficulty of six. Actually, we recommend rolling very often and when there is no apparent cause, too, to make the players very paranoid. Botch General bad feeling, no matter what the situation is. 1 Father or father's sire (on up to their fourth generation) is detected if they are around--this is known to the dhampir, even if other qualifications are met as listed below, and take place concurrently. Otherwise, a general bad feeling if Kindred are in the area. 2 A general bad feeling if Kindred are in the area. 3 As 2, but the closest Kindred to the dhampir is identified exactly. 4 All Kindred in the immediate area are identified exactly. 5 All Kindred, ghouls, revenants and other dhampir are identified exactly. It is left to the storyteller to decide on the "immediate area," although it should be a reasonable distance. The Embrace Dhampir who are embraced become vampires of the appropriate type. They keep their disciplines, but lose all other dhampir traits. Fighting Kindred The dhampir has several special abilities when fighting vampires of any sort. These abilities, given by nature against the vampire's perversions, are what make the dhampir and such renowned vampire hunters, and so dangerous to the Kindred. When a dhampir is in physical combat with a vampire, subtract the dhampir's generation number from the vampire's generation number. The resulting number is the number of dice added to all of the dhampir's strikes against the vampire. This amount can never be negative; as long as the vampire is no higher than fourth generation, 1 die is added. The first three generations are immune to this ability. If the vampire in question is the dhampir's father or father's sire, on up to the fourth generation, they are treated as though they were fourteenth generation. For example: Jared, an eighth-generation dhampir is fighting Axel, a twelfth-generation Brujah. Jared adds 4 dice to all attack rolls against Axel. Example two: Jared finds his father, an eighth-generation Toreador. In this fight, Jared adds 6 dice to all attack rolls. Example three: Jared's father's grandsire comes into town to challenge the upstart dhampir. Jared gets 6 additional dice to his attack rolls in this fight as well. Example four: The Toreador Antediluvian wakes up and comes looking for Jared. Jared gets no bonuses at all, and is probably in trouble. This bonus is not added to the damage done, although damage done by weapons in a dhampir's hands (other than firearms--this is physical combat, after all) is considered aggravated. It is, however, added to the dhampir's soak roll. These bonuses only apply to combat with vampires. Rotschrek Dhampir are mortal, and not adversely affected by fire or the sun (at least not more so than any normal human would be). If they have tasted blood, the brightness may make them uncomfortable, but they never suffer from rotschrek. Willpower Some dhampir are able to use their vampiric powers without relying on blood. If a dhampir passes a standard Humanity or Path (if applicable, for whatever reason) check with a number of successes equal to or higher than the number of dots in the discipline being used, the dhampir may use temporary willpower to activate disciplines that require blood for use on a one to one basis, or may pay an entire activation cost with a single point of permanent willpower. If the dhampir has tasted blood, the Humanity check is made at difficulty 8 instead of 6. The dhampir cannot use this for healing or boosts in physical attributes.