<br/>*This is a personal house rule. If the Storyteller desires, Dhampir may have a higher or lower blood pool, though as you will see, generation plays a part in the character's Blood pool size. It is recommended that Dhampir be inherently more powerful than Ghouls or Revenants.<br/><br/>Trait              Freebie Cost        Experience Costs<br/><br/>Discipline             10                   12 (new) and current rating x8<br/>Bloodright              7                   current rating x6<br/><br/>New Background: Father's (Mother's) Generation<br/><br/>Your father was a powerful Cainite, and some of his mystical potential has rubbed off on you. Refer to the chart below for details on the benefits of a higher generation. Blood pool is the amount of Quasi-Vitæ the Dhampir may hold inside of her body. Blood points per turn is the number of blood points that may be expended in one turn.<br/><br/>x     13th Generation<br/>*    12th Generation<br/>**    11th Generation<br/>***    10th Generation<br/>****    9th Generation<br/>*****    8th Generation<br/><br/><br/>Kindred Generation    Maximum Discipline Level  Blood Pool   Blood Per Turn  Effective Generation<br/><br/>15th                                  1                          3                 1/2                    Mortal<br/>14th                                  1                          5                 1/2                     15th<br/>13th                                  2                          6                  1                       14th<br/>12th                                  2                          7                  1                       13th<br/>11th                                  3                          8                  1                       12th<br/>10th                                  3                          9                  1                       11th<br/>9th                                   4                        10                  2                       10th<br/>8th                                   4                        11                  2                        9th<br/>7th                                   5                        13                  3                        8th<br/>6th                                   5                        15                  4                        7th<br/>5th                                   6                        20                  5                        6th<br/><br/><br/>Advantages<br/><br/><br/>Vitæ<br/><br/>Well Dhampir produce their own (albeit diluted) form of Vitæ, which replenishes their pool by one point daily. This blood may be used to power disciplines, raise physical stats or heal wounds just as vampire blood, but does not grant the Dhampir immortality, nor does it allow them to create ghouls or blood bonds. This pool is normally 6. For every century of existence, this increases by 1. (See the new background, Father's generation).<br/><br/>Longevity<br/><br/>The Dhampir age at only about one third the rate of mortals once puberty has been completed (16-18 years of age for women, 18-20 for men). Thus, after puberty, every 3 years ages the Dhampir 1 year (a Dhampir of 46 years would actually appear to be about 26-27 to years of age).<br/><br/>Bloodright<br/><br/>All Dhampir may learn this pseudo-discipline (known only to them). They may gain up to level 5 in this power, regardless of their usual discipline maximums.<br/><br/>* Sense the Kindred Spirit<br/><br/>The Dhampir is able to "sense" the presence of Kindred within the vicinity. The more successes gained, the more information divined, though there is one exception; provided she rolls even a single success, a Dhampir using Sense the Kindred Spirit may always detect her Father (if he is near) as if she had rolled 5 successes.<br/><br/>System: The Dhampir must concentrate for one turn and rolls Perception + Occult (Diff 7) or Vampirology (Vampire Lore, difficulty 6). Only one success is needed. Further successes may indicate more to the character:<br/><br/>Successes       Effect<br/><br/>1                  The Dhampir is aware that there is a vampire about<br/><br/>2                 The Dhampir knows if there is more than one vampire in the area<br/><br/>3                 The Dhampir senses whether or not an individual is a vampire<br/><br/>4                 The Dhampir senses the rough number of vampires in the immediate area<br/><br/>5                The Dhampir knows exactly who is a vampire and who is not within a given crowd<br/><br/><br/>** Eye of the Hunter<br/><br/>The Dhampir may cause a vampire to stand hypnotized simply by looking into her eyes. She must roll Charisma + Intimidation against a difficulty of the target's Willpower. If the target is of a lower generation then the Dhampir's effective generation, then the target may resist with a Willpower roll.<br/><br/>*** Clarity of Mind<br/><br/>The Dhampir is able to resist the Mind affecting disciplines such as Auspex, Dominate, Dementation and Presence. By rolling Willpower, difficulty of the vampire's Willpower, the Dhampir may cancel successes from her rolls in any of the above mentioned disciplines. She is also able to see through vampiric illusions and Obfuscate by rolling Perception + Alertness against a difficulty of the power's level + 4.<br/><br/>**** Denial of the Blood<br/><br/>The Dhampir may prevent vampires from successfully utilizing their disciplines. This is done by expending a Willpower point and rolling a contested Willpower roll against the vampire utilizing the discipline which the Dhampir desires to nullify. If the Dhampir scores more successes, then the vampire's power does not function, though blood points are not lost in the process. Note that this power does not function on vampires of a generation lower than the Dhampir's effective Generation unless the Dhampir scores 1 extra success for every Generation by which the target exceeds the Dhampir's effective Generation. This power will always function upon Ghouls and Revenants, no mater the generation of their master.<br/><br/>***** Touch of Fire<br/><br/>The Dhampir may cause aggravated damage to a vampire with any attack by spending a blood point before damage is rolled. This includes Firearms and Melee attacks.<br/><br/><br/>Weaknesses<br/><br/>Aura<br/><br/>The Dhampir aura is bright and lively. However, any attempt to read the Halfbood's aura scoring 3 successes or more will reveal the occasional swirl or pale color.<br/><br/>Sunlight<br/><br/>The Dhampir do not take damage from sunlight as severely as their fathers do; their mortal side protects them from the sun's ravaging rays. However, the Dhampir do suffer debilitating effects from exposure to sunlight.<br/><br/>Being outside in the sunlight neutralizes the Dhampir's supernatural powers. No disciplines will function, though the Storyteller may allow the use of a disciplines with the expenditure of a Willpower point (and possibly Willpower rolls each turn the character wishes to continue the effects)<br/><br/>Dhampir who are exposed to direct sunlight (even the shade of a tree will suffice as cover) for more than their Stamina rating in minutes are considered bruised due to a sunburn-like rash that covers their exposed skin. Those who remain in sunlight for Stamina x 5 in minutes are considered Hurt (-1 die to all dice pools). An additional health level is lost every hour until Crippled is reached, at which time the character is considered to be so burned that movement is unbearably painful. This burn will usually heal in a few days (1 day per health level). The use of strong sunblock has been known to add 1-2 points the character's stamina rating for the purposes of determining how long she may remain in the sunlight.<br/><br/>Bloodlust<br/><br/>Dhampir inherit the vampire's craving for blood. However, this is not as acute as a vampires. When her personal, quasi-Vitæ blood pool is empty, she will frenzy as a Ghoul when presented with human or kindred blood. Human blood will be converted into Quasi-Vitæ, while vampire blood will have the same effect as on a mortal (causing the Dhampir to be ghouled).<br/><br/><br/>Frenzy<br/><br/>Dhampir are susceptible to the frenzies that plague their fathers' kind. Again, their mother's mortal heritage does grant them some leeway. Consider Dhampirs to be Ghouls when resisting frenzy, subtracting two from the difficulty to resist. Note that this does not include the Rötschreck, to which the Dhampir are immune.<br/><br/>Faith<br/><br/>The Dhampir must also endure another bane of their father's kind: the scorn of the faithful. Faith prevents them from exercising their powers as if they were in direct sunlight. Additionally, those of faith who attack the Dhampir by striking her with their holy symbol cause non-aggravated damage of the appropriate amount, soakable with Stamina.<br/><br/>Mortality<br/><br/>Dhampir are, in the end, living flesh and blood (potent blood, but living blood nonetheless). They normally heal from wounds only as fast as mortals do, although their innate vampiric blood may allow them to heal at a more rapid pace. However, they may not use their blood pool to facilitate the healing of aggravated damage (damage from fire or acid will take just as long to heal as it would for a normal mortal). Additionally, damage that brings the Dhampir below incapacitated that is not healed immediately (on subsequent turns until the Dhampir's blood pool is exhausted) kills the Dhampir. It should be noted that a stake, of any material, will slay a Dhampir if it pierces her heart.<br/><br/>Bloodcurse<br/><br/>The Dhampir of different clans develop slight manifestations of their clan weaknesses.<br/><br/>Assamites: One of the few clans to openly embrace the very very very very very few Dhampir to be born among their ranks, the Assamites lend their bloodlust to their children. However, any rolls made to resist the urge to feed from vampire blood have their difficulty reduced by 1.<br/><br/>Baali: Yeah, sure. If you really want it to happen, the chances of the child living to a ripe old age are pretty slim, as the Baali tend to kill anything that could pose a threat to them. Of course, a Dhampir raised from birth to do the bidding of some dark, forgotten deity could be an interesting twist. Either way, she's likely to be a no-show at Sunday mass.<br/><br/>Brujah: Rabble Halfbloods are born closer to the Beast, and thus frenzy as Vampires.<br/><br/>Caitiff: Perhaps the greatest contributors to the Dhampir population, some caitiff do not even realize that they are breaking any laws by fraternizing with the kine. The biggest flaw the caitiff Dhampir can claim is that they will often be hunted down by Camarilla enforcers without even knowing of the sect's existence (or even the existence of vampires in general). This leads many toward the life of the hunter.<br/><br/>Daughter of Cacophony: Who knows? From what I understand, there was a great purge of all the male members of the clan. If so, Male Dhampir would most likely be included in such genocide (to coin a word I guess). Females would probably have an Alertness maximum of 4.<br/><br/>Gangrel: Those born of Gangrel blood often have some physical deformity, such as a tail or cat-slitted eyes. Often, this deformity is only manifest when the Dhampir frenzies (though in the case of a tail, it would probably be a permanent addition). As a side note, the possibility exists that a Gangrel utilizing Shadow of the Beast might sire offspring with a wolf or bat. Why a vampire with Humanity 9 would endorse Bestiality is beyond me, but I'm sure someone out there is thinking about this. I leave the specifics up to intrepid STs who've got nothing better to do.<br/><br/>Gargoyle: Forget whatever I say about the Nosferatu, this one is just too far-fetched.<br/><br/>Giovanni: Though rare, there has been at least one documented case of a Giovanni Dhampir. Elio Campelli was seen as a valuable resource until his humanity became a liability to the family. His Wraith currently enjoys a wonderful view from the bottom of the Hudson river. Elio, like all Giovanni Dhampir, have the flaw Haunted, as the spirits of the Clan's victims seek vengeance on their mortal kin.<br/><br/>Lasombra: Not likely, but anything is possible. Probably the result of a Lasombra antitribu's shadowy love affairs, a Keeper Dhampir would show up on video and photography, but his reflection might occasionally fluctuate, becoming transparent for just a moment (usually when blood points are spent or disciplines utilized). Dhampir of this type also subtract one die from Stamina when calculating how long it will take to sunburn, and lose 1 health level every 45 minutes rather than every hour.<br/><br/>Malkavian: Lunacy breeds chaos, and this describes the mortal offspring of a Kook perfectly. All Malkavian Halfbloods are born with a certain mental disability (Derangement or otherwise) that may be treated or even cured. However, even if counseled and healed, a botched Willpower roll will send the character into relapse.<br/><br/>Nosferatu: Those (thankfully) few unfortunate spawn of the Sewer Rats tend to be rather unattractive, to say the least. A Nosferatu Halfblood may never raise her appearance above 3. (Anyone thinking a Nosferatu could never get laid should peruse Angela Carter's The Tiger's Bride, a story based on the Beauty and the Beast myth, or if cracking open a book is anathema, rent Kindred the Embraced to see what a crafty and lustful Nosferatu can do with Mask of a Thousand Faces).<br/><br/>Ravnos: Believe it or not, the Ravnos had a long tradition of interbreeding with their Rom cousins, producing the Mullo (Gypsy-Dhampir) who exhibited both Discipline powers, Bloodright, and Blood Affinities, making them Vampire Slayers to reckon with. Unfortunately, There aren't many Ravnos left to rekindle this practice. The few remaining Mullo (They would have been susceptible to the Ravnos Antediluvian's dying curse, but all Willpower rolls to resist would have been made at -2 difficulty) suffer from a similar form of kleptomania (or other vice) as their parent clan. However, again, a -2 is applied to any difficulties to resist the urge.<br/><br/>Salubri: Actually more common than one might expect, the only real damper placed on Salubri procreation is the fact that they barely exist anymore. Rather than losing health levels for feeding on those who do not consent, Salubri halfbloods lose temporary Willpower points.<br/><br/>Samedi: Oh please. Ignore what I said about the Nosferatu. A Samedi would need to use Dominate just to get his lover past the stench of the grave, and even then, no amount of humanity or measure of Golconda will allow a samedi to procreate, their bodies are far too decomposed. Of course, if it did happen (as I'm sure someone would try), the child would be gaunt, almost skeletal (appearance maximum of 3) and probably wouldn't be too healthy.<br/><br/>Setite: It could happen, but the result would be a Dhampir who's sunburn times are halved (one health level every half hour) and who suffers a -1 die penalty to all actions while in direct sunlight.<br/><br/>Toreador: Probably one of the most plentiful stocks of Halfbloods, the Toreador lend to their mortal offspring a variant on their inherent weakness. The Dhampir is fascinated by something, be it a task, goal, action, type of person or object, or anything else the storyteller allows. (In playtesting, a Toreador Dhampir and science major at a local college would get caught up in his work to the point that another character would have to be screaming into his ear before he would notice that he wasn't alone).<br/><br/>Tremere: Tremere Dhampir are hunted down and either destroyed, enslaved, or experimented upon, as the Warlocks seek one day to gain the strengths of their mortal offspring.<br/><br/>Tzimisce: As if Gargoyle Dhampir weren't ludicrous enough? Stick to revenants for these sods. As for the old clan, however, they were perhaps the first to discover the possibility of human-vampire matings. Those few that do exist can be counted on one hand, and would be immensely powerful (being the product of elder mating). Their disadvantage would be similar to that of the Tzimisce, requiring rest in the dirt of their homeland. However, rather than losing dice from their die pools, the Tzimisce Dhampir lose temporary Willpower points (they suffer from insomnia).<br/><br/>Ventrue: The most likely side effect of a Ventrue born Dhampir would be a Halfblood who's a picky eater (consider this to be the flaw Prey Exclusion: Even if frenzying, the Dhampir will refuse to feed from a certain type of mortal or vampire).<br/><br/><br/><br/>