Child of Night: Dhampirs for Fantasy AGE

PZO9427-Portrait2Dhampirs are the progeny of humans and vampires. Incredibly rare and with mysterious origins, Dhampirs are often seen as the scions of darkness and are the subject of mistrust and hate. Although they reach maturity at the same pace as humans, they are as long-lived as elves and are often given to introspection and brooding.

Dhampirs are usually outcasts, using the shadows and anonymity of larger cities for protection. Some are fortunate enough to be born to nobility and are kept as a dark family secret. Very rarely a dhampir will be taken away by his or her undead parent or by other vampires, where they serve as spies or servants.

Dhampirs are taller than their mortal parent and depending on the vampire that sired them, some are beautiful and statuesque in their features while others are feral and ghoulish. Dhampirs have the unmistakable pallor of death, with even dark-skinned dhampirs having an ashen complexion. All are marked by one or more signs of a vampire: having the smell of freshly-turned earth, wolfish eyes that catch the light, lacking a reflection or shadow, or prominent fangs.

Male Names: Allister, Cain, Dorian, Fane, Grim, Victor
Female Names: Arabelle, Glory, Lenore, Scarlet, Selene, Vivian

Playing A Dhampir PZO9427-Portrait1
If you choose to play a dhampir, modify your character as follows:

  • Add 1 to your Dexterity ability.
  • Pick one of the following ability focuses: Communication (Seduction) or Dexterity (Stealth).
  • You have Dark Sight, which allows you to see up to 20 yards darkness without a light source.
  • Your Speed is equal to 12 + Dexterity (minus armor penalty if applicable).
  • You can speak and read the Common Tongue.
  • Roll twice on the Dhampir Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.


2d6 Roll Benefit
2 +1 Communication
3-4 Focus: Perception (Smelling)
5 Focus: Strength (Intimidation)
6 Focus: Willpower (Courage)
7-8 +1 Accuracy
9 Focus: Intelligence (Etiquette)
10-11 Focus: Dexterity (Acrobatics)
12 +1 Perception

Designer’s Note: Page 11 of the Fantasy Age Basic Rulebook describes rules for mixed heritage characters. This was taken into account during the design of this race and the players should feel free to mix and match benefits between dhampirs and humans.

You embrace your vampiric nature.
Classes: Mage, Rogue, and Warrior.
Requirements: Must be a Dhampir.
Novice: You are sensitive to the smell of spilt blood. You can instinctively sense when a living enemy you can see is at half or below their maximum health and can immediately make a TN 11 Perception (Smelling) test when a bleeding creature is within 10 yards of you, revealing its direction but not its exact location until it is within reach.
Journeyman: Your bloodlust spurs your blows. You gain a +1 bonus on damage rolls against living enemies that are at half or below their maximum health. Non-living enemies, such as golems or walking dead, ignore this bonus.
Master: You are reinvigorated by the blood of others. You can perform Blood Drain, a special combat stunt, for 4 SP. You regain health equal to 2d6 + your Constitution. For ranged attacks, you can draw the blood to you but only regain 1d6 + your Constitution. Non-living enemies, such as golems or walking dead, are immune and you can not gain more than your maximum health in this way.

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