TEXT: Blood Legacy: 
  The Dhampir 
  Revisited
  
  ii
  Unhallowed Metropolis Created by: Jason Soles & Nicole Vega
  Written by: Jason Soles
  Additional Contributions: Marc17 and Nicole Vega
  Graphic Designer: Jefferson Dunlap
  Editor: Jennifer Shaiman
  Illustrations: Melissa Uran
  Photography: Angel Ceballos
  Models: DekenAngel and Revel
  Photo Manipulation: Angel Ceballos
  Hallows Eve Designs: Aron Tarbuck and Kate Lynch
  Special Thanks: NyarghoDirge, whose persistence insured the Dhampir would take his rightful place in the Unhallowed 
  pantheon. Katie Mineke & Dark Industry Clothing and everyone that turned out for the F-Stop photo shoot.
  This book is printed under the copyright of the United States of America. Contents copyright © 2009, Jason Soles and Nicole Vega. All 
  rights reserved. This book is a work of ﬁ ction; any resemblance to organizations, places, events, or actual people–living or dead–is purely 
  coincidental. Copies of materials herein are intended solely for your personal, noncommercial use, and only if you preserve any associated 
  copyrights, trademarks, or other notices. You may not distribute copies to others for a charge or other consideration without prior written 
  consent of the owner of the materials except for review purposes only.
  Unhallowed Metropolis, Unhallowed Necropolis, the Unhallowed Metropolis logo, the New Dark Age logo, the Neo-Victorian World, and all 
  related character names, places, and things are trademark and copyright © 2009, Jason Soles and Nicole Vega. Hallows Eve Designs logo is 
  trademark and copyright © 2009, Hallows Eve Designs.
  www.hallowsevedesigns.com
  Blood Legacy: 
  The Dhampir Revisited
  
  iii
  In the interest of reﬁ ning the Dhampir’s role as the 
  premiere vampire hunter of the Neo-Victorian World, the 
  authors have added the following Feature to the Dhampir 
  Calling.
  Blood Legacy, New Dhampir 
  Calling Feature
  With acceptance of his dark fate, experience, and the 
  sheer force of will, a Dhampir can master his unnatural 
  form by overcoming his passions rather than allowing them 
  to rule him. Though he is not a true vampire, a Dhampir 
  may learn to manifest a fraction of the power of the living 
  dead. For each level of the Concentration skill the Dhampir 
  possesses, he may take one of the following stunts instead 
  of a standard Concentration stunt:
  • Casanova – The character has a natural gift for 
  seduction. He may reroll failed Charm – Seduction rolls. 
  A failed roll may only be rerolled once due to Casanova. 
  After consummating a love affair, his paramour will be 
  permanently enthralled with him, unable to relieve herself 
  of thoughts of the character. The Casanova gains a +1 
  bonus on contested Charm rolls versus any character he has 
  previously seduced.
  • Dustman – The Dhampir is an expert vampire 
  hunter. He has become accustomed to going for the heart. He 
  now suffers a −3 penalty, rather than a −5, when targeting 
  the heart.
  • Immortal – The Dhampir’s longevity has been greatly 
  increased as a result of the potency of his blood. Unlike other 
  Dhampir who continue to age, albeit at an exceptionally 
  slow rate, this character’s aging process has been completely 
  arrested. Though he can still be destroyed through violent 
  means, the character is effectively immortal. 
  • Lingering Vitality – The character’s body draws much 
  greater sustenance from blood than others of his kind. 
  When the character drinks blood from a living human, the 
  +1 Vitality and Coordination bonus gained from Blood 
  Drinker (see UM, page 126) lasts for eight hours.
  • Noctuary Agent – The Dhampir is an established 
  member of the Noctuary (see UM, pages 274–275), the 
  premiere Neo-Victorian secret society for vampire hunters. 
  A member in good standing, the character has taken part 
  in a number of missions and is highly regarded. In addition 
  to beginning with the Noctuary Membership Quality, the 
  character gains +1 on Charm – Credibility rolls when 
  dealing with other members of the organization. This stunt 
  must be taken at the time the character is created. 
  • Paragon of Inhumanity – Graceful, beautiful, and 
  beguiling, the Dhampir is a true product of his supernormal 
  condition. His every movement exudes preternatural 
  conﬁ dence and predatory exuberance. His eyes glisten with 
  a feral sheen, and his hair and ﬂ esh take on the lustre of 
  perpetual health. If he was once greying, he is now restored 
  to the appearance of youth. 
  The character gains the Quiet and Haunting Beauty 
  Qualities (see UM, pages 178 and 180, respectively). If this 
  stunt is taken after character creation, it represents a sudden 
  change in the character’s physiognomy brought about by his 
  tainted blood. 
  • Secrets of Blood – The Dhampir has learned to 
  extract secrets from the blood he drinks. With a taste of 
  an individual’s blood, the Dhampir can determine the 
  donor’s species, his rough age, diet, and present health. The 
  character instantly knows whether the blood was taken 
  from a living or dead source, the donor’s present mental 
  stability, and any diseases or ailments from which he may be 
  suffering. Additionally, the character gains a visual image 
  of the individual that may be used to identify him later. 
  If the Dhampir drinks the blood of a vampire, he will 
  know if the vampire is sentient or feral, how long it has 
  been a vampire, and, if he has tasted the blood of others 
  belonging to that vampire’s legacy, and the details of that 
  vampire’s lineage. For example, if he tastes the blood of Lord 
  Crowstaff, he will know if he has tasted the blood of Lord 
  Crowstaff’s creator or the blood of any vampire created by 
  Lord Crowstaff. 
  The character does not need to draw the blood personally, 
  and he can sample any amount of blood, whether fresh or 
  dry. 
  • Social Predator – The character’s carefully cultivated 
  demeanour is charming at the best of times and frightful in its 
  intensity at the worst. The character is clearly a man to avoid 
  crossing. With a glance, the character can silence an offending 
  speaker or rout an angry mob. The character can reroll failed 
  Wit – Interrogation and Charm – Intimidation rolls. Each 
  failed roll may be rerolled once due to Social Predator. 
  
  iv
  • Sol Invictus – Through the sheer will to survive, 
  the character has altered his supernormal make up. Unlike 
  vampires who grow weak in daylight, the Dhampir is actually 
  invigorated by the rays of the sun. During the day, the 
  character gains +1 Vitality. On those rare days during which 
  the sun shines on the metropolis, this bonus is increased to 
  +2. The character does not receive any bonus at night or 
  during Lost Days (see UM, page 115). 
  • Tempered Passions – The Dhampir has gained a 
  measure of control over his hatred of vampires. Though he 
  still loathes the creatures and desires their destruction with 
  every ﬁ bre of his being, the character can now reroll failed 
  Hatred of Vampires Will rolls (see UM, page 127). Each 
  failed roll may be rerolled once due to Tempered Passions.
  • Transﬁ xing Gaze – Though true mind control is 
  beyond his capabilities, the Dhampir has developed the 
  ability to transﬁ x a human with his stare. The character 
  gains the vampire Transﬁ x ability (see UM, page 270).
  • Vigil of the Damned – Sustained by the unnatural 
  potency of his blood, the Dhampir no longer requires sleep. 
  Though his sanity may eventually pay a terrible price, the 
  character can stay awake constantly. He can sleep for short 
  durations if he succeeds in a Will roll (DR 14). Even then, 
  however, his sleep will be restless, and he will be awakened 
  by the slightest sound or the presence of an undead creature 
  (see Sense Undead, UM, page 127).
  The Power of the 
  Blood
  Unarmed Combat Stunts for Vampires and 
  Dhampiri
  Vampires and Dhampiri are creatures of exceptional 
  strength and agility. However, they only reach their true 
  potential after feeding, when they are capable of supernormal 
  feats of physical prowess. With practice, such a creature can 
  move at blinding speed. 
  Vampire and Dhampir characters can take the following 
  Unarmed Combat stunts in place of standard Unarmed 
  Combat stunts. These stunts are available to any Dhampir 
  character, not just those with the Dhampir Calling. 
  Power of Blood stunts can only be used after the 
  character has fed on a living human. A vampire can use 
  these stunts for eight hours after feeding. A Dhampir can 
  generally use these stunts for one hour after feeding, though 
  a Dhampir with the Blood Legacy stunt Lingering Vitality 
  can use these stunts for eight hours after feeding. 
  • Death Dealer – For each action the character spends 
  to make an unarmed combat or melee attack, he can make 
  one attack against every opponent within striking range. 
  For example, if the character had three potential targets 
  in his reach and spends two actions to make attacks, he 
  could attack each opponent twice. The character can only 
  make these additional attacks if the form of the attacks is 
  suitable. The character could only grapple one opponent, 
  for instance, while he could stab any number with a knife. 
  • Preternatural Speed – When the character 
  intentionally moves during combat, double the distance he 
  can move. Additionally, the character can dodge and parry 
  ranged attacks as well as melee attacks. To parry a ranged 
  attack, the character must be holding an object strong 
  enough to stop or reﬂ ect the projectile. Bullets may pass 
  through soft objects or ricochet off hard objects. 
  • Sudden Death – When rolling initiative, the 
  character can choose to reroll his result. Each roll may be 
  rerolled once due to Sudden Death. If the character makes 
  a Sudden Death reroll, he cannot choose to hold his actions 
  during the ﬁ rst round of combat.
  
SOURCE: textdata/thevault/Unhallowed Metropolis/EXTRA/Unhallowed Metropolis - Blood Legacy - The Dhampir Revisited [OEF][2009].pdf