Dhampir
The union of living flesh and deathless spirit.
The union of living flesh and deathless spirit.
Base Features (3 FP)
Unliving (2 FP): A Dhampir’s body requires food, water, air and sleep to function, but does not require them to live. When they would die from the absence of one of these resources, they instead fall unconscious until the missing resource is present in their environment.
In addition, if they would die from a toxin, pathogen or similar ailment, they instead fall unconscious for a full rest. After this full rest, they awake completely cured of the ailment effecting them. Likewise, taking a full rest while effected by such an ailment, whether life threatening or not, will cure them of the ailment after the full rest.
Deathless Spirit (1 FP): Dhampir are biologically alive, but are born with spirits that already know how to persist beyond life. Even if they should die, their half-life fails to succumb.
If they gain the Death Damage Condition, but their body remains completely in tact, they lose all Damage Conditions after a single year. If they gain the Death Damage Condition, and a vital organ was destroyed or removed, they lose all Damage Conditions after a decade. If they gain the Death Damage Condition, and only a small part of their body remains, they lose all Damage Conditions after a century. If they gain the Death Damage Condition, and nothing distinguishable as remains is left, they lose all Damage Conditions after an eon.
At Game Master discretion, outside forces may attempt to accelerate this process by repairing their body or providing their soul a more intact one. Likewise, damage to their body after death or removal of their soul from their flesh may extend the time required, although they will return after an eon regardless. This is treated as an Immortality Feature.
For 3 additional FP, the time required for them to lose all Damage Conditions is divided by 12.
For another 16 additional FP, they will lose all Damage Conditions after an hour, regardless of the degree of damage.
Note: An eon is roughly a billion years.
Timeless (0 FP): Dhampir do not age no matter how much time passes.
Optional Features
Vampiric (4 FP): The Dhampir can steal the life of others and make it their own. During combat or when a creature does not or cannot resist, they can drink the blood of a creature with blood or a similar fluid. If they do, they may remove one Damage Condition from themselves and give the creature the Drained Damage Condition.
Drained reduces functional Kick Ass and functional Bad Ass by 1, reducing all dependent factors accordingly. Drained is removed after a full rest.
If a creature’s functional Bad Ass is reduced to zero by Drained, it gains the Unconscious Damage Condition. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
For -1 additional FP, any Check made to play on their craving for blood has its result increased by 1d4.
Beyond The Grave (2 FP): The Dhampir retains some influence over the land of the living while they await to return. They can take one action per full rest while under the Death Damage Condition.
The action can be used on anything they could do while alive. This Feature can be taken repeatedly, gaining another action per full rest each time.
Sense Undeath (1 FP): Some Dhampir are born as natural predators for the creatures that bore or sired them. Within 100 ft. per Smart Ass, they can immediately identify the presence and direction of any creature with the Undeath Feature.
For 3 additional FP, the distance at which they can sense creatures with Undeath increases to 10 miles per Smart Ass.
Creature Of Darkness (-4 FP): The Dhampir inherited an aversion to natural light from their non-living parent. Each hour they spend in direct sunlight reduces their functional Bad Ass by 1, reducing factors dependent on Bad Ass accordingly.
If their Bad Ass would become 0, they instead gain the Dormant Damage Condition. Dormant has the effects of the Unconscious Damage Condition, but is only removed if they spend a full rest in darkness. For each full rest they spend in darkness, their functional Bad Ass increases by 1, until it is returned to normal.
Hunger (-8 FP): Some Dhampir inherit a terrible hunger that goes beyond mere impulse. Each full rest, they have their functional Bad Ass reduced by 1, reducing factors dependent on Bad Ass accordingly.
If their Bad Ass would become 0, they instead gain the Frenzy Damage Condition. Frenzy reduces the results of Smart Ass Checks by 6. Frenzy can only be removed by Features that remove Damage Conditions by consuming other creatures (such as Vampiric).
Each time they use a Feature that removes Damage Conditions by consuming other creatures, their functional Bad Ass increases by 1, up to their normal Bad Ass. They do not need to have a Damage Condition to remove in order to increase their functional Bad Ass.