Check out the change log at the bottom of the screen to see updates to the site.
Dhampir
There are many kinds of vampires within the world of Deadlands. By and large it's a given that vampires are undead creatures, and can't spawn progeny. However, to just about every rule, there's an exception. Maybe an elixir or spell allowed a vampire to temporarily become human, or to otherwise "break the rules". This is largely be a phenomenon of Eastern Europe (the Balkans, in particular), and may reflect the slightly different nature of vampires found there. Whatever the case, through some extraordinary circumstance, a Dhampir - half vampire, half mortal - was born, and whether or not the father was temporarily human to make this possible, nature hasn't forgotten the Dhampir's true origins.
It's almost certain that the father was a vampire, and the mother was mortal. It's also just as certain that the mother did not survive childbirth. Dhampir are by nature born under tragic circumstances. From birth, they walk a strange line between the living and the undead, possessing certain powers (and weaknesses) of vampires, and a remarkable longevity, but they are ultimately still mortal.
The Dhampir race requires a starting edge. However, the player may take a Dhampir edge for free
The following special rules apply to Dhampir characters. It is possible for a Dhampir to have another Arcane Background, but some are more likely than others; keep in mind that Dhampir hail from the Balkans.
Mark of Evil
Dhampir are mortal, living beings who eat, drink, breathe and sleep just like normal humans, but they have the mark of evil and the supernatural upon them.
Magical effects and artifacts that have inherent special properties against the undead will work against Dhampir just as well as they would against any vampire or other creature of the night.
Senses that would detect the presence of supernatural horrors will detect the Dhampir, even if his motives are just.
Dhampir are subject to the rules that apply to the Sanctify and Protection spells, as if they were themselves creatures of supernatural evil. Each round that a
Dhampir spends on Sanctified holy ground, he must make a Spirit check at a -4. If the Dhampir happens to have faith, he may roll that instead (player's choice). Failure means that he starts smoking and steaming, and takes one wound per round. An important note, however, is that a Dhampir can't die from these wounds; he will be merely rendered unconscious. Unfortunately, he can't regain Wounds while he's still sitting and smoking on holy ground. Someone is going to have to drag him out.
Furthermore, this Mark of Evil carries over when dealing with mundane people and creatures, for the Dhampir tends to radiate an intangible aura of "badness". The Dhampir is at -2 to rolls on riding or and check dealing with animals, since creatures tend to get skittish around him. The Dhampir is also at -2 on rolls of persuasion, since he gives people the creeps. On the plus side, this translates into a +2 on rolls to intimidation.
Grit
The Dhampir automatically starts with 1 point of Grit. The nature of his birth and life are such that he's not as easily scared by the horrors of the supernatural as your average "starting hero". However, it also means that he's that much closer down the road to attracting the attention of the Reckoners and other nasties.
Longevity
Dhampir tend to stay around a while, and age at approximately a third the rate of normal people once they reach adulthood. This isn't likely to have a direct effect on gameplay; it just means that the character has an excuse to have been around longer than the average hero
Hunter's Destiny
By some quirk of fate, Dhampir have a natural affinity toward the business of fighting vampires. Some have surmised that it is Nature's way of avenging itself against the violation of the living by the dead. In any case, it translates into a +2 bonus to all combat rolls (fightin', shootin', throwin', and even artillery) and defensive rolls ( guts, Spirit checks, etc.) and toughness when attacking or defending against vampires.
Furthermore, Dhampir have a natural ability to sense the presence of the undead. Add +2 to any notice checks to detect undead creatures, and +4 when detecting vampires.
Blood Hunger
Dhampir have a hard time repressing the vampire half, especially when in the sight of blood ... or when they are weak. At the Marshal's discretion, a Dhampir who is presented with the temptation of taking blood has to make a Spirit check in order to resist. This roll is penalized by –1 for every week that the character has resisted or -1 for each wound taken.
When a Dhampir is succumbing to blood hunger, his facial proportions contort and prominent fangs extrude, giving him a bestial appearance and making him at charisma -2. By making a successful fighting attack with two raises, he can latch on to the neck or shoulder (provided that there's no armor or other obstruction in the way) and proceed to drain blood from the victim. Whether he hits the neck or not, the fangs inflict STR + 1d4 damage.
The Dhampir then latches on, and drains blood each round. For each wound given, he heals one of his own.
It is possible to wrench the Dhampir off of a victim by making an opposed Strength test, and getting a raise over the Dhampir's roll. This, however, results in another wound of STR + 1d4 hit against the victim in the appropriate hit location. The Dhampir, while succumbing to blood hunger and draining a victim, can perform no other actions, so absorbed is he in this process.
The Dhampir may attempt once per round to make a Spirit -2 roll, penalized as before by wounds and the number of weeks between feedings. Success on this roll means that he regains his senses.
If a Dhampir ever willfully chooses to succumb to blood hunger, or if he willfully chooses at any point not to try to break off, then he has crossed a terrible line. The check to resist changes to spirit -4 to resist the urge to succumb to blood hunger.
Feeding Time
Dhampir feel Blood Hunger, a driving force and a reminder of their half-vampiric nature. A wise Dhampir will not give into this hunger, for to do so willingly is to invite the urge to become even stronger ... and that leads to all sorts of nastiness.
If a Dhampir does give in to Blood Hunger (either willingly or by failing a Spirit check to resist), he is only attracted to blood from a living, sapient creature - or one who has been very recently slain (i.e., hasn't yet reached room temperature). He can't fulfil this blood lust by sucking on donor packets from a blood bank, or draining a few rats; the Blood Hunger urges him to prey on humankind. Good or evil, it doesn't really matter, so long as the hunger is satiated.
Enemies for (Un)-Life
The existence of Dhampir tends to really annoy vampires. They have an uncanny ability to tell when there's a Dhampir around, and to converge upon his position. This is up to the Marshal's discretion, but if there's a Dhampir in the group, and there is any conceivable way that vampires can seek him out (whether those vampires be Nosferatu, Bloodwolves, or any other variety), they are going to pop up, with the sole goal of killing the Dhampir character and anyone else who gets in the way.
So, the dhampir gains the Wanted (Major) hinderance. This only applies to vampires. In order to placate their bloodlust, and survive, they can take blood from animals, or from blood transfusions. They must make a spirit -2 roll to control themselves during this process. And this doesn’t count as crossing the line. This can lower the penalty for not feeding during the week.
Dhampir’s are not as strong under the sun, they suffer a -4 to all actions, toughness, and pace when in sunlight.
Dhampir's start with a free edge from the Dhampir list
Special Edges
The following are special Edges available just to Dhampir.
Immortality
Requirements: Novice, Dhampir
You do not age at all. You are an "immortal" in this sense, though you can still be killed by normal means.
Spirit Nudge
Requirements: Veteran, Dhampir, Arcane Background (Magic)
Sometimes, Dhampir become powerful sorcerers. A Dhampir with this Edge can use his closer ties to the spirit world to better get the attention of the manitous (for better or for worse). This is of use only to a Huckster. Draw 1 extra card when dealing with the devil.
Cat Eyes
Requirements: Novice, Dhampir
The character gains +2 to his Notice rolls to spot visual clues, and ignores penalties for Dim and Dark lighting conditions.
Improved Cat Eyes
Requirements: Seasoned, Dhampir, Cat Eyes
The Dhampir can see in the dark, ignoring all penalties for lighting. He can also sense if a character within a few feet is a supernatural creature of some sort.
Chill o’ the Grave
Requirements: Heroic, Dhampir
They say the grave is damp and cold, and this Dhampir has mastered the ability to radiate that chill from the Hunting Grounds through his body, lowering the ambient temperature around him noticeably. The Dhampir makes a Spirit roll to use this power. On a success, the temperature drops 10°F. Anyone witnessing this supernatural chill must make a Guts roll. On a raise, it drops 20°F and the Dhampir is surrounded by a dank mist. Witnesses must make a Guts roll at –2.
Claws
Requirements: Novice, Dhampir
The character gains supernaturally sharp claws that cause Str+d4 damage in combat. The claws may be extended or retracted at will.
Improved Claws
Requirements: Veteran, Dhampir, Claws
The Dhampir’s Claws have become longer and sharper and now inflict Str+d6 damage
Implacable
Requirements: Veteran, Dhampir
Most Dhampir take a while to get used to the fact that they don’t suffer pain anymore. They still grunt when shot, and limp when their ankle gets chewed to hamburger by some unholy varmint. It’s a mental thing. Your hombre, on the other hand, has overcome this block—or he’s too dumb to care. Either way, he ignores 2 points of wound penalties, cumulative with Nerves of Steel.
Soul Eater
Requirements: Veteran, Dhampir
This nasty ability, one of the Dhampir’s cruelest weapons, allows the Dhampir to drain a victim of his life force. Immediately after inflicting a wound with his bare hands (or claws), the character makes a Spirit roll opposed by his victim (even if the foe is going down). Should he win, the Dhampir can restore a lost Fatigue level. If he has no Fatigue, he can restore a wound instead. A raise on the Spirit roll allows him to heal two Fatigue levels (or two wounds).
Spook
Requirements: Novice, Dhampir
The Dhampir draws upon the power of the Hunger within him to lend a little extra substance to his intimidating glare or grating voice. When the Dhampir makes an Intimidation roll and scores a raise, Extras are panicked and Wild Cards must roll on the Fright Table (see the Savage Worlds rules).
Stitchin’
Requirements: Novice, Dhampir
A Dhampir with stitchin’ regenerates damage much faster than normal—he may make natural Healing rolls every day, provided he consumes a pound of meat for each attempt, as usual.
Improved Stitchin’
Requirements: Veteran, Dhampir, Stitchin’
As above, but the Dhampir may roll every hour.
Supernatural Attribute
Requirements: Novice, Dhampir
Supernatural attribute immediately improves any one attribute two die types (a d12 becomes a d12+2, and so on). This Edge may be taken up to five times, once for each attribute. Note that it does not apply to skills.
Wither
Requirements: Novice, Dhampir
The taint of death hangs heavy around this Dhampir and this ability allows him to pass some of that unwholesome energy to others. This power allows a Dhampir to cause something he touches to age prematurely. Whatever he is attempting to affect, it must be no bigger than the size of the Dhampir’s hand. On a successful Spirit roll, he ages the thing by a month. On a raise, it ages by a year. Though this power cannot harm something as large as a human, it does cause food to putrefy, wood to rot, and metal to rust.
Arcane Resistance
Requirements: Novice, Spirit d6+, Dhampir
Your character is particularly resistant to magic (or psionics, or weird science, etc), whether by nature or by heritage. He acts as if he had 2 points of Armor when hit by damage-causing arcane powers, and adds +2 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero.
Improved Arcane Resistance
Requirements: Novice, Arcane Resistance, Dhampir
As above but Armor and resistance are increased to 4.
History
Requirements: Novice, Immortality
Your character has lived a long time, and seen many things. Start with a Relic, but gain an Enemy
Stronger in Sunlight
Requirements: Novice, Dhampir
This edge lowers the penalty for roaming in sunlight to -2
Daywalker
Requirements: Veteran, Dhampir, Stronger in Sunlight
This edge negates the penalty for being in sunlight.
Monster Hunter
Requirements: Seasoned, Spirit d6+
The character is completely immune to Fear checks from one broad type of creature, such as ghosts, werewolves, vampires, or constructs. If applied to spellcasters, it includes the fear spell as well. The Game Master is the final arbiter of whether or not the Edge applies to a particular horror. The Edge may be taken multiple times, each applying to a different creature type.
One of the Chosen
Requirements: Novice, Spirit d6+
Your investigator gains either a +1 to attack rolls vs. supernatural evil or they suffer a –1 penalty to attack rolls to hit him—your choice. You may take this Edge a second time but only after achieving a new Rank to gain the other ability.
The Gaze
Requirements: Novice, Dhampir
By looking at another person, you can stun them. Make an opposed spirit check with a target. Success stuns them for 1 round, a raise for 1d4 rounds.
Speak with the Dead
Requirements: Novice, Dhampir
By spending a chip, the dhampir can gain information from the dead. The dhampir must make an opposed Spirit check. A success forces the dead to answer 3 questions truthfully
As Dhampirs are not friendly with vamps, there are some special equipments available to them
Ammunition
Stake
It is perhaps ironic that even in a high-tech world, a simple pointed stick remains one of the most effective ways of dispatching a vampire. A silver-tipped stake (good against lycanthropes and certain types of vampires) costs an extra $100, but is otherwise the same as a conventional wooden one.
Holy Water
Holy water is reasonably clean water that has been blessed by an ordained or otherwise recognized priest of some sort. Undead and demons despise this blessed essence of life itself and suffer severe reactions to contact with it. Non-Wild Card demons or undead contacted by holy water must make a Spirit roll or be Shaken. Wild Cards are automatically Fatigued instead, though it cannot render them Incapacitated. Holy water is usually delivered in one of three ways:
Splashed: The liquid is splashed from a container of some sort, such as a flask or canteen. This creates a cone-size spray. The attacker makes an Agility roll at +2 (due to the scattered nature of the spray). Victims make an Agility roll as well, and if they exceed the attacker’s total manage to dodge the spray and are unaffected.
Grenade: these are typically manufactured from water balloons, glass globes, or other containers likely to shatter on impact (they are not actual explosives). Most shatter in the size of a Small Burst Template and hold one pint of holy water.
Water Gun: In modern times, clever monster hunters use children’s toys to deliver holy water to their targets. (Similar devices might be rigged in less industrialized eras.) Most water guns have a Range of 1/2/4 and hold two pints of water. Better water guns with high-pressure systems can be found, and if pumped for an entire action, increase Range to 3/6/9.
Mini-Crossbow
The mini-crossbow (or hand crossbow) is fired with one hand and reloaded much faster than its larger cousin at the expense of range and damage.
Repeating Crossbow
The repeating crossbow has a 36-round drum magazine and is reloaded by a small gas cylinder mounted on the stock. Repeating crossbows can fire single shot or full-auto (RoF 3). If fired at RoF 3, each shot is actually nine stakes of its 36-round magazine. Reloading a new magazine takes one action. Vampires: Aside from its obvious use against living targets, it is an effective weapon against vampires. If firing single shot, the attacker must roll a called shot to the heart (–4) as usual. If firing at a vampire at RoF 3, roll a d6 any time one is hit with a raise. The shot hits the heart on a 6.
Winch Crossbow
The winch crossbow is a specialist weapon, primarily employed against vampires. The steel shaft has a barbed head for digging into flesh, and the quarrel is attached via a thin steel wire to a winch mounted on top of the crossbow. The wire measures 60 yards (the maximum range of the weapon). If the shooter scores a wound, the bolt digs into the victim’s flesh. On his next action, the firer may wind the winch, drawing the victim closer. This requires an opposed Strength roll against the target. A victim who can grab onto something solid, like a supporting beam or a door jamb, gains +2 to his roll. On a success, the victim is pulled 3”, 6” on a raise. Typically, winch crossbows are used in an attempt to drag a vampire into the sunlight for a burning death.
Flare Pistol
Flare pistols are used for signaling. Monster slayers, however, have learned that certain monsters, notably mummies, are quite flammable. A flare pistol striking a mummy (or something equally flammable) causes +4 damage and has a chance of catching it on fire as a flammable object. Against other targets, the damage is as listed, but there is a lesser chance of igniting the target’s clothing.