A fellow writer recently posted lamenting the lack of Vampire Hunter D support in TTRPGs. Of course, many people pointed out that there is an official Pathfinder 1e adaptation written by F. Wesley Schneider. It got me thinking though. This is a gothic sci-fantasy setting with magic, mutants, post-apocalyptic elements, as well as high technology. Sure, Pathfinder can roughly accommodate all that, but honestly it is a better fit for Starfinder.
A quick side note – if you enjoyed the recent Castlevania show on Netflix I highly recommend tracking down Vampire Hunter D: Bloodlust. It really is an anime classic.
So how would you run a Vampire Hunter D like setting in Starfinder? First off, no Drift travel, and space travel is faintingly rare with the very few remaining star ships being controlled by the Nobles (ancient vampires). Technology up to item level 3 or 4 is common enough, but as you get above that things get very rare, especially in the energy weapon department (if you have the Galaxy Exploration Manual, think Medium Technology with high tech attainable but highly rare). Armor does not have environmental protections or radiation protection by default. Likewise magic and psionics are common enough that people know what it is and perhaps even how to respond to it, but not common enough that everyone has access to it (in GEM terms, Medium Magic with pockets of High Magic largely controlled by the Nobles). Religion is extremely present but not powerful, in that virtually everyone knows the sign of the Cross and such are their best protections from vampires and undead, but powerful undead regularly thwart such measures, and there is no direct divine interference (again, by GEM this is medium Religion).
All classes should be available, but races/ancestry/species is mostly going to be human. The legacy races from the back of the CRB are certainly feasible, due to magic, planar incursions from the First World, mutation due to the Nuclear apocalypse that decimated the planet, or Noble genetic experimentation. The alien player options from CRB or Alien Archives should be virtually non-existent. There is one race option missing though – the Dhampir
The half-living children of Noble and human birth, dhampirs are progenies of both horror and tragedy. How they occur can vary, from couples that bridge the species divide, Noble genetic experiments, or even just magical taint in areas plagued by undead. Regardless, they live and die just like any other mortal creatures, despite possessing a supernatural longevity that borders on immortality.
Ability Modifiers +2 Dex, +2 Cha, -2 Con
Hit Points 3
SIZE & TYPE
Dhampir are Medium undead but have a Constitution score, lack the unliving trait, and don’t gain undead immunities.
Cold as the Grave
Dhampir have cold resistance 5 that stacks with one other source of cold resistance.
Dhampir have darkvision with a range of 60 feet.
For effects targeting creatures by type, dhampir count as both humanoids and undead (whichever effect is worse). They gain a +2 racial bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.
Resist Energy Drain
A dhampir takes no penalties from energy drain effects, but he can still be destroyed if he accrues more negative levels then he has class levels. After 24 hours, any negative levels a dhampir has taken are removed without the need for an additional saving throw.
A dhampir exposed to bright light is blinded for 1 round, and dazzled as long as he remains in areas of bright light. If exposed to sunlight for 6 or more hours a dhampir becomes fatigued until able to get a full 8 hours of uninterrupted rest away from sunlight. Any time spent in sunlight while fatigued due to sunlight sickness is treated like the Severe Heat environmental condition.
A dhampir imparts the leech critical hit effect to any melee weapon he wields, but the saving throw DC is 10 + the dhampir’s level + his Charisma modifier, and the duration of the effect is 1d4 rounds. In addition, when a creature fails its save against this leech critical hit effect, the dhampir regains a number of Hit Points equal to half its CR or level (minimum 0). If the weapon already has a critical hit effect, the dhampir must choose which to apply on a critical hit.
As always, if you liked this post, or any of the other material available on Solo Run Studio feel free to spot me some coffee money (just click the coffee cup shaped icon on the bottom right of the page.)
Artist and Writer