Daywalker

 

Species Name: Daywalker, Dhampir, Dhampyre, Dhamphir, Dhampyr

A Dhampir in Balkan folklore is the child of a vampire father and a human mother. In rare circumstances, a vampire can breed successfully with living humanoids or monstrous humanoids, creating half-vampire offspring. Also in the unusual case of a pregnant humanoid or monstrous humanoid who survives a vampire's blood drain attack the child may be born "tainted" by the attacker's vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead. A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others. In modern times they are more commonly known as Daywalkers. Their powers are similar to those of vampires, but without the usual weaknesses. They are adept at detecting and killing vampires.

Type: Humanoid

Physical Traits: 2 fangs in their upper jaw which do D6 bite damage and can be used to extract blood from a victim.

Height: Varies as human

Weight: Varies as human

Abilities: Daywalkers possess superhuman strength, stamina, speed, agility, heightened senses, and a rapid healing factor that attacks any alien substances (chemicals/viruses) in their body and eliminates any chance of them being rendered helpless or maimed from the inside. They are unaffected by daylight and most other traditional vampire weaknesses. They age very slowly (although not immortal) and can preternaturally sense supernatural activity.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6 +3, DEX: 3D6 +3, CON: 3D6 +3, CHA: 3D6, MR: 3D6 +6, HPs: CON +D12

Orbit/Climate: See Earth

Feeding Habits: Carnivore

Lifespan: 400 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Depending on who raises them they can be instilled in the ways of either the human or vampire culture.

Government: None

Population: 230,000

 

Creating a Daywalker character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in.
01-20 100 xD10 years
21-40 100 x2D10 years
41-60 100 x4D10 years
61-75 100 x6D10 years
76-90 100 x8D10 years
91-00 100 x10D10 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but STR, DEX and CON +3, while MR is +6. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1.

Hit points = CON +12, +12 per level.

Step 3: Skills

Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

All Daywalker gain all the following free;

Enhanced Body - Daywalkers age more slowly and can absorb an amazing amount of damage before they are hurt, and they can regenerate that damage very quickly depending on what made the wound. Only magical or supernatural damage can be truly fatal. Healing is x2 normal.

Additionally Daywalkers start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Enhanced Hearing 5 Hearing increases by x1 normal range per 3 WIS with an additional x1 per level (eg. WIS 15 = x5 range). At 25% of radius hear as low as 1 decibel, at 50% of radius 10 decibels, at 75% 20 decibels, and at 100% cant hear below 39 decibels. +6 Initiative, +2 AC.
Enhanced Sight 5 The character's eyes can focus on extremely distant objects too small for normal vision to perceive. The eyes function as telescopes magnifying normal visual images. x2 normal range.
Enhanced Smell 5 Can smell any blood within normal olfactory range and identify the blood type. Note this allows him to smell unexposed blood still within a person or animal.
Increased Thac0 10 +1 Thac0 with ranged weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nightvision 5 The character can see in absolute darkness at a distance equal to his normal sight.
Reduced Sleep 5 The character needs one hour less normal sleep per 5 CON.
Sanity Bonus 5 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Willpower Bonus 5 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Any.

Step 6: Disdvantages

Only one but its a biggie. Like Vampires Daywalkers need blood.

Daywalkers require no more than a quart of blood every other day and certainly not less than a cupful every week. This blood contains the necessary materials for them to physically survive. They can also consume other fluids such as fruit juices, water, coca cola, booze, etc. which have little, if any nutritional value. Unlike vampires Daywalkers can survive by feeding from dead creatures or from animals. However like a vampire if the Daywalker does not feed there is an increasing chance him going berserk until it is able to glut itself in a mindless feeding frenzy as the beast within emerges. +20 points.

 

 

Earth Races