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Battlelords of the 23rd Century Scenario
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Dhampir
These are the legendary half
mortal half vampire hybrids, but contrary to popular belief Dhampirs aren’t the
resulting offspring of a vampire married to a mortal. However their powers and
nature appears to belie this assumption.
They are the result of the
early experimentations carried out by the Vampire Intelligences to create a far
more versatile and functional thrall. Unfortunately the Vampire Intelligences
powers are fairly limited, and they are only able to create variations of the
age old vampire template. Dhampirs are in some ways the exception to this rule
but even they are beholden to the vampirism strain inundating their very core.
Vampire Intelligences use
various modes to propagate the Dhampir but all are imposed on the victim.
Usually Vampire Intelligences create dhampirs by infecting a mortal species with
a microbial parasite when they have manifested fully on a world. They have been
known to take mortals from one dimension to another for this purpose, but never
to their home dimension.
This parasite is akin to the
mitochondria, present in every cell – apparently lying dormant, serving no
purpose. If this infected blood was donated to another user – this parasite
ceases to be. Yet when the dhampir is given a blood donation – even the new
blood transfusion has this microbial parasite present.
The infected mortals are
spared and live as slaves but sometimes are conveniently allowed to escape to a
place of safety. This coincidentally happens to be an isolated enclave with a
high density mortal population. The initially infected host doesn’t change to a
dhampir, but the tragedy is that from that moment onwards that person’s linage
will be forever tainted; each subsequent generation will give birth to at least
one dhampir.
Scholars in Lazlo have
speculated that it’s this microbial parasite, prevalent in humanity that may
have led to the Psi-stalker and other mutations on Rifts Earth. There is no
known way of eliminating this gene from mortals, other than truly winning the
struggle with one’s own nature.
In many ways the dhampir
appears to be a mere shadow of the vampire, but they exhibit a greater tendency
to grow into their power and are far more versatile than their standard
brethren. The dhampir has many of the strengths of a vampire yet displays none
of their weaknesses. They are able to operate during the day and in full
sunlight, juts like any other normal member of their mortal species. They don’t
exhibit any particular supernatural or magical signature, and their aura remains
mundane to most investigations.
The dhampir gives the
vampire intelligence an operative who is able to fully immerse himself in their
potential mortal chattel’s holdings and operate efficiently during daylight
hours. The dhampir is far more independent than the traditional vampire as the
Vampire Intelligence is unable to force them to obey him.
This built-in flaw in the
dhampir was deliberately done by the Vampire Intelligences. It makes things
interesting for them to wrestle control from the mortal, as well as allowing
them to perfect the mortal’s soul and that is the other reason for their
creation.
Vampire Intelligences are
nowhere near the power of the normal Supernatural Intelligences, however they
are good at cultivating mortal souls that satisfy even the most discerning
palate of a connoisseur. They use these souls as bargaining tools against
Supernatural Intelligences, exchanging them for power.
Dhampirs young and old are
confused and driven by primordial emotions. This state is fermented by the
Vampire Intelligence, constantly keeping them in a maelstrom of unchecked
passions, pulling them this way and that. It’s a luxury for a dhampir when he or
she experiences a moment of clarity and equilibrium in their lives. Dhampirs
have the option of resisting the lures and intimidation of vampirism, keeping a
tentative hold of their soul, or giving into temptation and unleashing the storm
of fury coursing through their essence. The vampire Intelligence even assists
the younger dhampirs to keep their mortal soul, distilling it only until he is
satisfied that it has been refined to perfection.
In the world of rifts most
of the human nations believe that at least 30% of the human population carries
the dhampir parasite. Such a high figure is contemplated because its thought
that humans with this parasite had the highest survival rating since the arrival
of the Rifts. There are scientists who say its because of this parasite that
such levels of mutations has occurred in the human and mortal d-bee population
of Rifts Earth.
It's likely that highly
experienced and powerful dhampirs survived the great cataclysm, and live in the
modern Rifts world. These centuries old dhampirs may live as drifters, or more
likely rule their own personal fiefdom, other as benign protectors of the weak
or more likely as tyrannical rulers.
Ancient secret societies
thought that the Mayan god Camazotz, the so called mythical figures known as the
Dragon and the Impaler were ascended dhampirs. Dhampirs who had grown so
powerful that they achieved the power of a god, due the number of their
followers and vampires in their coven. That with such power at their fingertips
they had freed themselves from the vampire intelligence that had infected their
ancestors with the parasite.
Some myths say these
dhampirs had destroyed the enslaving vampire intelligences, but other sources
speak of them enslaving the vampire intelligence to do their bidding just as the
vampire intelligences had enslaved them once.
If these creatures still
exist and are on Rifts Earth then it's inevitable that they will vie for
dominance, or form an unholy and powerful alliance, that the rest of the world
should dread.
Some Notes on Dhampirs
Dhampirs are born not created
-
Dhampirs inherit their nature
generation upon generation
-
Dhampirs can win back their soul and
free themselves and their descendants from their so called family curse. (Any
children born after freeing themselves will not have the parasite and thus those
children won’t pass it on)
-
Dhampirs can lose their battle with
their inner demon and/or willingly accept their nature and thus lose their
souls.
-
All human
dhampirs will have shown their dual nature by their 21st
birthday. Some will demonstrate it during their birth, others as they get older.
Generally speaking dhampirs start showing signs of their vamparic heritage when
their mortal species hits puberty.
-
Dhampirs keep their
powers/training when they morph into their vamparic form but the Dhampir's
vampire form powers/abilities aren’t applicable in it's normal (mortal/mundane)
form. Note: This isn't really a metamorphosis but the vampire within
taking over the mortal's body. There are two identical but opposing halves of
the same spirit
constantly vying for dominance and control of the dhampir's body.
-
Married dhampirs are able to have
children. These children are normal members of their mortal species – except one
child usually the first child will be born a dhampir
-
Dhampirs are able to have children
with members of their OWN mortal species. These children will be normal members
of their mortal species – except one child usually the first child will be born
a dhampir.
Intelligent Humanoid
Alignment: Any, but
dhampir's alignment and disposition change at every new level attained due to
their internal conflict.
Attributes: As per
Mortal Parents' Species
Hit Points: As per
Mortal Parents' Species
S.D.C/M.D.C: As per
Mortal Parents' Species, plus those from O.C.C/R.C.C, physical skills and
powers/abilities
Natural Armor Rating:
None
Horror Factor: None
in normal form. Vampire form 12 +1 at Lvls 3,6,10,15.
P.P.E: As per Mortal
Parents' Species
I.S.P: As per Mortal
Parents' Species
O.C.C's: As per
Mortal Parents' Species
Natural Abilities:
See Invisible, Presence Sense, Sense Evil and See Aura (NB: These senses are
natural senses in addition to the normal senses of the Dhampir's mortal parent's
species. For Game Purposes they are constantly on and are fairly weak. The
dhampir can see strange things (in low magic settings), in the Rifts setting
type environments the Dhampir will realize that he is seeing invisible or
seeing/sensing supernatural/magical creatures.
Dhampirs HTH attacks hurt
vampires and other creatures normally immune to normal physical, magical,
psionic, etc damage. SDC creatures will suffer SDC damage from dhampir attacks,
and MDC creatures will take MDC damage.
And choose any two from the
powers/abilities listed below. Psionic/abilities powers are the same as found in
VK book.
Increase any two of their Attributes by another 2D4
+1D4 X 10 HP and 3D4 X 10 SDC
+1 attk
+1D6 to Initiative
Night vision, Alter aura and Mind
Block (pick one)
+1D4 to all Saving Throws
Hypnotic Suggestion, Empathy
Summon vermin, canine, fog (pick one)
Telekinesis, pyrokinesis,
electrokinesis, hydrokinesis etc (pick one kinesis psionic power)
Metamorphosis bat, wolf and mist (Pick
one)
Sixth sense
The dhampir
may only be killed by the same means that are used to kill a vampire. Dhampirs
heal three times faster than a normal member of their species and rarely scar
from mundanely received wounds. Unlike Vampires, In their normal mortal form
dhampirs suffer damage like their mortal parent's species. The Dhampir will
appear to have died once they have passed the coma stage. There are folk tales
speaking of dhampirs killed by mundane methods rising from their grave a few
days after being buried. A Dhampir will rise from the grave in 1D8 days of being
slain by mundane means.
This is also true in Rifts,
a dhampir may only be truly killed by employing similar methods as used to kill
a vampire, irrespective whether MDC/SDC weapons are used. To truly kill a
dhampir you have to behead them and cauterize their neck and head. Then these
need to be incinerated, otherwise the dhampir will likely come back, sooner or
later. Dhampirs have to save versus insanity after they have come back from
these “false” deaths.
Metamorphosis: Dhampirs vie
with their own unyielding fiend for dominance of their soul. A dhampir is able
to morph back and forth between their normal and vampire forms (See
vampire form for more
details on the dhampir's vampire form).
Combat:Two without
combat training, or those gained from O.C.C/R.C.C, hand to hand and boxing
skills, natural abilities/powers
Damage: As per Mortal
Parents' Species
Bonuses: +1D4 P.S,
+1D4 to P.P, +1D4 to P.E, +1D4 to Spd, + 3D6 to HP and 1D4 x 10 SDC, +1
Initiative
Magic: As per Mortal
Parents' Species
Psionics: As per
Mortal Parents' Species
Average Life Span:
Unknown. There are no historical cases of a dhampir dying of old age or of
natural causes. Dhampirs age normally, but the projection of age given by their
body's physique and appearance is a reflection of the individual dhampir's
characteristics, or at least what appears to suit their character best. As such
dhampirs rarely look to have aged, but as their outlook on life shifts, so does
the age projected by their body. Some suddenly grow old, others appear
rejuvenated.
Skills of Note: As
per Mortal Parents' Species
Habitat: Anywhere. On
Rifts Earth Dhampir's whose mortal parent is human are considered human, and
those dhampir's whose mortal parents are D-bees, are considered D-bees and
members of their mortal parent's species.
Enemies: As per
Mortal Parents' Species
Allies: As per Mortal
Parents' Species
Size: As per Mortal
Parents' Species
Weight: As per Mortal Parents' Species
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