Alignment: Any.
Attributes: I.Q. 3d6+1, M.E. 3d6+4, M.A. 3d6+8, P.S. 3d6+4, P.P. 3d6+3, P.E. 3d6+4, P.B. 4d6+6, Spd. 3d6+3.
Size & Weight: As a normal human.
S.D.C.: 2d4x10+10. Bonuses gained from physical training are at half.
H.P.: P.E.x1.5+1d6 per level of experience.
Horror/Awe Factor: 8
Natural Abilities: Dunpeals share the vampire's super regenerative powers and heal 2d4 S.D.C/hit points every melee round. They have supernatural strength and endurance, and have the potential for psychic powers (see below). Dunpeals take half damage from metal weapons, but have no invulernabilities.
Vulnerabilities: Heat Syndrome: Dunpeals take no damage from sunlight, however, long periods in heat and sunlight (4-5 hours) will tax the Dunpeal to the point of complete incapacitation (actions reduced to 1 per melee, all combat bonuses negated and -3/-30% on all actions. They must either have a full 2 hours rest in the dark of the night, or 3 hours partially buried in a shady spot before they can move about freely again.
Bloodlust: While the Dunpeal does not NEED blood, their vampiric instincts often get the best of them. Once every month, if the Dunpeal has not feed, and is in a perfect situation to feed on some victim, the player must save vs. insanity -2. If they fail, then they will fall into Bloodlust and attempt to feed. Once they have fed, the madness passes, however, if they do not feed, the Bloodlust remains in affect for 1d4 hours before the Dunpeal will come to their senses.
Psionic Powers: If the Master Vampire who gave birth to the Dunpeal had extraordinary psychic power (10% chance), then the Dunpeal may start out with two powers in either the Sensitive or Physical Category. They may select one additional power from either of these categories for every even level of experience (2, 4, 6, etc.). They may alternatively select from Master Psionics at levels 4, 8, and 12.
I.S.P.: If the Dunpeal possess psychic powers, 1d6x10+M.E., add 5 points per level of experience.
Combat: As per hand to hand skill.
Damage: Supernatural strength.
Bonuses: +1 on initiative, +2 on all perception rolls, +5 to save vs. horror factor, +4 to save vs. all forms of mind control and possession, unaffected by vampire mind control powers.
Average Lifespan: Unknown, possibly limitless.
Experience Table: Identical to Wampyr.
Available O.C.C.s: Old School & New Age Vampire Hunter O.C.C.s, or P.A.B. Field Agent & Project Researcher O.C.C.s. These O.C.C.s are -5% on their O.C.C. Skills, have three less Other Skills and likewise for Secondary Skills. Thoughs not wishing to have a specific O.C.C. can instead use the Wampyr Skill selections.
Alliances & Allies: ADA/PAB/Spook Squad, fellow Dunpeals, some Guardians, Nightspawn, Vampire Hunters, and Wampyrs.
Equipment: Varies with situation and occupation.
Money: Identical to Wampyr or selected O.C.C.