Twilight Children: Dhampyr
* What is a Dhampyr?
A Kuei Jin may gorge themselves on the chi of life, Yang, unbalancing themselves to such a degree that they may actually become pregnant or impregnate someone else. Kuei Jin, while undead, may still have children, even though it very rarely ever happens. Dhampyr grow normally until they reach adulthood, then they age about five times slower than normal mortals. They are both blessed and cursed, blessed by amazing Joss (luck) and cursed with the stirring of a P'o (demon) within them. They can manipulate their own Chi to do amazing things like their parents. Sometimes they may even go through life not knowing what they actually are, sometimes they are brought into the world of the Kuei Jin early in life and grow up among the demons.
* Do they follow a Dharma?
Dhampyr may learn of the paths of Dharma their parents follow and may even follow such a path themselves, however they do not gain the power of enlightenment that Kuei Jin may find. There is also danger in following a path of Dharma, since they were left specificly for the Kuei Jin to find. Many of the tenents of a Dharma would dehumanize a Dhampyr without replacing that humanity with enlightenment.
* What do Dhampyr do?
What any other mortal does, though their powers of Joss and curse of the P'o may influence their lives a great deal. Dhampyr may also become involved in the courts of the Kuei Jin, serving their parents or a court as well as their mundane lives. Dhampyr are not treated as equals within the courts of Kuei Jin, they are lesser beings, mere children next to gods.
* What are Dhampyr like?
Like any other mortal, accept that they must live with the whispered urgings of a demon within their head. While this may influence their personality, it does not govern it and Dhampyr may be a great many things.
Seiitsu Makaze
Born in 1775 in Japan to a small peasent family, Makaze grew up farming and living a simple life touched by tragidy as his strong willed P'o drove him to many dispicable acts. Makaze found the strength to resist in guided meditation by a nearby monk. When his real father returned for him, Makaze found himself brought into the world of the Samurai and found that the Code of Bushido aided him even more with keeping his P'o in control. Makaze became part of the Seiitsu Clan, serving his family and his father within the courts of the Kuei Jin. He has continued to serve his clan ever since, becoming a well known Dhampyr Messenger throughout the courts of the Middle Kingdom. With the dawn of the new age, Makaze was sent to learn the ways of the corporation, of which he has exceeded in and is the CEO of a global corporation, Seiitsu Enterprises.
Suzi Fuyu
Suzi was born in a cold Eden Falls back alley to a street whore during a fierce wintery storm and left on the step of a local shelter when she was just hours old. How she survived is beyond any of the shelter volunteers, but the little girl did survive and grew up traveling from orphanage to orphanage before finally returning home to Eden Falls as a run away from the child care system. She knows the streets well and seems to always luck into finding just what she needs just when she needs it, be it shelter, a place to hide, some food or a little bit of cash. Her life was simple, if not entirely safe, until she received a letter while enjoying a warm meal at one of the street shelters. How the letter found its way to her is beyond her, but what it said was even more strange. Within the paper was the spidery script of her father, or so the letter said. A man named Fuyu Dosato. He called her by name, knew everything about her and expressed deepest apolagies for not having found her sooner. Who is this guy, what does he want, is he really her father? These and many more questions now flow through Suzi's head as she continue to drift along the streets of Eden Falls.
Although not as complex as the Kuei Jin, eastern dhampyr still have a number of conflicting influences and abilities about them. In order to make it easier, below is a simple system cheat sheet for the system of dhampyr.
* Eastern Dhampyr Creation
Attributes: 7/5/3, Abilities: 13/9/5, Disciplines: 1 (Demon Art, Shintai, Tzu Wei or Feng Shui) and Passive Joss, Backgrounds: 5, Virtues: 7, P'o: 1, Humanity: Conscience + Self Control (Max = 10 - Age Background - P'o), Willpower: Courage, Yin: Self Control, Yang: Courage, Freebies: 15 (Attribute 5, Ability 2, Discipline 10, Virtue 2, Humanity 1, Willpower 1, Active Joss 10, Joss Binding 10).
* Life Span
Dhampyr age slowely, starting when they are in their early twentys, for every 5 years, they age 1. Sometimes they age even slower, or the age slowing process begins later, giving a variance to the life span of a Dhampyr, but baring unforseen accidents, a Dhampyr may live 300-400 years.
* Health and Damage
Dhampyr can soak both bashing and lethal at regular difficulty. Firearms cause Lethal as normal. Dhampyr are completely immune to viruses and disease, these infections are destroyed by the Dhampyr immune system. Dhampyr heal like normal mortals, unless they spend Chi, healing one level per Chi point or one aggravated level per 5 Chi points.
* Sun
The sun is harsh to the half damned children of the Kuei Jin, when in direct sunlight, Dhampyr are limited to a dice pool maximum equal to their humanity, but only when in direct sunlight.
* Death
When a Dhampyr is reduced below Incapacitated by Lethal damage two things happen. The first is the Temptation of the P'o. If this is taken, the Dhampyr enters Shadow Soul. If the P'o is refused, then roll Stamina (Diff 9). Failure means death, success means the Dhampyr manages to hold onto life and remains at Incapacitated, though taking more damage will require another roll. Aggrivated damage just kills.
* Shadow Soul
The Dhampyr's P'o score automaticly jumps up one point, the power of the Demon heals the Dhampyr up to Crippled (this heals even Aggrivated Damage) and the Dhampyr enters Shadow Soul for a scene in which he takes no wound penalties, can spend Chi reflexively (with no limit on how much Chi is spent per round) and gains Black Wind at a level equal to the new P'o level. This Shadow Soul lasts a scene, after which roll P'o vs Self Control (Diff 6). If the P'o remains, another roll can be made a number of hours later equal to the P'o. After the Shadow Soul finally subsides, the Dhampyr is left with a Derangement.
* Fire and Wave Soul
Dhampyr are subject to Fire (Frenzy) and Wave (Rotschreck) nature just like Kuei Jin. Roll Courage to resist Wave and Self Control to resist Fire. Roll P'o (Diff 6) and minus one Virtue success for each success on the P'o roll.
* P'o
Berserk Rage: Roll P'o (Diff = Humanity) to unleash Fire Nature in self. Successful berserk means no wound penalties.
Demon Chi: One point of Demon Chi for every level of P'o Virtue. Can spend 1 Demon Chi per round. Roll P'o (Diff 6) every night upon waking up, to regain Demon Chi at one per success rolled. Demon Chi can be spent to gain an extra action in a round, to gain an extra automatic damage success on an attack or an extra automatic strength success on a strength roll.
Fangs: Spend one Demon Chi to gain Fangs (Str+1 Aggrivated). Spend two Demon Chi to gain a Fanged Maw (Str+2 Aggrivated).
Resistance: When the Dhampyr is inflicted with arcane Mind Control of any kind (does not include emotional control) the P'o reflexively tries to break free. Roll P'o (Diff 9), success frees the Dhampyr from control.
Whispers: Whenever the Dhampyr must make a Conscience, Self Control or Courage roll, the P'o whispers to the Dhampyr and undermines his resolve. Roll P'o, diff 6, each success lowers the number of virtue successes by one.
* Chi
Dhampyr can access their Chi. They can access a number of Yin Chi equal to their Self Control. They can access a number of Yang Chi equal to their Courage. Dhampyr may only spend one Chi per round. Spending too much Chi can harm a Dhampyr, causing one level of Health Level of Bashing damage for every two Chi spent, soakable as normal. Dhampyr have a total of ten Chi within them, regardless of how much they have access to. In times of need, they may make a Stamina Roll (Diff 9) to gain access to their reserves of Chi at one point per success up to the maximum Chi left in their reserves. They may still only spend one per round. If the Stamina roll is botched, they suffer a Chi backlash, suffering 5 - the Appropriate Virtue in Lethal damage, which cannot be soaked. A Dhampyr can convert one Chi into another, costing two points of one type of Chi to create one point of the other. Demon Chi can be made in this way, but doing so is "feeding the Demon" and requires a Conscience roll. Failure means a loss of a point of Humanity, a botch also means the gain of a point of P'o.
* Chi Powers
Dhampyr can spend Chi to heal damage. Dhampyr may also spend a point of Chi to go without need for eating or sleeping for 24 hours. Yang Chi spent this way tends to make the Dhampyr more active, euphoric and aggressive, while Yin Chi spent this way makes the Dhampyr calm, thoughtful and introspective. Chi can also be spent to fuel Disciplines as well as improve physical stats if the proper Shintai Discipline is known.
* Regaining Chi
For every hour of complete rest, regain a point of Chi. Dhampyr may choose which kind of Chi they wish to regain. With a Stamina + Meditation roll (Diff 6) the rate of Chi regain is doubled. At sundown, roll a single die (diff 6), if successful the Dhampyr regains a single point of Demon Chi and meditation does not help this.
* The Hunger
When a Dhampyr runs low on Chi (3 or fewer points of non-Demon Chi) the P'o gains strength and hunger. While Dhampyr cannot gain Chi from blood or breath, they may gain it from the most base source, mortal flesh. Roll Conscience if there is an available "source" of eating (Diff 7 - remaining Chi + Age Background). If the diff is reduced below 6, automaticly resist, if the diff is increased to 10, automaticly fail. Add a +1 to the diff if the Dhampyr has tasted mortal flesh in the past month, it is addictive. Each health level of flesh eaten gives the Dhampyr 1 point of Chi and heals one level of unhealed bashing damage. Live victims offer Yang Chi, dead victims offer Yin Chi. Only corpses less than four hours old offer both Chi. Make a Conscience roll (Diff 8) or loose a point of Humanity, botch also gains a point of P'o.
* Eating from Shen
Hsien, wraiths and risen gain them nothing. Shifters can only gain Yang Chi. Hunters, Mage, etc are the same as other mortals. The flesh of a vampire has no Chi, but their blood does. Dhampyr cannot be blood bound, be ghouled or be embraced. Eating the flesh of a corrupted being gains no Chi and causes one aggravated damage per health level.
* Disciplines
Dhampyr can learn Tzu Wei or Feng Shui Disciplines to any level. Using a Demon Art requires a Conscience roll (Diff 6) or loose a point of Humanity, botching also gains a point of P'o. Shintai arts may be learned, but are limited in levels by the Dhampyr's age.
* Joss
All Dhampyr have access to the guiding force of luck, Joss. A Dhampyr has a number of Joss Points equal to their Humanity score. Whenever the Dhampyr is reduced to 0 Joss or botches a Joss related roll, check for Wave Soul. If this is failed, the Wave Soul lasts for a number of hours equal to the total number of P'o successes and the Dhampyr's Courage is reduced by 1. If the roll is botched, they also gains a point of P'o. Lost Joss is regained 1 point every sunrise and whenever they succeed in their nature (roll humanity, diff 9, each success regains 1 Joss point).
* Passive Joss
Passive Joss protects the Dhampyr from physical harm, even if they are not aware of the attack. Whenever the Dhampyr is attacked, but before soak, roll Humanity (Diff 8). If even a single success if rolled, all damage from that attack is avoided. Lethal damage costs the Dhampyr 1 point of Joss, Aggravated damage costs the Dhampyr 3 points of Joss, Bashing damage is beneath fortune's notice and Joss wont allow a Dhampyr to avoid it.
* Active Joss
By concentrating for a round, a Dhampyr can channel Joss. One round, roll Humanity (Diff 7). Each success that is used costs one Joss point, and is an Automatic Success on an action roll or split on mutliple actions made within a few rounds from the Humanity roll.
* Joss Binding
To gain Joss Binding the Dhampyr must know Meditation 3 and Enigmas or Occult 1. This allows a Dhampyr to bind Joss around a certain activity. To bind or unbind Joss points, the Dhampyr must meditate for an hour per point that is shifted. Bound points of Joss cannot be used in Passive of Active Joss. Joss points can be bound into any Talent or Skill Ability and translates into an extra dot per Bound Joss point to roll for those Abilities. The maximum level an Ability can be raised to is equal to the Dhampyr's Humanity. Additionaly, lethal attacks from rolls involving Bound Joss improved abilities (Melee, Firearms, Brawl, etc) cause Aggravated Damage. If an ability with Joss bound into it botches, loose all bound Joss points in that ability and automaticly check for Wave Soul.