Dhampir
Dhampirs are beings with both human and vampire traits. They may be born, or turned.
Your dhampir can be:
- A turned human (50% human, 50% vampire)
- The child of a human and a dhampir (75% human, 25% vampire)
- The child of a human and vampire (50% human, 50% vampire)
- The child of a dhampir and a vampire (25% human, 75% vampire)
A dhampir's skin is pale or chalky, light in tone but never ghostly white. They burn easily regardless of their complexion.
Their teeth appear mostly human, though their canines are slightly pointed and can extend into fangs. Dhampirs who are born will grow in their vampiric canines as their adult teeth, while turned dhampirs' canines will fall out shortly after their turning, and eventually their new ones grow in.
Dhampir eye shades tend to be unnatural, greys, ambers, and reds are most common, though natural human colours occur as well. A turned dhampir's eye colour
may change a few weeks after their turning, but not always.
Unlike vampires, dhampirs do not need blood to survive and can survive entirely off of human food. Feeding off of a human is heavily stigmatized in wizarding society, and will have consequences if done to an unwilling target.
All Dhampir characters begin with an
innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Dhampir innate ability is
Fangs.
Fangs
Dhampir origin innate ability
You sink your canine fangs into the flesh of a living creature, drawing life from their blood supply.
Roll an opposed Agility check against your target. On a success (having a higher roll than the target), deal
damage to your target, and regain 25% of your maximum health.
- Damage equation: Dhampir's Physique x 20
Dhampir AP Table
Spoiler (click to show)
| Year |
Apt. Points |
Apt. Cap |
Annual Gain |
| 1 |
36 |
8 |
+4 |
| 2 |
40 |
10 |
+4 |
| 3 |
44 |
13 |
+4 |
| 4 |
48 |
13 |
+4 |
| 5 |
52 (46 if starting here) |
13 |
+4 |
| 6 |
56 (50 if started in fifth year) |
13 |
+4 |
| 7 |
60 (54 if started in fifth year) |
13 |
+4 |
| Upon graduating |
64 (58 if started in fifth year) |
13 |
- |
Adult Dhampir characters, whether they attend Sigerth or not, start with 58AP and gain
+3AP annually (on July 1st) until the hard cap of 96AP is reached.
If you do not have any cap-breaking abilities and can only invest 13 AP in each Aptitude, your adult character will be soft-locked when they reach 78 Aptitude Points, as there won't be any aptitudes left to invest in. This means that your annual +3AP will be discarded until you take a cap-breaking ability.
The progression for
Adult Dhampir Professors is the same as any adult, with one difference. You gain +3AP per year like every other adult character, but Adult Professors start with 70AP from the get-go. If a veteran character who already has more than 70AP becomes a Professor, they simply keep however many AP they already have.