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Published by gontzal, 2022-01-04 06:51:21

GURPS Vampire Companion OCR

GURPS Vampire Companion OCR

Keywords: GURPS Vampire

THE MASQUERADE

By Chris W. McCubbin

Bascd on tht* original üamc material by Amiren- GreenbiTg, Daniel Gret-nherfc, Murk Kein’Hugen, <¿ráeme Davis
Bill Bridar*, Ryk Strunu. Teeunynn* Robert Hatch, Sleven C. Hrown, J. Morrivm, Frank Frcy, Aaron Vos*. Travis

VVilliiifus. Jo*h Timbrook, Dustin Browdtr, Steve Crow,
Sam Chupp, WUliam Spcncrr-llalt, Kyndi Iludía» ay
und Stcwart Wieck

Edited by JefT Koke
Cover by Timothy Bradstrect

Illustrated by Shea Rvan
Additional Inking by Ben Anglin

G VRPS System Design by Steve Jackson
Page Luyoul and Typography by Jefl' Koke
Interior and Color Production by JefT Koke

Produclion Assistance by Lillian Bullcr
Print Buying by Andrew Hartsoek
Dana Blankenship. Sales Manager

Phiyttsttrs: Marco Asieriti. Paula Mane Bailey, Camerún Blackwtxxl,
Sandy Blair, Sean Borres. Jeft Hrile. Rence Ann Byrd. Chris Carpo!I.

Lee Curtscn. John Dees, Gcoftrcy E, Fagan, Jarme Gaims,
Murn Gardiner. Launc Gerhol/. Albcn Griego. Russell Cirieshop. Alyce Grille!, Danny Haughton. Eugenia Home,
Jame» Jeffcis, Joshuu Knapion. Linda Longe. Pamck lainge. Bobby J. Mestepey. Maria Montgonrery. Michacl J. Montoure.
Glcn Owens. Kcvm Purcell, I rey Palmer. M. J. Schmidl. Riek Silva, Tim Toncr. Dustin Wrighi and Samlru Young

(¡VRFS *nd tbe .«II u:e\nf pytAmid twc rtgm crcd triddcfiurks o í Steve Itukson Carne* lncoiponied Pyruinirí and lllitrnínMli Online aikl rbe nenies oí all
producto puhlithed by Sievc J*ckson (Junen Inuirpnratcd ore refivtcrvd trademark.* oí tiitfcnuikA ut Steve JAckson G im es Incixporated. «n u**I under lken«e

Yampirr fh r WavqurratU and the StorxtcUer Sy\Um arr trodemarlc* o í Whilc Woll and auc uvciJ by pcroUukm
Q V t t n Yampirr i ompanton i* copyright O IVU b> Steve Jackton Gamcv lncoqx»mu\l All nghu reserve*! Pnutcd in Ihc U S A

ISBN 1-55^4-2*5 * I 2 3 4 5 f. 7 8 9 10

STEVE JACKSON G A M E S

CONTENTS

PROLOGUE...................... ..4 Paths of Lnlightenm ent .57

IN T R O D U C T IO N ........... The Path of Paradox.... .57
.57
Ahoul GURPS .................................. 10 The Path of TVphon ....
Aboul thc A ulhor..............................
.1 1 Bloodlincs •••••••••••••••••••••a .58
1. CHARACTERS............
. . l i Qloodline P C s............. .58
Advantages, Disadvantagcs and Skills
C la r iñ c a lio n s .......................................... Daughiers of Cacophony .59
.61
Lickmg Wounds ShuC...................... 12 Salubri...............................
Eating and Dnnking.........................
Animáis and Vampires..................... ..14 Sam edi............................. 63
New Advantages...................................
Psionies.................................................. ..14
New Disadvanlages..............................
New Skills.............................................. ..14 4. THE SABBAT........................... 64

2. ELDER VAMPIRES..... ..14 The P ack ................................................................... 66

The Eider Cam paign........................ ..14 The Creaiioo R ites...................................................66
Golconda................................................
..14 lite Imyalists................................................................. 66
Tire Slale of G olconda.....................
PCs in Golconda............................... ..18 The V inculum .......................................................... 67
The Inconnu...........................................
The Oíd Country T zim iscc.................. ..19 Sabbat R anks................................................................ 67
Advanced Disciplines..........................
A n im a lis m ............................................. .24 The Reyent............................................ 68
A u s p e x ...................................................
C elerity.................................................. Auctoríus R itae.............................................................69
D om inaic...............................................
Fortilude................................................ . 28 Strong Will and the .Sabbat....................................70
O h fu s e a te ..............................................
P otcncc....................... ........................... ..30 Ignobfis Rime................................................................ 71
Prcscnce.................................. .............
Protean....................................... .......... ...30 Sabbat History & In flu en te........................................ 73
Thaumaturgy........................................ ...30 Sabbat Territory....................................................... 74
...30 Ritual Occasions...........................................................74
3. NEW CLANS AND
BLOODLINES.............. ...32 Sabbat Glossary............................................................74 7
...33 Subbat C ulture......................................... 78
Secl Affíliation.................................
Assamitcs.............................................. ...33 M onom acy................................................................ 76
Followers of Set...................................
G iovanni............................................... ...35 War Parties................................................................ 77
L a so m b ru ..............................................
R a v n o s .................................................. ...36 The Wild H u n t..........................................................77
Tzimiscc...............................................
...38 The Black Hand and theInInqquui&isiiütioonn.....................................................77

...38 The Sabhat Inquisition............................... 78

...39

...39

...40

...40

...41

...41

42

.44
.45
...47
...49
...51
...53
...55

ConteMs

Sahbat Secrets............................................................... 78 6. PERMUTATIONS................... 120

Pack Customs................................................................ 78 The Rite of Prestation............................................ —122

The Sahbat Paths of Enlightenment...........................79 P r e s t a t i o n .................................................... 122

Path R ating............................................................... 79 Vampiric Obligations................................................. 122

The Path of C ain e.................................................... 79 Repaym ent................................................................... 124

Changing Paths................................................... - ........79 Numina ..................................................... 125

Tlie Path of Cathari.................................................. 80 Psionics.................................................................... 126

Path o f Caine: Dos and D on'ts...................................81 Thaumaturgy........................................................... 126

Path o f Cathari: Dos and D on'ts............................... 81 Hunter Unusual Backgm unds.................................. 126

Tlie Path of Death and the S o u l............................. 8 1 Faith......................................................................... 127

Path o f Death and the Soul: Dos and Don'ts............82 Wild Talents.................................................................127

The Path of Evii Revelations................................. 82 Mystical Iteras............................................................ 128

The Path of Harmony...............................................82 Sample Mystical O bjects........................................... 128

Path o f Harmony: Dos and Don'ts............................. 82 Tainted Vitae................................................................129

The Path of Honorable A ccord.............................. 83 D rugs....................................................................... 129

Path o f Honorable Accord: Dos and D on'ts.............83 Disea.se......................................... .....129

Path o f Power and the Inner Voice: Lupine B lnod..........................................................130

Dos and D on'ts.........................................................83 Psychic's Blood.......................................................131

The Path of Power and the Inner Voice................ 84 Tainted Vitae and the Sahbat.................................... 132

Games.............................................................................84 Putting the Bite On: Optional Corabat R ules........132

Sahbat Ju stice........................................... K85indred vs. K ine.....................................................132

Allies of the Sabbat..................................................85 Rite A nades..................................................................134

I he C lans of the S a b b a t.................................... Fang to Fang Corabat............................................. 136

Assamile Antitrihu........................................................86 Optional Rule: Buying Routines...............................136

Brujah Antitrihu........................................................ 87 A dventure Seeds 136

Gangrcl Antitribu..........................................................88 Family R enunion..................................... 137

Lasom bra.......................................................................89 Blood Debí...................................................................138

Malkavian Antitribu..................................................... 90 The B ottle.............................. 138

Nosfcratu Antitrihu...................................................... 9 1 Chórale..........................................................................139

Panders........................................................................... 9 1
92 7. CONVERSIONS...................... 140
Ravnos Antitrihu.......... ...................................

Serpents of the Lighl....................................................93 Merits and F law s........................................................142

Toreador A ntitrihu....................................................... 95 M erits....................................................................... 142

Tremere A ntitribu..................................... Fl9aw5 s....................... 146

Tzimisce.........................................................................96 New Abilities.............................................................. 149

Vcntruc A ntitrihu..........................................................97 Talents......................................................................149

5. DISCIPLINES............................ 98 Skiils.. ........ 150

Knowledges............................................................ 151

Mixing and Matching ...........................................100 Backgrounds................................................................152

Chinterstry...................................................................101 Personalily Archetypes.............................................. 153

Dcmentalion.................................................................103 Converting New C lans...............................................154

M elpominee.................................................................105 Converung Bloodlincs...........................................154

Nccromancy................................................................ 106 Converting E lders.......................................................154

Obcah............................................... ~..........................108 A ttributes.................................................................154

übtenebration............................................................. 109 A bilities...................................................................155

Q uietas......................................................................... 112 Background..............................................................155

S e r p e n tis ...................................................................... 114 Converting Advanced Thaumaturgy....................155

Thunatosis....................................................................116 BIBLIOGRAPHY......................... 156
Vicissitude .......- ......................................................... 117 IN D E X ........................................... 159

3 Contents

nomméí

Page 10

DOCUMENT # 1 0

[Notes: This final document is ambiguous. but nonetheless intriguing. It was
obtained between 19:47 and 19:59 C.S.T. on 3/15/93 in Houston, TX. where an
operative was briefly able to make contact with Taylor. Our operative reports
LhaL che subject seemed agicated and distraught Chat evemng. He followed Taylor
.nto a large shopping malí, where the subjecL made the followLng phone cali
from a bank of pay phones. The transcripr was obtained u s m g a conceaLed direc
tional microphone from about 30 feet away. At thac distance, of course, it was
completely impossible to make out anyching said by the ocher party in the
conversation — investigators have had no success so tar in ascertaining the
identity of this ocher party, but our operarive's purely subjective opinión was
thar Taylor was Lalking to an intimare íemale acquaintance. Less then 48 hours
after this conversation our operatives visited the retail establishxnent
mentioned below - they found it closed, with all the stock still Lhere. So far
they have had no success in tracing the whexeabouts of the proprietor. Taylor
lost our operative only a few minutes after the end of rhis conversation.)

[begin transcript]

Fa y l o r ; He l i o ! Ta y l o r m e r e . Th a n k God y o u ' re a l l r i g n t . L i s t e n . I g o t y o u r m e s s a g e . . .
YOU HAVE TO GET OUT 0 F NEW YORK.

¡NO! R 16HT NOW. TOMIGHT! I T W0ULD HAVE BEEN BETTER ! F YOü ' D LEFT IN DAYLIGHT. BUT .

;No. Do n ' T W A I T . I f I CAN F I N D YO U . THEY CAN T O O . K E E P M O V I N G .

í Y E A H . S U R E . BY AL L H E ANS K E E P TO CROWDE D, W E L L - U T A R E A S . B u t L I S T E N - DO HOT E X P E C T I H AT
TO BE ENOUGH TO KEEP YOU S A F E .

: N 0 . No I T W O N ' T . B E C A U S E T HE Y J U S T D O N ' T CARE I F ANYBODY S E E S T HF M.
¡ Y e s , l ' n s é r i o u s . Y o u ' r e i n N e w Y o r k - t h a t ' s S a b b a t t e r r i i o r y . J h e y ’ r e not u k e t h e

K i n d r e d in C h i c a g o o r New O r l e a n s . T h e y ' r e m uch. h u c h w o r s e .

¡ Y e a h , Sabbat. s-a-B . . . i t ’ s n o t i m p o r t a n t . we d o n t h a v e t i h e f o r t h i s . T h e p o i n t i s .

T H E Y ' L L TEAR YOUR HEART OUT IN THE MI DOLE OF T l M E S SOUARE WHJ LE THE P R E S I D E N T . THE P OP E
AND WALTER C R ON KI T E ALL WATCH. T H E R E ’ S NOTHI NG EVEN REMOTELY MÜHAN ABOUT 7 HEM.
¡ S t o p a r g u i n g w i t h me! 1 a l r e a d y t o l d y o u , they von' t care. T h e y h a v e t h e p r e s s a n d t h e
COPS IN T H EIR POCKET, I f THEY FI ND YOU. YOU'RE DEAD . . . OR WORSE.
: 0 K . R I G H T . . . U H . HE RE * S WHAT YOU D O . AS S 0 0 N AS YOU HANG U P . GET OUT OF THE A P A R T -
MENT. DON’ T GO TO YOUR C A R . D o n ' T G 0 TO THE A 1 R P 0 R T OR BUS DE POT E I T H E R T H E Y ’ l L HAVE
THOSF WATCHED. AV OI D THE P O L I C E . AND THE CA B S , UM. DO YOU I H I N K YOU CAN S TE AL A CA « 7
¡ A l l RIGHT. ALL RIGHT - FORGET I ASKED.
: 1 DO N 'T KNOW. I T ' S J U S T . . . WAITl
¡No. J U S T WAI T A M I N U T E - I TMI NK I ’ VE GOT AN I D E A .

[At this point, oui operative reports, Taylor removed his wallet and extracted what appeared
to be a hand-written note.)

— 5— Prologue

VfAW. HERE I T t S . OK. WRI TE T H I S DOWN. YOU READY?
OK. READY MOR?
GOOD. YOU NEED TO 6 0 TO A USED BOOK SHOP CA LLED THE I B I S AN T 1 QU AR I UM , IN BROOKLYN - THEY

RON' T BE E X P E C T I N G YOU TO GO THAT WAY. I . U H . I DON* T HAVE THE S T R E E T A D D R E S S H E RE - J U S T
A P . O . BOX. BUT T H E Y ’ RE IM THE PHONE BOOK, YOU CAN LOOK IT U P .
: N 0 . T H E R E ' S NO P O I N T I N C A L L I N G AT T H I S T I M E OF N I G H T . THE OWN E R’ S THE ONLY P E R S ON THE RE
ÑOR. AND HE D O E S N ' T ANSWER THE PHONE - I T ' S A THING WITH HI M.
¡ Y E S . Y E S . HE W I L L BE T H E R E . HE K E E P S S T R A N G E H O U R S . NOW S T O P A S K I N G O U E S T I O N S AND L I S T E N .
¡ 6 o o d . Th e ORNER GOES BY THE ñ a m e o f " H a w k i n s , " BUT RHEN YOU GET T H E R E . YOU NE ED TO M E NT I O N
HY NAHÉ AND CALL HIM HETEPSEKMEMWY.
¡ H e t e p s e k h e m r y . H e - t e p s e k - h e m w y . W r i t e IT DOWN, H - E - T - E - P - 5 - E - K - H - E - H - W - Y ,
: G O O D . NOW, WHEN YOU GE T T H E R E , T E L L H I M E V E R Y T H I N 6 , AND I MEAN EYERYTH1N6. D O N ' T HOLD ANY-
T HIN6 BACK AND FOR G O D ' S SAKE DON'T TRY TO L I E TO HIM. GOT I T ?
¡Ye s , y e s , he knors all about the v a m p i r e s .
¡ N o , ABSOLUTELY N 0 T . H E * S ABOUT a s FAR FR0M B E I NG a VA MP I RE AS YOU CAN 6 E T .
¡ L I S T E N , T H E R E ' S NO T I M E l S T O P A S K I N G O U E S T I O N S . AND J U S T GET M 0 V I N G . I T H I N K I F YOU CAN GET
to Ha w k i n s y o u ’ r e h o me f r e e . He ’ s o n e o f t h e f e w t h i n g s t h e S a b b a t f e a r s - or at l e a s t
r e s p e c t s . Yo u ’ r e a s s a f e r i t h h i m a s y o u a r e a n y w h e r e o n e a r t h . He o r e s me a f a v o r , a n d
HIS PE0PLE TAKE 0 I L I G A 7 I 0 N S VERY SERIOUSLV.
¡ N o , D O N ' T TRY TO C AL L ME. H AWKI N S W I L L LET ME KNOW I F Y O U ’ RE OK.
i YEAH. YOU. T OO. NOW GET M O V I N G ! I T ' S A LONG WALK TO B RO O K L YN .
¡OK. B Y E .

[ E n d Tranacript)

The r e mai nde r of t h i s page l e f t i n t e n t i o n a l l y b l a n k .

P ro lo g u e

6

1TBXT CAPTURE ON]
atdt447-4449
Connact 14400

i

8

8

•-The Black Door=-

Nom> Danron
Key>
Combmat ion>

You aie Danton [#1115J (Toreador]. You have 1 hour inside. Do not torry.
The day ¿s May 13. You have entered 3 times. Your last visit was May 2.
Your m aiibox íb em pty.
A conclave is now taking place in the Atrium There are 6 kindred presenr.. Would you
like to join the conclave? (Y,N) y
Entering the Atrium
Kindred Present:
Lord X [Ventrue]
Bad Acid [Malkavian]
Harley D. [P.avnos]
Tapeworm (Samed i]
Loa (Setite]
Lucy [TiemereJ

Black Door>WELCOWE, DANTON. TIME SPBNT IN THE CONCLAVE WILL NOT BE DEDUCTED PROM YOUR
DAILY TOTAL.
Good evenang.
üanton>Good evening.
Loa>But we prefer to be referred to a¿a “Followers of Set."
L u c y > L o rd X* I r e a l l y l i k e the new s y s t e m .
Lord X>Welcome, Dentón, to our little experiinent in ecumenical communicatión!
Thank you.
Danton>Thank you.
Lord X>Loa: My apologies, dear lady, bul that won't fit in the allotted space.
Lord X>Lucy: Thank you, L'm en ^ o y in g i t m y s e lf.
I like the new system, too. How many linea do you have now?
Loa>lt*s oí no real imporLance At ieast you didn't cali us "snakes.*
Danton>I like the new system too. How many lines do you have now?

Lord X>10, plus the consolé,

Harley D>guite a group we have here already who else have you invited? werewolves?

Lord X>I traed, but I couldn'L find one who could read.

Lucy>ROFL
Loa>#chuckles*

7—

aad Acid>R0FC£rS4rPMP
Harley D»heh. OK, will we be seeing any Assamites tonite? Jeovanney (9p)?
Loa>R0FCírS6iPMP?
Bad Acid>assami tes: saíne prhiere as with the wclves.
Lord X>Harley D. I think not, though I have invited one or two other especial guests.
Bad Acid>Lola - Roiling On Floor
Harley D >Sounds mysterious.
Bad Acid>i forget the rest
Loa>Bad Acid - ifc's LOA.
Bad Acid>Lois - watever
Lord X>Dear Acid, piease, I must ask you not to dinparage fellow kindred - or to taunt
my other gueats.
Black Door>BLAKE (T7.IMISCE’ 1S ENTERING THE CONCLAVE.
Black Door>WELCOME. BLAKE. TIME SPENT IN THE CONCLAVE WILL NOT EE DBDUCTED FROM YQUR
DAILY TOTAL.
Bad Acid>hey i'm kidding. i'm a kidder.
Lord X>Ah. Blake. weIcome! Enter freely and oí your ovm wiil!
Lucy>T2 Ímisce?
Tapeworm>Ah, tonight might be inteiesting after al 1.
Blake>Ha, ha i Indeed. Thernk you. Lord X, for your invitation.
Bad Acid>sabbat!??? k0001i!!l
Lord X>Al], allow me to present Blake, our honored guest írom the Sabbat. Piease treat
him with all courtesy.
Hlake>Bad Acid - yes, we do find it •cool.*
Tapeworm>Si nce when does the Camarilla socialize with the Sabbat?
Bad Acid>blake - lord x sez i'm supposed to be on my really, really best behaviot with
you, so just let me know if i get out of lino, ok7
Lord X>Mssr. Tapeworm - it’s less a matter of "socializing" th
Lord X>BAD ACIDí THIS IS YOUR LAST WARNING . ..
Blake>Baa Acid - thank you. I appreciate the effort.
Bad Acid>ok, ok. goez
Lord X>As X was saying before I was so rudely interrupted
Bad Acid>don't rub it ir.

Lord X>It's not a matter of socialización, but of "detente,-
Lord X>I can't imagine any possible consequences of more open Communications between
ourselves

B la k e - i f y cu a o n 't m ind ray a a k in g , 3 i r . a r e you c a l l i n g fro m NYC?
Lord X>ar.d th e S a b b a t t h a t do n o t r e p r e s e n t an Luiprovement o v e r c u r r e n t c o n d i t i o n s .
Blake>W ell s a id .
D an to n > B lak e - i f you d o n 't m ind my a s k ir .g , s i r , a r e you c a l l i n g from NYC?
Blake>YeB, do you know th e C ity ?
I waa b o rn th e r e .
B la c k Door>WHITE QUEEN [TOREADOR] IS ENTERING THE CONCLAVE.
Danton>I was born th e re .
B la c k Door>WELCOME, WHITE QUEEN. TIME SPENT IN THE CONCLAVE WILt, NOT BE DEDÜCTEÜ FROM
YOUR DAILY TOTAL.
H arley D .> H ello, W hite Queen.
L ord X>M la d y , t h i s i s a m o st u n e x p e c te d h o n o rl
B lake^D anton - w hich b i r t h ? P erhaps you can v i a i t us some tim e.
W hite Queen>HOW DOES THIS THING WORK? CAN YOU HEAR ME?
Heh. The f i r a t on e. Thanks fo r th e i n v i t a t i o n .
H arley D .>turn o ff your caps lock.
Danton>Heh. The f i r s t o n e . Thanks Cor th e i n v i t a t i o n .
L ord X>Yes. Madam - y o u * r e d o in g s p l e n d i d l y .
B lake^G ood e v e n in g , W h ite Q ueen. L ord X, h a v e we b e e n i n tr o d u c e d ?
W hite Q ueen>I had h e a rd th a t you w ere c o n s o rtin g w ith d i a b o l i s t s and ra b b le , "Lord X."
Blake>Oh d e a r.
Blake>Madame, i f I have o fte n d e d . . .
Lord X>M*lady. i t ' s n o t a t a l l l i k e t h a t .
W hite Queen>I se e th a t i t i s tr u e , I w i l l speak to you soon.
B lack Door>WHITE QUEEN HAS DROPPED CARRIER.
Lucy>I h a v e t o g o . g o o d b y e . L o rd X.
Loa>It ap p ears th e lad y was n o t amused.
B lack Door>LUCY HAS LEFT THE CONCLAVE.
H a rle y D.>who WAS t h a t ?
Lord X >I'm s o r t y . b u t I *m a f r a i d t h e c o n c la v e i s o v e r f o r t o n i g h t . Good e v e n in g .
B iake>I’m t e r r ib l y so rry if I*ve caused any tro u b le .
Bad A c id > H a rl: th e Queen o f a i r U d a r k r .e s s
Loa>Yes, L o rd X, I do h o p e y o u * re n o t i n a n y t r o u b l e o v e i o u r i i t t l e g e t - t o g e t h e r .
H arley D.>Acid - oh. o f c o u rs e < huh?).
I am t o t a l l y c o n f u s e d . w h a t j u s t h a p p e n e d ? Who w
♦*«-ATHO
NO CARRIER



INTRODU CTION

This book is imposible lo write. Not was irapossible. as in i couldn'l do About GURPS
the job I was askcd lo do in thc time allottcd. but is imponible, as in
dry water or a square cifCle - logically impossible. Stcvc Jackson Gomes i* committcd to
futí supporl 6t thc GURPS System. Our
SJ Games has the rights to do two, and only two, books adapting White address is SJ Games. Ros 18957, AuMin,
Wolf» Vampire: The Masquerade to GURPS (that's Vampire folks. don’t TX 78760 Picase inctudc u selí*
panic; we have the righls to do two more books for each of the remaining four addrcsscd. sumped envetope tí ASE) any
games in the Storyteller System). My job. if you please. was to finish the game time you write us! Resources now avail-
GURPS Vampire. ablc inelude

It can't be done. Tlie world of the Cainiies i.s too big and growing too fasi Pyramid. Our himonthly ruagazinc
to ever be cncompassed in two books or 20 books. There’s so much that ineludes new tule* mui urtiele* for
remains beyond my reach . . . GURPS, as wclJ as informanon on our
other tiñes Car Hdru, Toan, Ogrt
I think I've hit rhe high points The Sabbat, and roleplaying eider vam- Miniatures an<1 more It al$o covm top
pires. The resl of the 13 clans, of coursc, and enough bloodlines to let you reléase* frorn other eompanies —
know what a bloodline is. There's a large selection of new advantages, disad- TraveUer, Cali of Cthuthu, Shadowrun.
vnntages and ski lis. and many more.

But there's so much left. . . .Vew tupplcments and udventures.
Fortunately, a*; a GURPS Vampire gamer. you are not left complelcly W'e’re alwuy* workmg on new material,
süanded by my bitteily foughl surrender to lógica! necessity. You still have the ¿nd vve’ll be huppy to let you know whnf»
White Wolf books - new Vampire stuff continúes to come pouring out of Stone avaitabJc. A current caíalo# is ¿va¡labio
Mountain al an ungodly rale, cvcry one fillcd with all kinds of brilliant new for un SASE
ideas and insights inte tito World of Darkness. Don t be a System snob, friend.
chcck out this wondcrful stuff - hopefully. between JeiT Koke’s brilliant work Errata Everyone multes mistalcos,
on the original GURPS Vampire, my humble contribution here, and White includtog us — bul we do our best to ftx
Wolf’s emphasis on background and atmospherc over mcchanics, you'll find it out errors. Up-io-dulc errata sJiccis for all
eiisy to transíate their new stuff over for your GURPS game. I've tried to make GURPS tricases, incltidmg thi* book. are
the transitíon as easy for you as I could, cramming in as many rules and Sys­ alwaya availahlc fTom SJ Games; be surc
tems as 1 possibly could without complelcly losing sight of that astounding U>inelude an SASE with your m|uest.
ambiance that makes a Vampire game totally unlike any other roleplaying expe-
riencc. Q&A, We do our best to answcr any
I did what I could; I wish it could have been more. game qucMioii accompotníed by an $ASE.
But hcy, what do you care about my problcms? You have immortality ahead
of you in the pages of this game. Gamer wput We vnlue your coin-
Good evening. Enter freely and of your own w ill. . . ments Wrc wlll considcr rhein, not only
for new producís, but al so when wc
About the Author updatc ibis book on later príminjw'

Chris W. McCubbin is a frcetancc writer and game designer. He Uves in Itlurninaii Online. For lho*c who have
Austin, TX w'iih his wife, Lynette Alcom. and the obligatory two cats. borne Computer*, SJ Cíame* has an Online
Polyehromc and Clipper Service with discussion «reas for many
games. ínctuding GURPS Itere** wherc
This is hís eíghth book for the GURPS system. His earlier works inelude we do a lor of nur playlctttlng! Ifx up 24
the Gamer’s Choice Award winner GURPS F antasy Folk and GURPS hours per day at 512-448 8950, ai up to
Callahan's Crm stim e Sainon, an effort that eamed him a carneo appearance in 14.4K batid or telnet to io.com. Give us
Spider Robinson's novel The Callaban Touch. llc ’s thc former editor of a cali’ We alan have conlcrcnccs on
Fantagraphics Books* much lamemed A m azing Heroes maga/inc. and the CompuServe, GEnic. «nd America Online.
oqually fondly remembered Autodue! Quarteriy. He reviews gamos regulftrly in
Pyramid Mugazine and has a monthly column in White Wolf maga/ine called Page Refereneex
M0ut of The Parents* Basement," covering popular culture for the gaming Rule* and siatUnes m tfiíK b<nik are
community.
spccifically for the GURPS Basic Set.
Third Edilion. Ari> puge retcrence that
hegtits wiih a B refers to the GURPS
Boaíc Set —c g., p B102 mean* p. 102 of
the GURPS Basic Set. Third F.ditícm.
Revi sed. VTM refers to GURPS
Vampire: The Masquerade.

— 11 — Introduction





Chapter 1

CHARACTERS

T his chapter gives the GL'RPS Vampire gamer a inuch
broadcr palettc with which to construct a unique Kindred
character. GMs and players should note that scvcral of the
advantages and disadvanlages presented herein are priniarily l'ound
only in the Sabbat sect. and should be rare or nonexisiem outside of
Ihal group.

13 ( \baracters

A chantares, D isadvantages and Skills

New Advan tages — — —

Tlohosc advantage* based on rules from White W olfs

Playtr's (¡uidt to the Sabbat are marked with thc
C l a r i f i c a t i o n sphiuse, *'r1*his advantage is most often found among thc
U’s inevitable that. wben transíating onc game sys-
Sabbal. and ¡s quite raro among other vampiros/’Whcthcr or nottcm inio another. a certmn number of ambíguities and
allow non-Sabbac vampiros to take the iidvantages, or lo
appaieni conlradiction» will arisc. The thrce points
rehuiré an l inusual Background beforo they can be takcn, is left
below clarify certain points from GURFS Vampirt with
lo thc CiM. Also left up to the GM is the questíon of which oí regard to the original Whitc Wotf game.
the following ncw advaniage*. disadv amagos and skills. if ¿my.

lo make available lo non-vampiro* in the eampaign. Licking Wounds Shut

Once a vampiro has fed, he can dose the wound on

his proy mcrely by licking it shut, leaving no externa!

eviderx* whataoever ihat the injury was ever there.

This ubility does not restore any damage taken by

the victim. ñor can it be used to cióse wounds not causcd

by a vampire*s hite. In order to be lickcd shut thc wound

must be a roasonably deán puncturc - it won’t work if

thc victimé throat has bcen alashed or tom by the vam-

pire’* fangs.

Altérnate Identity 10 points Eating and Drinking

You maintain a secret Altérnate Identity within another sect Vampiros derive no nutritiorad benoñt from catmg
normal aoHd food. but there is nuthing physiological to
or dan. You are a *py from your original scct or clan sem lo prevent thcm from doing so. Howevcr. the vast mujurity
of vampiros Find thc thought of catíng monal food repul-
gather Information about the cnesny. sive in the extreme - so much so that they are not cvcn
able lo bring themselves to chew and swallow it
A Caí mte with an Altérnate Identity can be a pan time spy Because of this pervasive psythological prejudicc, a
vampiro who wishes to eat human food must take thc
or sleepcr who mcrely live* among thc enemy, making no overt Eal Food advantage (scc p. 15).

aftempt to gather Information or take any other direct aclion In GVKPS Vampire the adventuro “Monal Dcsírcs”
assumcs that vampiros can and do drtnk and enjoy winc
unJcss. dircctly ordenad to do so by his superior* Or he can be a and other liquid refrcshmem, which serves to aid thcm in
thc masquerade and acts as a social lubrican! wben it*s
full-timc spy. suboteur or agrni provocaieur, constantly risking not pmcticul lo Uike vitue. The GM is froe tu rcjeci ot
modify this cLSsumption to confomi to hm camparon. l f s
his cover and his unlife in Ihe pursuit of his mission. Some vam- quite roasonablc. for «am pie, to supposc that Camarilla
vampiros drink wine, but Sabbat vampiros fmd this a
pires with ihis advaniage go back and foith bctwccn their two loathsomc and repellen! custom.

idcntities. Others live in their altérnate identity all the time,

sometímes for decades.

Many vampires with chis Advantage will also have the

Secrct disadvantage. depending on thc probable consequcnccs if

they are caught. If you must take many risks while in your

Altérnate Identity. that is a dangerou* Duty disudvantagc.

This advantage is most often found among Tremeré of thc

Camarilla infiltrating thc Sabbat. The Sabbat is altnost impossi

ble to infíltrate, bul the íanatieal enmity the Tremere hold for

thc Sabbat often motívales thcm to fmd a way. It is camplctely Animáis and Vampires
imposible for any member of ihc Tremere anf¡tribu of rhe
Subbal to possess this advantuge. due to their Curse (scc p. %). In its discussion of lite Animal Empathy advantage.
GVRPS Vampire says 'The Beast that hides within all

Baby Face 10 points vampires is stiong within tito animáis oí thc wild Many
Kindrod can tap imo that conrtectkm and are alive with
You can pass casily for a living human Your skin remanís Ote spirit of thc animal worki” This is truc jls far as it
goes - the Animal Empathy adv antage is very common
warm and pink. withoui the normal vampiric pallen. Although
among Kirulred
you don’l need lo breadle. you do so frcely and naturally. with- Howevcr, it should be noted tita! the majortiy of

oui needing to consciously ihink about ¡t, as long as aír b avail- Cainites do ñor possess this abiltly. and that unimols fmd
thc provence ol a vampiro who does not possess Animal
ablc. Your heart will bcat stroogly on its owm as long as you
Hmpathy very dixiiirhing - much more so Iban ihe pro%-
have one BIikkI Poini. A character with this advantage will auto-
ence ol a mortal. Lf a vampiro is in the viemity, an ani­
matically pasa for human in most situations where a normal

vampiro would have to make an Acting roll.

BSalbabcYakto.uYHaorauenmadamyMecmaelbmieurbpoeofnrstohhtehipeBrlHacakndHmanedm. bthecrscfoolorraeiedn»inotiímthe5cspoints/mwleiallvl bewAeldcvloamamtleepmvirepevtewtioehlyfoicawegiiotsarhluhedisdaelno. dlafrvaitíoseiedsmatnchooistmdemoffoceticitohi,aerb,uilt
docsn't desire any olhor spcciid rapport with animáis,
of gcnuinc need, bul they also have thc nght to cali on you. musí Ukc thc Inoffertsive to Animáis advantage (p 16).
Your Black Hand activitic* will greaily enhance your opportuni-

lies for diahlcrie and dcstruction.

Characters 14— —

You mu»t ció as your superior* order, boih your superú»rs You are destincd to bccomc the founder of a new scct or
bloodlinc.
m ihc Black Hand itvclf and thosc in the Subhat at largo. You
Early Riser 5points
may be ordercd lo leave your puck for extended periodo oí time
You always awaken Ihc very ttccond the sun goes down. If
Allhough ihe Black Hand has no formal rankv diere is an
you lake neasonable precautions against the twilight. this con
idcntifiable hierarchy within (he orgañí/4(1 un. Each level oí
give you abom an extra liour of dail> activity compnred to tire
Black Hand ' rank" bcloxv cual* S points.
Black Hand membei*hip carnes with it che skill Hidden uverage vampirc. who only awakcns much cloxer to full dark-

Lene: Black Hand Knowledge (seo p. 261 at no addilional ness.
charge Black Hand members of lite firsi runk get thix skill at IQ
leve!, and each subsctjucni rank conveys u +1 lo Ihc skill |f you Evcn if you go to your rest u tcw seconds hcforc dawn after
somrhow guin Black Hand Knowledge higher than your rank
nnrrmilly cntitlex you to, your skill docsn’t go up when you a unng mght on the shortcftt tlay of the yeur. you will awaken
increase your rank. until it rcuchcs the normo) level for your
rank. Thus a rank 2 Black Hand member with liidden Lorc: fully refreshed and alen the moment the sun sets.
Black Hand Knowledge ai IQ +3 (the normal level for mnk 4)
woukl ñor gct uny lurihcr skill borní» untíl he oraches mnk 5. Hat Food 5points
Black l land Knowledge is considerad a secret of the order. and
members are expectcd to keep that sccrct frorn all nut.xidcrs on You have the ability to cat solid food as the kme do.
puinof Final Deaih
Allhough you do not gct anv nutritional valué from whal you
Black Hand ninks:
I ¿im7v gruñí Y*»u gct all the dirty and dangeruus johs, cal, it docs allow you to more casily pass as a mortal. Other
bul you do have a ccrtain umount oí rcspect and authority, par-
(Kularly amone non-Black Hand Sabbat Kindred considcr cating solid food dísgusting. and doing so in
2. Veleron: You have proven your worth to the organiza-
lion. und have the respeer of hoth your peer* and your superior*, thcii prcscncc withom a compelíing reason would be regarded
3 Ixadcr. You will stari lo receive more vensitive mis-
05 a severe Odiou-» Personal llabit.
Kions. und may he uskcd lo Icad a small (orce oí Ihc Hand.
4 Communder. You are rcxpooxiWe for onknng and Icad* Efficient Digestión tS points

ing large groups nf Hand members. You derive more (han normal nutritional benefit from

5 Dominion: You are onc of tlic ruler\ of (he Black Hand. vitae. Bvcry 2 blood points mgested inciense your personal

Large gruups of Black Hand members are under your com- blood p<Kil by 3 (round down). Your nummuru blood pool

mam), and you con do with ihcm as you will You are account- rcmains the same, you jusl have to fakc le\s HIihhI lo get there.

able only 10 the Scntphim and (he highest rutera oí the Sabbat. Enduring Faitb 35points

Yími have a Jeep and abiding íaith in God (or some higher

powcr) which was actually strong cnough toendua* through the

Embrace. In order to nstairt the bcncFits of this advuntage. you

must behave in a matiner consistcnt with your beliefs.

How, exactly, to reconcilc the rcalitic* of Cainiíc exislcnce

Daredevil ÍS poittts with rcligious principies is up to you A devout Christiun vum*

This ís a spcciali/ed and very potcni vanan! of Luck. pire. Ibr cxample. might rtslnct hunsclf to not killing or incon-

Fortune «cents to smile on you when you lakc m kv Any time veniencing his prex. while a Moslrm might kíll. but only mfi

you (alce an unncccssary nsk (GM’s option) you get a 4-1 to all deis ¡ind the unjusl.

skill rolls. Furthcrmore, you muy rcroll uny critica] fáiltirc (hat A vampirc with Enduring Faitb gets ti +1 bonus lo all Will

occtir.s while you are engaged 111 liigh risk behaviof. rolls wherc fmlure itught result in compromising his rdigious

Lxampte: lí you’re atuckcd by gong members with U m , principies. He can also ignore all the h.irntfu! and inhibiting

you don t gct this bonus if you enmeh down behind a wall and effeets of encountcrmg mortal* with Truc Fuith or sacrcd

retum fire Irom covcr. but you do get it if you vault over ihc objcctx (sce GVRPS VTM. p. 71). This i* truc cvcn when the

wall and cliargc the gong members, serenming. (OI course, the mortal or object w oí a fuith other than that professed by the

* I bonus will only go so far to offset the los* of ronge and con- vampirc.

ccalment inudiíicra.) Finally, Enduring Faith will sometimes (at the GM’s dis-

cretion) allow the chanictcr to hecomc a channel For divine

Destiny 20 points powcr. This could be somcthing as simple as allow ing him to

This is a spccial 20-poinl versión of ihc Destiny advantage touch the ooul oí aomeone tmuhled. or could be somethtng as

that tppcirs on p. B235. Vampires with this udvuntagc will not dramatic as a gcnuine minor mímele. How'cvcr. such inanifesia-

experience Final Deaih until their Destiny is lulftllcd •:allhough tions are completcly out of the character's control, and will

they may spend yeara. or cvcn centuries. ímprisoned, losl or in always he bcndlcial to the principies of the character’s religión.

Torpor). Faene Afftnity 10 points

The exact naturc of the Destiny is up lo the GM. At the TIk: Faene folk (see Ctuwgeting or GVRPS Changeling i

heginnmg of the cumpaign most charactera will have. at hesi. do not luid you ihreatcmng. In fue!, they are attnicted to you

only the vagueM notion of wha! their Destiny iv, or cvcn that >ou. m turn. are natural ly in tune with their customs and

they have a Destiny. During ihc coursc nf (he carnpuign. the inoods. This advantage docs not preven! mtxchícvous or evil-

GM will give you dreams. visión* and omens hinting ut ihc niindrd fuenes from sccking to do you harm. but it might (ut the

nature of your ultímate destiny. GM’s option i mukc it casicr for you to detcct ond counter their

.Sonic povsiblc ileslinies might inelude: plots.

You are destmed to face a powcrful eider in morral comba! Tliis advantage also allows you lo cnter Arcadia, the tny«ti­

You are dcstincd to Icad your clan or scct in a grcat jyhad ca! realm of the faenes. Irom which most Cainitcs ore forbid-

againsl some deodly cncmy den. (Of course. beforc you can enter Arcadia, you musí fina

You are dcstincd to reléase some aneient and poweríul find a cloor.)

hemg from tmpnsonment.

15— — Charactcrs

Frenzy Trigger 10 points

You have the ability to go into Frenzy at will. This advan­

tage does not, howevcr. give you thc ability to snup oul of thal

Frenzy at will. It also does not prevent or give any borní* to

normal checks for unwilling Frenzy. ñor doe$ it protect you in

any way from the consequenccs of any willcd or unwillcd

Frenzy. Noncthclcss. this advonüige can be a powerful weapoiu

parücularly when attackcd by a more powerful cnetny.

Higher Purpose 5points

This is an advantagcous fonn oí the Code of Honor disad-

vantage* A Higher Purpose is siaced as a Codc ot Honor (defend

all women, opposc drug dealers, iupport and deferid the local

prince). and musí be íollowcd as a Codc oí Honor. Going

against thc principies of your Higher Purpose carnes thc same

penallies as violating a Codc of Honor.

However. your Higher Purpose can also drive you to

exceed your normal lírnits m its pursuit You get a + 1 lo all dic

rolts that pertain dircctly to following your Higher Purpose.

In order lo keep this advantage from becoming unbalanc-

ing, the Higher Purpose should be kept reasonably specifte ithe

cquivulent of -5 or at most -10-point Code,s of Honor). Higher

purposes like “Fight Evil** or “Oppose Authonty Figures” are

probably too broad to be baianccd Likcwisc. thc Higher

Purpose should entail somc degree of risk and inconvenience

for the character. Pragmaiic Higher Purposes likc “promete the

Masqucradc” or ’TaithfuIly serve my supenors” should not be

allnwed. The player should always discuss this advantage witb

the GM before taking it.

Truc Lovt (5 points)• This is a variunt of the Higher

Purpose advantage. You have discovered n true lovc. Your love

for this individual is actually slrong cnough to endure despite

your Cainúc nature. You get a + 1 to all ralis whenever you are

striving to come near lo or protect your truc lovc. Also. Truc

Love is known to provide protcetion and power against certam

malign supemaiural forces <GM*s option).

True Love also carnes certain obligations. You must do your

best to stay near your Truc Love. to protect her (or him). and to

intuiré her luppincss. If your Truc Lovc is lost or rejeets your

devotion you must activcly scek to regain her and win her heart.

This variation is best suited for romantic campuigns. and

ma> be inappropriate for darker or more cynical campmgnv

¡noffensive to Animáis 3points

You are unlikc most vampiras, in that animáis are no more

upset or agitated by your presence than thcy are in the presence

of a mortal (sec “Animáis and Vampiras," p. 14). This advan­

tage does not guarantcc thal thc animáis will ignore you or be

friendly to you - a tramad attack dog will still attack you and a

wild deer will still run away - it just mean* thut ihey’ll respond

to you in the sume way they'd respond lo a typical human in

their presence.

Lunar Jnfluence ISpoints

You are physically affected by thc moon's eyele. Dunng the

rhree nights of the full moon your ST. DX and HT are all at +3

(with corresponding mercases to all physical skills). But dunng

thc threc nights of the neu moon your ST. DX and HT are all at

-3 (with corrcspondmg skill penalties). Although Lunar

influente i* a mixed biessing, it is considerad an overall advan­

tage, bccausc the cycle's predictability often allows the Cuinitc

to schedule his activitics to lakr full advaniage of full mooos.

and to takc extra prccautions during hLs periods of weakncss.

This advantage is most often found umong the Sabbat, and

is quite rarc amung other vampires.

Cbaracters 16— —

Médium 10 points

You posscss (he natural ability to perecíve and commurú­

cate with spintual hcings, paiturularly the spiríts of the dead.

You don't scc thcm visuully. but you know when they're near-

by and can speak lo ihem and understand their replica. You can

alu) cali spints (o come to you - thcre's no guarantee they’II

obey your summons but (hcy will hcar i t

This advantage docs not give you any reaction boc.u* with

sptríu or any power to control thcir behavior. Normally. if you

request u favor of a spirit, it will ii.sk for somc Service in retum,

if ir* inclined to COOpentte at all.

Misplaced Htari 10 points

Your hcart ha* actúa IIy moved to another place in your

body (no more than two feet frum it* original position roughly

in thc muidle of your chcsti. Enemiex secking to stake you will

first huve to find thc right locatkm. Nccdlcss to say. musí vam­

piros who possess this ability keep the ncw localion ot their

hcart u deep personal sccrct

Alvo, any hit to your chcvt will be a crítica! hit cmly on a

natural 3, regardlm of your attacker's skill leve!. Ñor can any IQ roll ialth o u g h if thc c h a rac te r is a th au in atu rg e. the roll is
olso m o d itied by M & gcry.)
attacker successíully target your vital organs they’re just not
If the detcction roll is failed, the o racle finds nothing ot
where he’s aiming at. Vital organs can still be hit on a random oracular sigm licanec. O n a crítical failure he believes he*s
found an ornen, bul h e’s w rong - any ornen he thinks he rcads
rcsuli - thcy just cmTt be delibérately targeted. w ill in rcaiity be a product o f bis ow n fcars or w ishes. O n a crit­
ica! s u c c e s s , h e g e ts a 4*5 o n th c s u b s e q u e n r in te rp re tn tio n ro ll.
Nine Lives 30 points
If th c in lc rp retalio n ro ll ix fa iled , th e o rn en will he so v ag u e
Duc to somc trick of fatc. you are highly resistant to the as to be effectively úseles*. O n a crítical failure. the oracle will
m ixinterpret the ornen in a blotant and possibly d.ingen ais m an-
Final Death. Any time a roll is mude that would rexult in truc ner. E v e n o n a su c c e ss. the o rn e n w ill u su a l Iy b e v e ry g en era l -
“ an e n e m y n p p ro a c h e s ,” “ a g re a l p o w e r. lo n g d o rm á n t, is %tir-
dcath. thc player may demand Üiat üic GM re-roll it (thc player ring.” “follow thc dictares o f your heart, not your head.” O n a

gets to pick whether lo have thc GM re-roll thc l o Hit or thc crítica] succcss thc inform ation can be m ore specific - “you risk
the w rath o f an eider,” “scek o u t thc co u m el o f thc lupinex.*’
Damage roll. or he may aU» opt to re-roll his own active
T his advuntage is m ost often found am ong thc Sabría!, and
defense roll). Otifer rolls may be appropnme in unusual circum- is qu ite rare am ong oth er vam piros.

stancc - for example. if a machine blows up in the victim’s

face, thc player may demand a re-roll of the machine s mal

fuñetion roll. If thc re-rol! would also rcsult in Final Death. the

chameter may demand another re roll. either of thc same roll or

of another relevant roll. For example. if thc re-ro!l of the dam­

age dice faiLs to save the victim. thc player may demand a re

roll ofhi» Active Defcn&croll instcad. Perfect Balance 15 points

However. thc pluyer can invokc this option only ninc times Y on have no problcm keeping your fonting, no m atter how

total, throughout thc character’s cxistence. Each re-roll counts narre>w thc w a lk in g su rfacc. Y o u c a n w alk on tig h lro p cs. trcc

as one use. Whether this advantage serves to stave off Final lim bs. narrnw ledges and thc likc w ithout having lo m ake a DX

Death ninc sepárate times or whether aU uses are expended try- roll under norm al circum stances. If the surface is w et, shp*

ing to prevent it just once is entircly a matter of luck and cir- p ery . sw in g in g o r o th e rw isc u n sta b le , ro ll at -frí to k eep y o u r

cumstance. The player is allowrd to demand re-rolls only oí footing. In com ba! you reectvc a 44 to D X on rolls to avoid

tríase rolls that would definitcly result in Final Dcath for his being knockcd do w n or in p p cd . T his adv antage gives +1 on

character Once thc ninth rc-roll is made. the advantage ix lost Piloting. C lim bing or A croríaln: rolls

forever, and the character* point valúe decreases by 30 points.

This advantage is most often found among the Sabhai, and Pitiable 5Points

is quite rare among other vampiros. There*s som ething abnuv yini that m okes people pity you

Oracle 15 points an d w ant to take caro o f y o u . Y ou g ct a 4-3 to all R e& ction ro lls

Signs and ornen* surround us all, every day, but very few from anyonc w ho considera you to \k in a position o f hetples*

can interpret them corrcctly, or even sce that they're there. You ness. w eakncss or need.

are one of those people. You can scc thc hidden sigmficance m Sanctity Spoints

the way plantó grow, thc behavior of animal*, and cvcn changes F o r som c rcason. p eo ple fm d it very d d ficu l! to thin k ill o f

in the weather and thc night sky. you. U rücss confrontcd w ith dircct ev id en te tu the contrary. petí-

Once per night. thc character may check the omens plc w ill assum c you*re innocem and high-m m dcd (though not

Normally. this roquires devoting ai least an hour to the activity, n e c e s s a n ly n a ív e ). I*c<iplc te n d to tru st y o u a n d c o n fid c in y o u .

but if the GM has sornething in particular he wants to comrou- This advantage has nothing w hatsoever to do w ith how virtuous

nicate to the oracle. he can arbitraríly put it in thc oracle’* way or tn istw o rth y you natty are - it*s ju st th c w ay y o u fre pcrecived.

Eithcr way. however, discovcring and corrcctly interpreting S anctity g iv es no b o m ises to reactio n ro lls, but it w ill in flu en te

each require sepárate mito. To detect an ornen requircs an IQ che actions o f those w ho have a positivc reactioo to you

roll modificd by Alcrtncss. and to interpret it requites a suuight

17— — Characters

Ilns uíiviintugc is moM often found among tiic Sabhnt. um) Special Rapport 10 points
¿a quite rarc among other vampiros.
You have a unique bond with unother vampiro that keeps

Secortd Sight S points you constuntly aware of their well-heing The mppori acb as

a highlypotcnt emputhy that works without regard to dis*

You are very scnsitive to magtcal auras. On a suocessful 10 tunee Both vampires in the rapport musí pay for this advan

roli. you are able to scn.sc any magic in use. or which has beca lage.

used reeently within a 3 hex radius of your&elf. ‘ Reccntly" The rappurt wtll tcll you if lite other vampire is in troubk*.

incans within an hour or so for normal spclls, bul ihc cflcct can in paio, lying or in need of your help . . and the other will

linger inuch longer for very powerful rituals or powerful magi know the same ubout you. The other vampire in the rappon

cal cnlities. You can tcll if an ohject you are touchtng is mugí need tiol be u lovcr. ur cvcn a elose friend.

cul un o succcssíul IQ roll. This powcr <Joes not allow a vum* GMs shcnild be cautious about allow ing a heginning PC lo

pire tn iktcct Coincidental Magick. such a* thut pructiced by lakc a .special rappnrt with a much oldcr or inore powerful

Magos i«ee GVRPS Magc: The Ascensión). NPC. If Ibis is allowed at all. it should probably require an

Silente 5 points/level additional I nusual Backgirnmd (cxcept. possibly. d the IK" \s

blood-bound to the eider).

You can mo\e around noisclcssly. You gct un additional This advantage is most often found among the Sabbat. and

42 por levcl on your Stculth xkill if perfecily motionlcss, or 4 1 is quite rarc among other vampires

lf moving. This advanuige helps only in tho dark. or against lis-

tening deviee*. blind creatures.etc. Unbomlable IS points

Vampiras often have one level o í this advantage (ifs par- You are imrnunc lo being Blood Bound You con dratik

ticulurly cummon within the Sabbal). Additional leveis are any amount ot blood írum other vampires, and you will never

much more ñire, and inay require GM’s permission, an Unusual btvutne Bound to üieni. Sabbal vampires with ihis advantage

Background. a good explanaron or any combinaron ihcreof ai are still subjcct to the Vinculum.

the OM’s discrrtion.

Psionics Limitations

, sionic powers are very rarc in the World of Darkness, Tlte limit.ition below is extremely common tthough by no
|)hut they are not completely unknown Among the mean* universal) among precognitive vampires.
Cainitcí» the most common psionk power by fur is the
siHgle-sktlI ESP power Precogniiion (see p BI74), which The cost of the limitation is expressed as a perventage of
appcan as a wild talcnt in certain Kindrcd on an unprediclable
basis. The GM may wish to forbid PC vampires to tuke any the total power cost of the psionk power. Thus. if the vampire
psionk powers cxccpt Precogniiion. or may ehnrgc a significan! takes the single skill power Clairvoyancc 10 for 20 points. then
Unusual Background for them takes ihc *30*1 limitatiofi Kundnm Mumfeslufiun.s, lie subtiactv
lluntcrs and other human characters may purcha-sc any of
the Psionic powers or vkilU found in the fíasic Sel (see 30^ ol 20. and pays only 14 points for his power
••Numina." p. 125). Although in game terms vampire
Clairvoyanee is bought as the psionic power of the same ñame, RattJom Mamfcstations -30%
in the World of Durkncss it can be as&umed that vampire
Clairvoyunee stetm from a mystical power source quite difier­ Your precognitive vi&ions occur completely ai tandón»
en! from the cncrgics which fuel the psychic Numinu of
mortuls. (reud: only when iIk*GM decides they’ll happen). Thcrc’s nnth

ing whatsoevcr that you can do ro induce a visión they happcn

when they happen. (As a nilc of thumh, the GM should try to

see rhat a character with this advantage has ut leas! one visión

per game session. OHthe average.)

Characters — 18 —

New Disadvantages

Allergic Susceptibility -5 to 15 points Thix disadvjntage can only be bought off if there is somc
rationalc for thc character racmering bis memory Meeting an
Yihj are susceptible tu ocrtain comioon objccts in n tnanner oíd tncnd, rahving «¡orne tateful event or the ever jxipular blow-
to-ihc-hcad are all reasoitable. In most cases, thc cura will be
rvoi unlike mortal ullcrgics. However. allergic rauctions among rclnted lo the cause oí thc memory los*.

vampiras are quite difieren? from lht>sc expericnccd by moríais.

Exposura doex not just makc your eyes water and your nosc

nin; ii can be scverely incaparitating. Anacbronism -10 points

If you touch or breathe thc substancc, you mu.*t immcdiaie

• ly makc a HT roll. If thc roll i*» failed. you have n brief but Your embrace was centuries ago. and you have not Itept

seven? ullcrgk rcaction. You wil! at -5 to all skills and attributcs pace with the tunes. You «re completcly unablc ti» leam any

for thc next 10 minutes. If you actually ingevt thc substunee, Ihe Nkills above T IA and your defaults for such skills are at 5

reaction is even more severe - you are at *5 to ¿(tributes and -10 Yrou must make an l(J roll to succcssfully use «ny high-tcch

to all skills and percepción rolls for the next 10 minutes. dcvice- tlutt docsn’t normal ly rcquirc a skill roll (nidios, aireen-

Altcmutcly, somc subsuinccs makc atflictcd Kmdrad more ditioncrs, telephones)

prone to Frcnz.y If thcy’rr in the presence of thc substancc they In social situatkms. you must makc an IQ roll or reveri to

nre at -3 to all Sdf-Cootrol rulls. and if thcy actually touch il the manners and habits of a bygonc time, which will makc your

they musí immcdintely makc a SeIt-Control roll at -3 or Frcnzy tedom bizarra and memorable to thusc amum! you. You will be

The cosí of ibis disadvuniuge is based moxdy on how com* unable to keep módem fashioas und irands distinct Irotn Ihose

mon the substance is, alrhough how likcly tt is to he ingeutcd by of a ccntury or mora ago - this laxt traii musí tx* roleplayed.

the vampira ahoulii also be takcn into consideraron Thu.x. allcr

gics to alcohol or illega) drugs are worth more than thev might

othcrwi.se be, hccausc theM substancc-x are likcly lo be comed

in the blood of the vampira’*pray.

AUcrgic Susccptibilitics can be takcn Imm thc following

hst. or decided on hetwcen thc player and the GM.

-5 points - Icathcr. soap. wool. uncommon modications.

-10 points - alcohol, common Street drugs, wood.

-15 points - metal, pollcn. grase

Spectal Enhanctmtnr. If the vampira takes Aggravated

damage from thc *ubslance, that’s worth un uddilional -5 points.

This asstimes, of cutirse, that the substance can be ciTectively

made into a wcaport, and that it docxn’t aire.id v produce

Aggravated damuge to normal vampiras.

Amnesia -10/-25 points

You’ve lost your memory - yt>u can’t rememher any of

your paxt life. including your ñame. Your amnesia may be par­

dal or total. Appearance: Monstrous -25 points

If you have partía! amnesia, you can scc your character Your «ppcurunce is not only hidcous. it'a hidcous in such a

sbect. Ixit thc GM may reserve up to 30 points for use as lar serv way that yon scarcely look human. You are even more

fil for disadvantages. Other than these secret disadvamuges you deformed than thc NosfcmtU. Pcrhaps scolcs or wart.s have

know that you can do ccruiin thing* and use ccnain skills. but grown all over your btxjy, or your teatures have rotted leaving

have no idea where you lcamcd how to do them. You are likcly yrxj with a face almost like a ftaked skull, or your arms have

lo have encimes and possibly frierais - that you can’t remem* ícngthcned until your knuckles nearly drag thc ground. The

ber. It you can gct acccss to public records, you might be able to exact natura of thc deformity is up to you.

diseover your ideritity through fingerprínts or your photo, but Tile Monstrous character gets all thc pcnalhcs that go with

findtng out won't restore your memory beyond what’s in thc Hidcous appearance, and in addition thc Masquerade becomes

record Pfcrtia) amnesia is a -10 point divulvuntugc. on impossibility - the character can never pasx for hurruiii under

Total Amnesia (2 5 points) is much more serums. Your any circumstanccs. His only option is to stay out of sight of thc

physical skills ara unaffected, but (he GM makes all of your moríais cntirely. Skills like Disguise and Acting ara completcly

Mental skill rolls, and makes thcm at a -2 penalty' You have no useless when it comes to making thc character sccm more

idea what advantages. disadvantagex and skills yon have - if a human

player chooses to play a character with this disadvuntage. thc

only things he can cboose when designing it ara those things Can't Cross Runttirtg Water -15 points

that can be sccn »n a mirror. Everything cl.vc is assigned by the You can’t croas any body of running water unlexs you ara

GM (and tltc GM holds on to the original character sheet until al least 50 feet ubt>vc it. “Running water” is defined as any

thc character regains his memory)! body of water mora than lwo feet wide in any dircction and not

If you are pluying a character with Total Amnesia, the GM completcly stagnant.

know?» what qutrkx and mental disadvantage you possess . . . Those who have studied Kindred with this disadvuntage

and you dan'l So. from time to time, he will ovcrrulc your believe that it is psychosomatic - the rcsult of bclicving to

suuemcnlx ibout what you nre doing. For mstancc. you won’t many pop culture myfhs and oíd wives* tales Regardless OÍ

know yon have thc Rad Tcmper disadvantuge until you íly (vff whether it is pxychological or supematural in ongin. il is inca-

thc handlc pacitating to those who suffer from it.

19— — Characters

Cast No Reflection -10 points Deep Sleeper -5points

You eaM nú reflection in minare, just like tlte vampires in You slcep a lung time and uwaken only slowly. Ií you are

the books You rnuy need lo fuul a set vanl or a retainer to help asleep when any sort of emergeney occur*, you will be al -5 to

you tend co personal grooming necds. This disadvantage is mosl any roll to rousc yoursclf, or cvcn pcrceivc what's going on.

common among the Sabbat, and is practica11y universal am<wg Even hring on lime for an early-evening appointment requires a

the Lasumbra dan. In addilion to not showing up in mirrorfi, successful roll vs. normal Strong Will

you’re also invisible lo film, video and any oihcr form oí opii-

cal imaging. Diabolic Sire -10 points

You? sire is an open and dangerous rebel against the local

C o n fu sed -10 poin ts Cainite hierarchy. He may be fiaunting the masquerade, or be a «

You are confused most of ihe time, and the world seeros a known serial diabolist. Your sire*s activíties will actively inhib­

strange and incomprehensible place. You are not necessarily ir the degrec of trust and responsibility you might oiherwtsc

stupid, bul you are slow lo pick up on new faets or methods enjoy in the Kindred community. Archons and other powerful

This disadvamage must be rolcplayed. clders wxll scek you out for clues about your sire's plan* or

You also respond poorly lo excessive u imui ai ton. II whereabouts, and they might not belíeve you when you

you'rc alone in your own haven on a quict nighe. you profess ignorancc. Ukcwise your sire himsclf might

can use all your skilts normully. bul in a strange seek you out as un unwilling accomphce. or as a

place or when lhere’s a cominotiun going on, you victim.

musí makc a successful roll vs normal Will to

lakc decisive or appropriate a c t o (exccption: if Dtseiise Catrier -20 points

you are directly and physically attacked. this dis- Your blood carnes a distase which muy infecí

advantage does not aífcct your ability to defend the mortal* on which you leed. You yoursclf suffer

yoursclf or countcrattack, although it might no ill effecLs from this disease you're just a cmrier

imerfere with Tacúes nolis or any other sort This will prevem you from keeping a Herd, and may

of longrangc planning). The GM can asslgn attract the attention of humera tparticularly the CDC,

pcnalties to this Will roll dependíng on the see p. VTM44) untes* preeautions are laken You

amount of stimuli m the arca. Rcsisting must be very wary of letting other vampires

confusión from a pair of friends chatting partakc of your vitar. lcst thcy become

quietly m a familiar room would require carriers as well.

only an unmodified roll, but a dance club lilis disadvamage is most common

with fla&hing lights and loud, pounding among the Sabbat, who have the follow-

music would be al Icast a -5. and a full-scale ing addmooal protocola to deal with it.

riot or battle would be 10 A Disease Carrter may not particípate

directly in The Vaulderic (see p 70), but

Destiny; Dark Fate -20 points even though others may not dnnk your

Dark Fate is d spedal -20-point versión hlooti, you must slill drirtk thein» You
of the Destiny disadvomage, presented on p.
B235. You are foftdoovned. Your Final Dealh are not allowcd to dnnk directly from
will be horrible . . . or, cvcn worsc, you will
come ro a dearhless, etemal agony. All hopes, vessels, but you may draw the blood
dreams and anihitions are futí le; you can‘t
escape your fatc. into a cup and drink from that.

Furthcrmorc. you know thai you are Heñe Presence -10 points
doomed You experience dreoms and
visions of your ullímate tale, and thcy are Something about you makes peo-
not pretty. Aficr a visión (which occur at the plc nervous ín your prcscncc. It’s noth-
GM’s discreuon, but shoukl probubly occur no ing identifiable about your appearance or
less ihan once every session or two) you must tnanner - you just give pcople the crcq».
makc a successful roll vs. normal Strong Will or You are at -2 to all reaetion roll*. In many
sink mu» a pruíound statc of melandiolia (treat as ways, this disadvantage is the opposite of Churisma,
a combination of the di.sadvantages Absent- and characters with Ecrie Presence cannot also take
Mindcd, Lanness and Odious Personal Hábil: any level of the Charisma advantage.
Morosc). This statc will endure for ihe rest of the Tliis disndvaniage ís much more common among
night. until you awake the next cvcning. when you the Sabbat thun the Camarilla, irnd is particularly perva-
muy makc another Will roll to snap out of íl sive nmong the Tzimisce clan

Your fale ts eompletely unavoidable. rhi* advan- Infertile Vitae -15 points
tage can never be bought off Playera who take Dark Fatc
must resign themselves to the idea thai at somc point in the You are eompletely unoble to encale ncw vampires.
campa:gn their PC will be pcrmanenliy removed from play in
winie singularly horrible fashion. Any mortal you try to embrace dies. You may never cré­

Although thece's nothmg you can do lo change your per ate any childer under any circumstanccs (likcwrec, your

vonal destiny, you can use the time you have left to accomplish blood cannot créate mortal Ghoulsj However, unlikc the Thin
somc constructive goal, or to rasure that your fncnds and allies
don'l share your doom Bloodcd disadvamage, you may use your blood points in all

other ways just as other vampires do.

This disadvamage is very common among vampires of the

I4th generation, and seems to be universal among 15th gcncra-

tion vampires. It is also frequently found among Sabbat mem-

hers. regardless of generation

Characters 20— —

Inhuman Feature -5poinMtsagic Susceptibility -5 points per -1

You havc Home feature (hite thc third cye of ihc Salubrii You are particularly susceptible lo magic. Ilus advantage

whídl set* you apan from humanity. The leature can normully is ba&icully thc inverse of thc Mágica! Resiltincc advaniage

he hidden wiih a rcasonable üjikajm of cure, but will besóme Incedless to say. no character may ever tukc both Magical

¡tppurent if you're careles?*, or ií you’re torced lo submil to a Resístame and Magical Susorptihiltty). You are at -1 per lcvcl

thorough medical examinaban or pólice slrip-scarch. If your to all ralis to resist magic. This penalty applics only to rolls to

inhumanity is not conceaJahle. takc the Appeunincc: Monstrous resixl thc spcll itsclf, it docs not apply to damage ralis or. íor

dis&dvanlagc matead. (A vampire*s fangs cJn not qualify as an example, to a Dodge roll to avoid a chunk of leviuiúng debriv.

Inhuman Feature.) The penalty does nol apply to resistancc rolls against spells

dcsigncd to have beneficia! eífeets.

Light Sensitiva -25points This penalty applies lo normal GURPS magic (includmg
Eveo for a vampire, you are unusually susceptible to sun* thc spdls and ritual* of thc 1 remero and to thc magic systems
light You taire diKihle damage from any exposure to sunlight desenbed in GURPS Muge, but docs not apply to normal vam
(ice GURPS VTM, p. 64). You cvcn takc damage from moon- pire disciplines or the Gifts of thc Garou (Scc GURPS
Werewolf),
light (which is, after all, really reflected sunlight».

Exposurc to thc light of thc full moon docs damage equiva­ Mistaken Identity -5points
len! to a normal vampire’s exposurc tu direct sunlight. except
thc damage from moonlight is not Aggravatcd. and can he You look much like anotlicr vampire. and are often takcn
hcalcd normally This damage can he slowed depending on thc
phase of thc moon, if thc sky is elear, tlic vampirc's clothing or for hirn. Your “double’s" allies will approach you and lell you
other protcctivc precaution*. As with Sundcuth. thc cxact
degree to which (hese variables slow the darnuge Ls leti to thc things you don’t wish to know. his cncmies will be after you.
GM. It should also be remembered that cvcn on mghts ot thc
full moon. thc moon is usually not up all night. (An ulmanuc loo. und his acquaintances will trcat you m strange and irritating
which Hits duily moonrisc and vnoonset Information, and thc
ways. Evcntually. you might get things stnüghtened out. but not

without some effort - it should require somc roleplaying. in

addition to an expenditure of camcd character poinLs, to "buy

ofT this disadvantage.

pilases of thc rnoon. would be a uscful addition to a campuign Nightmares -5points
with a character who takes this disadvantage.)
You are tormented on a daily hask by horrible nightmares
You are also discotnñted by strong artificial light This»
light does no damage, bul docs cause severe poín, resulting m u (daymares?). Thcsc dreams come to you every time you slccp.

-2 lo all skill and perccption rolls as long as you are exposed to and they haunl you during your waking hours Sometimos

thc light You can protect yourself from this discomfort by they're so harrowing they uctually affect your efTiciency during
wcaring dark sungí«uses. "Stiong light'4may he defined as any
light which a normal human can comtortubly rcad by. waking hours. A churucter with this disadvantage must make a

The Foliowcr* of Set <*ufíer iraní a somewhai limited ver­ roll vs. normal Strong Will evciy cvcntng upixi awakeniug. Ií
sión of this disadvantage worth -15 points. Thcy suffer no
damage from moonlight. bul takc douhlc damage from other this roll is critically failed. thc chamctcr is at -1 to all skill and
forms of direct or rcflccted sunlight, and are sensitivo lo bright
pmcpiion rolls for the rest of the night.
light*.
Somc of thc night mares are so vivid they're indistingui&h

able from reality. This means that the GM can uctually rolcplay

u nightmarc. The nighlmurc starts out like a normal sccnario.

and stcadily becomcs more horrible. The PC slioukl only gradu-

Low Self-Image -10 points all y come tu suspcct he’s dreaming Such dreanu can have a
dramatic effect on thc character’s waking actívitics, such as
You Uck sclf-confidencc and underrate your abilities to a tcrnpotary Phobias or Compul&ive Bchavior*. or cvcn a psycho
somatic loss of hit points or a penalty to somc attribute.
degree that uctually interferes with your performance. Yon are
If the other players are involved in roleplaying the night-
al an additional -3 to all skill rolls in situations where you mare, they're cotnplelely unailcctcd by anything that occurs in
thc dream (alüiough if the nightmarc tukcs a long time to play
belíeve thc oddi are agaiuM you. when succcss requires a bu of out, thc GM may wí*h to reward thc other players with a honus
character point as a token of upprcciation for their time
luck. or when you helieve that others expect you to fail (GM’s mayhe two character points if they rolcplaycd thc dream-situa*
tion particularly wcll). It’s the GM*s option whether to let thc
option). For cxamplc, if you re a inechanic. and you*re working other players know in advanee that the nightmarc sccnario is a
dream. Eilhcr wiy can lcad to unique and fuscinaling role-
to repair an cnginc Ln your shop, your skill roll wiU be normal, playtng.

but if you wcrc trying to makc thc same repairs on üie road, in

thc rain, with only a portable tool kit and aome cnemy hot on

your trail. your Low Self-lmagc would give you a -3 to your

skill roll, in uddition lo any other situational modiñers that muy

upply.

Lunacy -10 points Permanent Wound -15 points

The moon has a dramatic and inconvcnicni effeet on your You were wounded during your Embrace, and your sirc

pcrsonality Dunng the full moon you are extremcly emotional ncglected lo corrcct your injury. Now, you wukc up every

and volatile (-2 to all Will Rolls), but on nights of the ncw evening with that wound rcncwed - somc mghtb ore worsc thun

moon you ore very passive (you havc thc Ln/íness riisadvun- others.

tnge) While thc moon ts waxtng you are more pleasant und Every evening you wakc up with 2d hit |x>inis damage.

focuscd on your goal* and dudes, hut while it is waning you are Damage from Permanent Wound* is not Aggruvatcd This

more apathetic and a little touchy. This disadvantage must he damage is physical. und can be bound and treuted by First Aid

rolcplaycd. over and above tile gamc penalties! (a successtul First Aid roll restorea Id-1 hit points, bul cvcn

on a failed roll rhe very act of binding will restore I hit point;

— 21 — Characters

see p. B127). The damage can also be healed by uxing blood
points or by oiher appropnate magical or psiomc techniques.
Such relie! is only temporary, thuugh - ihc wound wili be
back lile ncxi cvenmg. Damage frum a Pemianeiu Wound \s
nol. however. cumulan ve il ihe damuge from a Perniuncnt

Wound tx not íuliy liealcd un a gíven tiigltl. the damage musí
be rolled ugain the next nighi. ÍTie chaructcr wili wuke up with
an amount oí damage equal lo eilhcr ihe new mil or the Icfi-
over damage from the previou.s night. whichever is jórcater.
For this reason, the character needs lo keep Imck oí what dani-
age comes from u Pcrmanenl Wound, and what damage comes
from oiher sources on any given night.

A Permanenl Wound can never reduce a character to HT 0
or below. If ihe character gocs lo his resi with a pcvsiiive HT.
the Pcrmanenl Wound wili never reduce his HT' below I. It he
goes lo his re>t with a negwivt* HT or HT 0. he wili have the
saíne HT when he awakcns ihc ncvl cvcmng.

Personal Curse Varíes

Somconc or sorne thing has placed an enduring curse on

you. The exuct naiure ot lhis curse is dcicrmincd by the GM*

depending on the numher of points in this disüdvantagc. There

h no simple way lo dispcl Ihc curse, it can only be overeóme

through u complicated and possibiy dangerous sel of circum-

siances which are diífcrent for each uniquc Curse (in addition

to "buying off" the disadvantuge with earned character points).

Somc samplc curses;

5 points - If you reveaI a secret entnisted to you. misfor­

tune wili result/A snutll flock (3d) of pigcons foltows you wher-

cvcr you go.

10 points No haven wili rcmain sccurc for more ihan 6

monihs/Any time you venture out in public for more than a few

minutes, raischuncc wili makc you the ccntcr of attention.

15 points Tools ofleo break and machines malfuñetum

when you uttempl to use them/An unusuallv high proportion of

your prey wili have its blood somehow lainted. b) «.liscase,

drugs, alcohol or stranger maladics (assumc ubout 1 viciim in 6

has tainted hlotxl)

20 points - Thosc whom you carc alxmi wili beGOme youi

enemies/Moitals you like wili die wiihin 30 days of mccting you.

25 points —tiverylhing yon achievc or accomplish wili fail

orbecome somchow lainted.

One notable cxumplc oí a Personal Curse among Cainites

is the mystical mark borne by all members of the Sabbal's

Tremere a n titrib u . This mark insiantly idcnlifies a Sabbai

Tremeré lo any Camarilla Tremeré (and, coinciden tally, lo

many oiher practilioners of magic as well), und ¡> u -5 point

Personal Curse.

Probationary Sabbat M em ber -20points

You are a defector from the Camarilla or sume uon-Subbm

clan who has bcen aoccplcd lo the Sabbat on a probationary

basis Your pack watchcx your cvcry tmive. You are not

allowed lo speafc with non-Sabbai Kindrcd, or to (cave pack ter

ritory unlcss cscortcd by a non-probationary member of the

pack. You are given the dütiest jobs and are expected lo be ut

the forefront of cvcry fight If you foilow ihc rules and perform

your extra duiies witlingly you are treated well by your íeüow

pack members. but it wili be a long time unt.il you «irc acccptcd

as a futí sect member.

la order lo "bu y off* this clisadvan luge. the character

should not only pay the required itumber of chomcter points,

bul should alsu perform somc kind tif dramaiic xcrvice for the

pack or the Sabbat.

Cbaracters — 22 —

Rcpelled by Crosses -ISpoints points he will rehuiré immediate hospiiali/atton, and if you

AH cimse* affect you as though ihey wcrc Sacred ObjtiCts drain more ihan half Ihc total blood points. the vcsscl ¡s dead

wicldcd by somcone with Truc F'aith (scc GIJRPS VTM, p 71). (yuu muy still continué to feed on the remainder of your vic-

This disadvanlagc ts tnosl commonis found among Kindicd tiin*s blood points after he dics). This disadvamage has no

who wcrc highly involved in du? Cburch prior to iheir embráce­ eífcvi on thc creación of new vampiros.

le is- possihlc Dial vampiros Irom nonChristian socictics may Thin Blooded -20 points

have ¡i simiUi disadvanlagc tclaung lo ihc holy symbols ol

some other religión. Your blood is weak. and you cannot use ti for unything but

Sptvial t'nhuncrmrni. lf you are rcpelled by holy objecis simple suslenance or hcaling wounds. You cunnol use blood

of <lit rcUgioas, that is a spccial enhuncement worth •10 point*. points to reduce fatigue, entuna* ST or skill rolls. or estaMteh a

Spccial t.nharteemen(: You are affectrd by all holy objccls blood hond

Col Ihc appropnatc laith), and lake doublc Jonutac Irom cornac! Also, you will find it difíicult to créate childcr. Any

with holy objccls wicldcd by xomeonc wiih Truc l-aith. attcmpt at the embrace has only a 50‘* chance of xuccccding ( I

(Kcactions lo exposure to holy objeets wtiieh ducsnT involve to 3 on Id). <lf you luve both Thin Blooded and Inferíile ViUie,

phyucul duinagt? will be proporciónately mnre severe for char- this dixarivnwagc is worth only -15 points).

acters with this disadvanlagc. bul thc exact effccls oí such Vantpiric Chiid -15 points

exposure are leí! to the CM.)

You wero embraced as a young (pre-pubcscent) chiid,

Repelled by Garlic -5 points Although you ma> have the wisdom and cxpcriencc oí j life-

You huve u radical rcaction lo garlic. You will he uncom- time or more, you aro still trupped in thc body of a chtld. Adults

lortablc in nny room wherc cvcn the faintest sccnt of garlic can •mostly moríais, but alvo ignorani or insensitive Kindml) will

be dctcctcd, and will *cck U> leave al Ihc firM opporiuiiity lf patrom/r you and rofu.se lo lake you scriously. and you will not

forccd to directly inhale thc fumes of raw garlic, you will shetl be admittcd into age-reMricled clubs, ihcatcrs or any other simi­

bloody Icars and remain ut a -10 lo all pcrccption rolls for iJie lar activity.

next 10 minutes lf you are aclually touched by the mcat or Furthermorc, Vampiric Childrcn. huving ncver expcricnced

juicc of ihc garlic bulb. it will raisc bírib and cause one point of ihc utiiversul transformalion change ot puberty. aro til suited lo

darruigc for every full 10 secoruis of exposure. unül it is wasbal wilhatand Ihe demonds of thc Hungcr, and are ut u -2 u>nny roll

or icrubbcd off your skin. rclatcd to u jilistunding ihosc demamls

Selective Digestión -10 points Vmculum -10 points

Y^hi can only drink certain kmd-s ol blood Common sclcc- You are a member of a group of vampiros, all of whom are

(ivc digestions inelude: You can only drink coid blood tthc hli»<kI-IhiikIcíI one to unuther. This disadvanlagc ts universal

blood of the dead); Only blood with Ihe lasle of fcar (drawn among Ihe Sabbut packs. and almost unheard-of among other

from a vtctim in terror). Only blood with ihc Usté ofjoy: Only Cainites. The evact cffecLs of a Vmculum temí lo vury over

blood «»fa certain type - A. O, etc. time, see Vw Vim ulum. p. 67.

Mcmbcrv ol thc Veninie clan cannot take ibis disadvanlagc Vulnerability to Silver -10 points

in Jiddition lo their clan wcaitncss (see p. VTM 1Í0).

SffCí iol fcnkancement: lf you drink blood of a forbidden All damage yon takc from a sil ver weapon is considered

son. you noi only cannot digesl il. but you actuaily takc damage Aggravafted. This disudvantage is musí often found among the

as though poisoned. You take Id-1 points ot (non-Aggravatedi Sabbai

damage for every blood pomi oí thc forbidden >on

ingested. This damage will noi take cffect until id

minutes after you begin to feed on thc forbidden vitac.

This cnhanccmcnt is wovth un udditional -10 points.

Slow Healing -15 points

Your wountls heal only slowly and with dilficul-

ty. You may hcal no more than one hit point o í

Aggravntcd wounds for cach day of revi, and it cusís

iwu Blood Poinis per hil point Normal wounds are

hcalcd al a rale of only onc hit point per Blood Point.

This disudvantage is most often found among

Sabbat vampiros.

Tainl o f Corruption -5 points

Plañís wiiher when you approaeh, and will die

outright at your touch Cainc bimsclf is said lo have

had ibis taint

Theft o f Vitúlity -15 points

Whcn yon drink. you sup üic life forcé ftom your

prey at an unnatunilly fasl rale. II y«>u drain more iban

U ihe victim's total blood puuils lie will require med­

ical attention. lf you drink more than H thc total blood

23— — Characters

New Skills = = = = = = = =

Blind Fighting (Mental/Very Hard) No Default Cryptanalysis may aitempl to devise codes and ciphers of
their own. When tliey créate a hasty cipher the GM should take
You liave traincd yourself (o fíght blindfolded or in note of the degree hy which ihey succeed on their Cryptanalysis
absoluto dnrkness. You "scnsc" where your targcts are without roll. This equals the penalty applied lo rolls by cnemy cryplanu
having |o scc them. lysts trying lo raad the mevsagc. By accepting a -2 penalty to
one's Cryptanalysis roll, onc can devise a code that appcars to
This skill allows you lo use your other senses, mainly hcar- be irmocent conversación to any cavesdroppers.
ing huí also smell and oven touch, to pinpoinl exactly where.
your aüdckcrs are. Each succcssful roll allows onc hand-to- A Computer can convey a bonus of + 1 to +5 to any atlcmpt
hand atiack or active defense without any lighting modífiers. at codc-breaking, depending on the sophistication of the Com­
cvcn in total darkncsv, successful rolla will aJso allow you 10 puter (and assunrting a skilled user and access to apprupríatc
fight invisible enemies al no penalty. If you're blind (cither software).
tcmporarily or permanently) you may use this skiII to atiack and
defend without penalty. Howcvcr, atucks in local darkness. If the only extant samplc of the code i.s a message shorter
blindncss or against invisible opponcnts are at -2 to targel spe- thun 25 words it is at -5 to all aitempts to decodc. The
cifie paos of the body. Mathematical Ability advantage docs upply to Cryptanalysis skill.

This skill is modified by Acule Hcaring and Alcrtncas. Dreaming (Mental/Very Hard) Defaults to
Background noble wiU alTect ihe roll ncgaüvely; -1 for rain. -2
for hcuvy ruin or a atoren, -3 for a crowded. noisy urea or a IQ-10
place wiih heavy maehincry m operation. -4 for a football stadi*
This Talent allows you to remernber and control your
uní full of fans. -5 in the middle of an artillery barrage. If you dreaim, and to gain insight into their meanings.
cunnot hcar at all, Ihc roll it» at 7, bul you can still utlempt to
use the skill, us it is not complete!y based on hearing. To use this skill, you may go lo slcep cach moraing cun-
centrating on a single problem. On a successful roll, the GM
An ultackcr can try to use Stealth against a foc with the
Blind Fighting skill. in that case, roll a Quick Contest betwccn will provide sorac relevant insight or picce of advice. This
thosc skills, with Stealth -4 on any tum the character using that advice will not necessarily he the saíest or most profitable
skill tríes to altack. courae of action, but will be the coursc most truc lo your natura
and moráis. The GM might also cali to your attention to some
This skill is most often studied by vampiras in the Sabbat relevant detall that you might have prevjousíy been only sub-
It also seems highly appropríatc to Assamites and the Children consciously aware of.
of Set.
Fire Eating (Pfrysical/Average) No Default
Notes: Ainong moríais, this is considerad u “Cincmatic
Skill,** and is only availahle to characters with the ünusual You know how to extinguish flamcs in your mouth without
Background Traincd by a Musier (see GL'Rl’S Murtial Arto ot
GURPS Supers); vampires do not nced such an (inusual buming yourself. Ccrtain raembers of the Sabbat practico this

Background lo use this skill However, vampires with the sin- skill as parí of certain Jgnobtis Rilar. Evcn Subbut members
gle skill psionic powcr Precognición (see p. 18) may not add V*
of their powcr to their Blind-Fighting skill rolls, as described in don’l eat tire casually or frequcntly; it*s considerad a socred act
GURPS Martial Arts.
to be attempted only during the piopei ritual. Fire Eaicrs are

held in grcat respcct among the Sabbat, and successful use of

this skill during a ritual gives one a -t-1 reputation among all

spectators which lasts until ihc next ritual.

Computer Hacking Defaults to In arder to succcssfuUy cal fire. ihc vampira musí First roll

(Mental/Very Hard) Computer Programm¡ng~4 vs. Cüurage (modified by Pack Moralei or Fire Walkmg skill

This is rhe ability to hack into computen systems or (whtehever is higher i lo overeóme Rótschreck. If he succcciLs.

accounts that you don’t have legal access to. A successfíil roll is he may then roll vs. his Fire Eating skill. Ü that roll succeeds.
requtred cach time you wish to gain surrepiitious access to a
new account or systcm. or to fínd or changc a given ítem of the performance is a suceess. bul if it fails he takes Id
información in any Computer system. On n critical failurc, you
Aggravatüd damage and musí roll immediately vs. Couragc

tuinus the HP tokeu or he will Freiuy. If he fails the first Will

not only fail to gain access, but leave noitic sort of incriminating roll he is at 3 to all reaclion ralis from spectators until he suc-
evidence of your attempi.
cessfully eats fire at another ritual (and any other availuble lira
Vety sophislicatcd Computer systems will give u penalty of -1
to -15 to all Hacking rolls. This niodilier is assigned by the GM cater will be given First chance to preside at the ntuul before the

failure is allowed to trv again) If he lakes damage and frnls the

accooling lo clic soplüsücation of tice System. final WíIJ roll, he is rnerely restrained until his Frenzy ts over.

There is no reaclion penalty and no punisbmetU, huí the whole

Cryptanalysis (Mental/Hard) Defaults: pack suffers an immediate -3 penalty to Pack Monde,

See Belotv Fire Walking (Mental/Hard) Defaults to

This is the skill of invenLing and breaking codes. Tliere are Will (Courage)-S

numeróos different sorts of Cryptanalysis - this description This skill allows the vampira to enter a mental State where
he overcomcs his natural Rótschreck and can Icap through
concern» itselí more with tradicional Symbol codes and substitu­ flamcs and walk across hot coals. This skill is unheard of in the

ción cipbers than with modem. tactical Computer codcs (many

of which are cffcctivdy unbreakable). Camarilla, bul almos! all Sabbat members have it to some
degree, since it is used in the Fire Dance, an Auctoritus Ritas,
Breaking traditionaJ codcs defaults lo Mathematics -3 or IQ

-5. Allcmaüvely, the GM can actually hand out codcd messages (Humans can also acquire this skill, and for them U is
Mental/A verage.)
and leí the players try’to solve them.

Characters 24— —

If a vampira tails his Firc Walking skj.il durmg ihe Firc
Dance, he loses his nerve and is not able to approach the
ñames. His raputation is at -3 among the pack until the next
Fira Dance, when he has the chance lo redcem himsclf. If he
criticaJIy fails the roll. he quails within the ñames - he musí
takc 1d*2 points of Aggravated damage, and musí immediatcly
make a rol) va. Courage (modificd by Pack Mótale) al a penalty
cqual to the damage laken. ur go into a Frenzv

Fortune Telling (Mental/Average)

Defaults to 1Q-4 or Fast Talk-3

This rcprescnls Ihe profesional fortune tcller’s ability to
reíd a subject's character und wishes and leave thcm feeling
satisfied wtth a rcading. It does not actually have anything to
do with real psychic gifts. Very skillcd Foruinc Tcllers will
command u high wage for their counscl. íhis skill ineludes
familiarity with olí the popular fortune telling methods palm-
i*try. phienology, tea-leaves. crystal gazing and tarot.
Astrology is an exccption - that requires a much inore special-
ized knowledge. and is a skill in its own nght iscc the
Astronomy skill in the Basic Set), bul Astrulogy and Fortune
Telling skills can he used together. to allow the fortune tellcr
to presen! the horoscope with the máximum possiblc persua­
sión and crooliona) effcct.

U the Fortune Teller is wtlling to acccpt a *3 modifier to his
skill roll. lie may use it to attempt to extraes persona) Informa­
tion from his subject:

“I sec a grcat sadness in your rcccnt past."
"Yes! My wife just left me."
‘ And she is not the only one cióse to you who has betrayed
you,"
“That'a right - she ran off with my business partncr."
This skill is modified by Chanxma. Charactcrs with ihe
Ernputhy advantage also get a 43 to Fortune Telling (including
the defaults)

Hidden Lore (Mental/Average) No Default

You have acquired some secret or mysticol knowledge nol

commonly known by urdinary Kindred or the public at iarge.

Hidden Lora is much like Arca Knowledge in that you musí

spcciali/.c in this skill. and that difieren! spccialties do not

default to one another.

Becausc it*%by deñmtion secret. starting charactcrs will

seldom have any Hidden Lora skills. If they do, the GM should,

at o mínimum, require thern to uccoum for their unusual knowl­

edge somcwhcrc in their charucter story. He may alvo require

on Unusual Background from a starting character who wants to

know a Hidden Lore, or simply rule that certam Hidden Lores

are cornplclcly unavailablc to starting charucters. period.

Likewise, eamed character points should only be spent on

Hidden Lore if the character has. through plav, discovered «orne

reliablc source of information on the rclevam Hidden Lore. The

GM can also place an arbitrary cap on the amount of Hidden

Lora any givcn source can provide. Example. The anciem tnan-

uscript can give any studeni up lo 4 points to spend on Hidden

Lore, and no more. Ihe student musí cam and spend the points

normally. but if he has six points available. he can only spend 4

of thern on Hidden Lore after rcading the lome

It should be remembered that most Hidden l-ore is secret

becaute somebody powerful wants it kept that way. Thus dis-

cussing your Hidden l-ore or revealing your knowledge in any

way can be cxtremcly ha/ardous. Vampiras of the Ventrue,

Nosfcrutu and Tremeré clans are known to set particular stock

on knowing os much Hidden Lore as possible.

25— — Characters

Some posible Hidden l.ore specialitíes are Usted hdow. Sabbat íxire: As Camarilla lore, above only your knowl­
edge is of thc Sabbat seet In general, the Sabbat is a more insu­
Black Hand Knowledge: You possess secret Information lar and secretíve organi/aiion iban thc Camarilla, and sn this
knowledge is notably more hazardous to outsidcrs than
ahoui thc Black Hand (seo p. 77). including stratcgics. interna] Camarilla Lore.

politice and ritual v If you are not a Black liand memher or Sewer Lore: Bcíorc he can takc any Icvcl m this skill, a
chaxacter musí first have Area Knowledge: l^ocral Sewcrs-14 or
Sabbat Eider, knowing this Information can be extremely dan- better. This representa a acquaintancc with thc inhabitants of
the city scwers. their dwellmg places, activides and alManees.
gerous.
As with City Secrets. Lhis skill must be bought scpcratcly for
Camarilla Lore: You are knowledgeable about the each city.

Camarilla, its history. siructure and intrigues. Ibis is a rclutive- Spirit Lore: You know about ghosts and other spirit crea
tures Scc Wráith or GVRPS Wraith
ly casy Hidden Lore to ucquire. and except aLvery high levéis is
Wyrm Lore: You have rnade a special study of lite secrets
not particularly dongerous, cven for non-Camurilla Kindred. of the Wyrm, the mythic cnemy of thc tupines Scc Werewolf:
The Apocalypsc or GVRPS Werewolf.
City Secrets: You know many secrets about a single city

Thcsc mighl inelude bidden or illicit refuges. social or econom-

íc weaknesscs. and various powcr stniggles and aMiañees

aiiiong bolb the city*s Kindred and mortal ruléis. This skill

inust be botight sepnrately for each city.

Clan Knowledge: You know many of thc secrets oí a par­

ticular clan, including its history. tme goals and intrigues

Ncalless to say. possession of ibis information becomes expo- Masquerade (PlrysicaUAverage) Rased ort H7,

nemially more dangerous when thc clan in question is not your defaults to IQ-4

own. This skill must be bought scparatcly for each clan. This skill measures how complctcly you have condihoncd
yourself lo mimic the physical responsos of mortal ttfe.
Demon lu>re You know secrets of the infernal hierarchies Respiración, pcrspiration, a heurt bcat, refkxes. a warm touch
and a ruddy complexión are all respondes that a vampiro can
and their goals and plans here on Eurth imitate. bul you must first condition yourself to do so.

t'aerie lx>re: You know ubout the Faenes and their secret The deluult to IQ applies only in situations whea* thc vjtm-
pire has rcuson to suspccl he s being observed for signs of
kingdom of Arcadia (ulthough unless you possess thc cxtrcmely uníitef in which case he can comciously tiy to nppear human,
but the real Masquerade skill work.% instinctively. and any lime
rare Faene Affimty advumage. this knowledge will be largely anybndy checks lo see if the vampirc's breatfnng or sweating.
he gets lo roll vs. Miisqucmdc skill, wbether or not he rcati/cs
¿icadcmic. smee vampircs are unable to enter Arcadia). For thc hc's being examined.

actual secrets of thc Facrics, scc Changcling or GVRPS Charactcrs with the Baby Face advantage gcl a +4 tu all
rolls vs. Masquerade or Dcfaull
Changcling.

Kindred This is a general knowledge about vampire

abilitics. history and society. Although thc Eldcrs somclimcs try

to suppress this knowledge in favor of their propaganda. it is

only rcnlly hard to obtain dangerous for tupines, hunters. etc.

Tupirte Lore: You have aequired certain secrets of thc

Wcrcwolvcs (scc Werewolf: The Apocalypsc or GVRPS

Werewolf). Although thc tupines are not generalIy fond of the Meditation (Mental/Very Hard) No default

Cainiies poking into their affairs, ¿n general ihis skill only This is the ability to reach a State of sclf-mduced irancc in

becomes cxtrcmely dangerous at very high levels. which the mind is totally rclaxcd bul ablc to rcact immediately.

Mage Lore: As Lupinc Lore above. only you know the To reach this statc a concentración period cqual to 18-Skill

secrets oí the human magi. Scc Mage: The Ascensión or turas (mínimum I ) k required. A successlul Meditation roll

GVRPS Mage

Characters 26— —

kccps an injurcd Cainiic íium falling into Torpor or from heing
shocked or stunncd It alu> allows ihc u*cr lo concéntrate on
Ihc task al hantl and ignore oulsidc disturbartCCS - a succcssful
Mcdiiation roll will give the u.ser a í2 lo uny Mental Skill
(exeluding spcll*, pMonics, disciplines and oiher cxotic abilí-
lies) used in the next lum; however all other IQ rolls on chai
tum are al -2.

M im icry (PhysicaUAverage) Dased on HT,

defaults to IQ -5
Yon have ihc abilny lo cofivincingly imítale familiar
Miimds and voiccv II*you*re trying to imítate a sound or volee
you'vc never ined beforc, you’re ai -5 lo use this skill. and ihc
C»M can assess furlher permitios based on how many times
you've heard ihc sound or voice. how long ago you heard ii,
and if’s general dilficultv Characters with the Voice udvimtugc
gct a r I to all Mimicry rolls.

Panhandling (Mental/Easy) Defaults to

Fast-Talk-2, Bard-3, IQ -5
This is the ability to successfully beg iood und money Irom
stningers 1( tclls you who to approach und how, and how to
uvoid legal cntanglcmcnts from your adivines. A successful
Bcgging roll will yicld S.50 limes the numt>cr the roll suOCccd-
cd by. A failurc will rcsult in a rebuff. and a crítica) failure will
cause your larget to cali the cops or anack you physically. A
entical succcss will yicld somc sort of uncxpected honus - your
iargel will buy you dinner. or give you something useful (a rain
coau ncw shocs) or at least pawnablc A husy beggar can makc
up to 2d rolls per hour on a reasonubly well iraveled ihorough-
fitre
Panhandling is modilted by Charisma. and characters wilh
the Piliahlc advantuge (sec p. 17) ge! a +3 lo all rolls
Appearance modifica Panhandling in v e n e ty to its normal
effeets - in other words. atuaciive peoplc gct a penalty to
Panhandling, and unatiractive people gel u honus tthh docs not
apply. however. to ihosc with Monstmus ap¡kmtanee. see p.
19). Panlutndlcrs muy use the Disguise skill to malte themsclves
uppcar Icss attraclivc iban Ihcy oihcrwisc miglu.

Snake C harm ing (Mental/Atrerage) D efaults to Thanatology (Mental/Hard) Defaults to

A nim al Hattdling~4 or H ypnotism -2 Diagnosis, Psycbology or Socio/ogy-S,
You can hypnoüzc snake*. making thcm passive and will-
ing lo uccept handlmg and even obey simple hand geMures. The Professional Skill: M ortician-3
Animal Empethy udvuniagc conveys a +3 to ibis skill. Ibis is un csolerte study of dcath in all its ispeas U
To makc a snake passive: No modiíicr.
To makc ii willlng lo «tcccpt hundí ing. *2. ineludes pnlhnlngy and emhalming. as well as ihc study ol
To make it follow hund gestares: -4 dcath as n figures in llistorv. Sociology. Psycbology, Tlieology
To chatin múltiple snakcv -3 per snake ufter ihe first and Mystkism
Snake Charming is used by ccrtain Sabhat packs in their
Ignoblis Riíat (\cc p 7 1) Tightmpe Walkirtg (Pbysical/Hard) Defaults to

Speed Reading (Mental/Average) No D efault Acrubatics-3, DX-7
You have trained yoursclf lo reud lwo lo lluce times You are ablc lo watk a lightrope wiihout falling. Carrying
something with you Itke a chair. bnxun or umbrclla gives you a
(áster than normal The skill roll doesn'l iletermine how fast + 1 to your roll. and carrying n baianccd pote at Icast as long as
you rcad. but rather how inuch you rctain. !f you fail u Speed your body gives you a -^4 (but if you rc carry ing more iban
Reading roll. you musí makc a roll vs (|Q mi mis ihe umount your 0 Encumbrance Icvel. you*re al a penalty to the roll equal
you foiled the Speed Reading roll by) every time you want to lo your Icvel of cncumbrancc i. The GM inay ussess pcnalties on
retnember or use whal you read. You can laicr go back and re- litis aill based on foctors like a sJtck or frayal ropc, the distancc
read ihc material lo elim ínate the reteniion problcm of the walk and wind or other distractions.
Characters with Eidctic Memory still have to make their Oiam cim with the Pcrfeet Balance advantage (sec p. 17)
Speed Reading roll*, but if they fail thcy are at +5 to their have no reason lo titkc llus skill.
retcntinn rnlLs.

27— — Characters



Chapter 2

ELDER
VAMPIRES

To desire immortality is to desire the eterna! perpetuaron o f a
great mistake.

—Schopenhauer. The World as WiU and Idea

Idcr vampiras are seldom seen and little known, bul in
many ways the whole Vampire campaign
\ revolves around them. This chapter is intended to
give the GM a bit more information which can be used to
incorpórate elders activcly into his campaign
Notes on converling elders described in White Wolf
books into GURPS terms can be found in the
Conversión chapter.

2 9- - Eldcr Vampires

Tlie Eider Campaign thc cntire plancl. Ordinary varnpires can oflen gcl away with
mistakes becau.se nobody noticcs them, bul elders are lhe cen-
One* rather radical bul íntriguing option i* lo run an adven- ter of attention wherever they go. Ordinary varnpires are wcll
ture* mini-campnign or a whole campuign where the PCs are all advised to avoid lupines. mummies, rnagi and olher powerful
elders. Eider campaign* can begín with a Mailing point valué oí cntities, but elders will Und thc.se dangemus creature* seeking
anywhere between 500 and 1.000 point*, wiih an average PC' thcm oui aeüvcly. The focus of the eider campaign ¿houtd nol
generation of 7 lo 5. Rcgardkss o f thc campaign point total» be on ihc amazing things they can do by virtuc of their genera-
PCs of lhe 2nd or 3rd generation are noi encouraged under anv tion, bul on thc rnultiludc of ordinary things they cannot do -
circumsianecs. not without risking exposing themsdvcs lo their encimes or

It is very easy íor a group of crudc playees under a carcless losing (he rcspoci of ihcir subordínate* and lhe trust of their
GM to design a pany of super-high-power eider* and go on an superior».
orgy of mindlcss dcstruciion and wanión display? of power, Bul
designmg and playing a good eider campaign is anyihing bul Thcre’s one final pitfall lo an eider campuign - loss of
easy. It requires lhe moni dcdicaicd and subtlc of GMs and thc mystery. Eider* have thc authority and resourccs to plumb lhe
mosl maturo and adroit roleplnyers. ven*' depths of lost and hidden arcarte lore. Whilc the quest for
sucli forbidden knowledge can be heady indecd. afler ii is
Fhe key ihmg in an eider campaign is to kcep in mind lhe attained thc World of Darknes.s will never ugain be quite so
shike.s for which lhe gante is being pluycd not mere survivaJ dark never the source of mystery and horrar it once wus.
or .self-aggrandi/emcnt. bul control of a whole City, counuy or

G olco n d a ❖ The ability to easily master disciplines not normally
assoeiated with thc vampire's clan
íhc strongesr man in thc worid is he who stands most
alone. ❖ The ability to stay active during the day, so long as ihey
shicld thcmselvc* Iraní thc sun.
-Ibstn. An Enemy of thc Pcopie The ability to walk about freely in the sunlight.

s“w rn general. those who have achieved Golconda wnhdraw All of the above gifls. howcvcr. are conditumal. The vtun-
compleidy from lhe Jyhad The chicf cxccption to this pire musí maintain a Humanity of 15 or more in order to keep
all of his powers of Golconda. If thc vampire allows his
JL.rule is lhe Salubri Isee p. 61), lo whom lhe olher kindred Humanity to dip helow lhat lcvcl. he will stan to lose these spe-
cial powers one by one. Yes. a vampire with inany special pow­
in Golconda extern! spedal privileges In rnemory of Ihcir ers musí lose more Humanity thun a vampire who has fewer lo
founder Saulot. revcri to a completely normal vampiric State, which is one rea-
son to continúe to strive for mastery of one** powen» even ufter
Thus it is unlikely Ihal PCs will cvcr cncounicr one who Golconda is reachetL All special vampiric powers. however,
has achieved Golconda, unless they specifically sei out look- will be lost by the time Humanity rcaches 5.
ing for one. and even then ihcy are not easy to find. Elders in
Golconda are not unwilling lo aid ihosc who wish lo follow A vampire whose Humanity dips helow 15. however. is not
in their footsieps. but they lend to regard íinding a teacher as **out of Golconda.’’ Golconda. once attained, is not vo fragüe.
lhe first purt of lhe sceker s lesúng - a tesl Lhat should not be As thc vampire regains his lost humanity, his powers will
too casily passed. The second pan of Lhe lesting is a series of relum, and at Humaniry 15 or above thev will be back at ful!
exaetmg iríais deaigned lo gauge lhe scekcr’s sinccrily und powcr.
dedicatioo. Only when thesc prelimtnarics have beencom-
plcted will thc eider begin to offer actual council and wis- (There are some who say lhat at mastery of at least somc of
dom. lhe Paths o f Enlightenmcnt can leud to Golconda - notably the
Path ofHonorablc Accotd, the Píáth of Hannony und lhe Paih of
If, however. the GM decides thal it is time lo bring an eider Power and rhe Inner Voíce. If so. thc vampire will have to
who has reached Gokonda inU) lhe campaign, thesc notes are maintain his Path Rating upon rcaching Golconda ju.sl as olher*
intcndcd lo help him quantifv lhat eider** ahilitics lo whatever maintain their humanity . See p. 79 >
extern he fmd* necessary.
If, however. the vampire in Golconda allows his Humanity
The State of Golconda to dip all lhe way down to 3, he not only forever loses all líene-
ftts of Golconda. but bccomcs a mad. savage thing completely
II is rca.son.ihlc lo supposc Ihal Golconda does not affect in lhe gnp of lhe béást No Inconnu or eider in Gokonda will
every vampire who attains ii in exacüy lhe same way. Exactly admit to knowing of any vampire so tragically fallen, but all
how a vampire has becn changcd by the expcnence musí be agree lhat this is thc conscquence of abandoning Humanity
determmed by the GM designíng thul charactcr. It is known lhat whilc in Golconda.
cvcry vampire who passes through Golconda bccomcs immune
to Frcnzy and Rótschreck, and experiences only a greaily PCs in G olconda
reduced form of lhe Draining.
l ’nder normal circumstances. a PC vampire who anilina
There are ateo olher. rarer gifts of Golconda. Noi every Golconda will be retired from thc campaign and removed from
vampire can achicve them. and they don*t always come all ai play, except perhaps u* a seldom-secn NPC. Not alwayi,
once. Some of lhe legendary ubiImes o! u vampire in Golconda though. It may be lhat lite eniightened PC has some job lo finish
inelude, or destiny to accompliah that not even Golconda can override. It
may be that he slays on lo help guidc his former companioas oti
♦ Loss of Clan disadvanlages. their road to their personal Gotcondas
Use of disciplines far beyoivd lhat normally availablc lo
varnpires of his generation, even up lo the tÜth level.

❖ Appareni actual attainment of a lower gencvaiion wiih-
oul diahleric or olher extraordinary methods.

Eider Varnpires 30— —

I.oss o f Frtttzy, Rótscbreck and the Draining
All vampiros in u statc of Goleonda are immunc lo Frenzy.

Rotschrcck und thc Draining. regardless oí any other powers
they rnight possess They will never have ihc Berserk,
Rdtschreck, or the Draining disuds amagos Characters who
rcach Goleonda through roleplaytng will have lo *'buy o fP
these disadvanlagcs. but (be GM may alvo ciect lo granl ihcm
the ncccssary poinlx hy liat. as a rcword for having uttained
Goleonda.

Note that the loss of ihc Draining does not mean thc vam-
pire loses all need fot b lo o d . He will continué lo need Blood
Poinu for Blood Healing und Disciplines, and lie will lo s e I
Blood Point per wcck juM lo keep him going. However. normal
human PC* will also Mart to slurvc and lose strcngih if thev go
severa! wccks with«Hit food. uikí this is not considcrcd a disad-
vuntage, so the trivial Draining which takes place after
Goleonda is not a disadvantuge eiiher.

Loss o f Clan Disadvantages
A vampire in Goleonda may, wilh the GM’s pernussion.

"buy o ír bis dan disadvantages. Howcver. this is not cqually
appropnate to all clon disadvantages Gnleondu would certamly
help eme to oveteóme maladics of thc spint (Malkavian inxani*
ty. or the Brujoh's Jow Will), and miglu allow onc to counteract
niystic.il drawbacks (ihe Lttsombni*s invisibility lo mnrors), bul
would be unlikely lo thange gros* physical indis (thc appear-
anee of a Nosfcratu or Samedi).

And it may sometimos be - particularly in veo high-powt- Advanced Disciplines S points per level
valúe eider canipaigns. that a Pt might be created airead) in
Goleonda. This is moni crnphalicully discouraged. howcver. Sonic vampiras who attain Goleonda are ahlc to masier dis­
unlexs ihc campaign slarting point iota) is wcll over 500. and
thc averuge generaiion of thc PCs is 7 or lower. ciplines nomiaily inaccessible to kindred of Ihcir generaiion.

Such a PC will not ñnd his life easy. Many powerful Thus an 8lh-gcneration Vcntrue who attains Goleonda might be
Cantiles consider Goleonda a thrcai. a pcrtinacious lie. or a
heresy. Tlie PC will eam ihc hatred of such Kmdred just bv bis able to master Domínate all thc way thiough thc lOth level The
cxistencc. Al thc same lime thc Inconnu constders ii pan of
ihcir mi.ssion lo ensure that vampires in Goleonda 8tay safely cosí of this ability is 5 points limes the difíerencc bctwccn their
out of the Jyhad. The lunger a charactcr in Goleonda continúes
lo be a c tiv e in the nffairs of tlie mas* of kindred, the more likcly actual generatioo and (he mínimum geiiciation normally
it is that thc Inconnu will inserí úLvclí intci bis affairs.
ullowcd lo punchase ihr desired level oí power. Uf eoursc. ihc
Howcver. if the PC is willing lo cope wiih thc abuve diffi-
cultics. and thc GM ia predisposed to allow him to try it. the \ampirc musí still pay Ihe normal cosí for the power level and
role* helow are dcsigncd to give precise gamc effeets and puint
costa lor ihc various puwcrs of Goleonda. These casis are given the associatcd powets.
hete, ruther than in the "CharacterV chaplee, because in gener­
al, thcy dtould not be mude availabte lo any vampiro under any It may be posaible for vampiras who havcn't reachcd
tire urostanees unlcss that vampiro is an eider in a Mate of
Goleonda. This is importan! cnough lo say ugain - (Jolcotuiu is Goleonda to master a discipline at a power level normally
a prtreqmsitt for uíl the abUiues helow. The loss of Frcn/y.
Rotschrcck and the Draining is autnmatic to every vampiro who heyond their generaiion (as desenbed on p. 33). hut it is more
aiuins Goleonda. howcver ail of thc other spetial abilitics
bclow are xtrictly available only wilh the GM’s expres* permis­ expensive. Furthcrmore. if vampires in Goleonda parchase
ión.
Advanced Disciplines at 5 points per level it raises Ihr maxi>

mum level of all their disciplines - other vampires have lo pay

a sepárate I nusual Background for n u h discipline they vmh to

raisc.

Virtual Generation varíes

Sonic wimpircs in Golcond.i teein to actually nüse their

generaiion for all praetical purposes. withoui recourse ro diab-

Icric or other extraordinary measure». To do no, thc PC in

Gokomla need only pay the difference bctween his current gen-

cration and thc generaiion desired accordmg lo the chart tm p

VTM 59. Note that whilc it may or muy not be thcoretically

Unusual Hackground: Goleonda Varíes possiblc for a Kindred lo uttain the cquivnlencc of 2nd genera-

If a ncw PC is being created in Goleonda. thc GM shouki tion (or perhapx cvcn cquality wilh Carne hitnself) through

altach a suhstaiitial Unusual Background cosí. Sotnewhcrc Goleonda. they cannot do so and reinain PC*. The máximum

bctwccn 50 and 100 pomtx is recommcnded, depending on thc Virtual Generaiion for a PC vampirc is 3rd.

nalurc and slarting point vulue of thc camp.ngn Howcver. ehar- If the vampire has already purchased Advanced Disciplines

actcrs who achievc Goleonda entirely through roleplaying do (above), that docs not in any way changc the cosí if he subse-

not have to buy any Unusual Background they've comed thctr quently buys Virtual Generaiion

status.

31— — Eider Vampires

Open Disciplines SO p o in ts Reduced Damage 1 10 points

A vampirc with Opcn Disciplines may parchase any of thc The vampirc still takes damage from sunlight, bul much

disciplines atUÚrmbk' by any kindred anywhere ai normal cosí - less so than normal. He takes only ld-5 points of damage per

cvcn disciplines normully known only lo Ihc most cxotic blood- minute from dircct sunlight (i.e.. he never takes more than one

Unes. Upen Disciplines also protecLs ihe eider from the more point per minute, and then only on a roll of a natural 6), Clouds

cxotic side cffcccs of ceriain disciplines. He can siudy or other shade will cause him to makc cvcn fcwcr damage

Thanutosis (scc p 116) wilhoul becoming more cadnverous. rolla.

(One cxception to the ahove is ihe third eye of the Salubri,

which seems lo manifest in all vampires who study Obeah, Daylight Activity 10 point

regardless of whether thcy have attained Goknnda.) The vampirc may remaní alcrt and active during thc day

Thcre is one ihing that Open Disciplines will not do, how- As long as lie stays oul of the sunlight (by staying in a window-

cvcr. and Lhal is prulect the vampire from thc conscqucncc* of less chamher, for exampie), he may move about freely and

using his ncwly-leamcd disciplines. A vampire in Golconda undertakc most actions normally. Note, however. that a vampire

mighi be ablc to leam Necromancy (see p. 106) 10 the lOth wilh Daylight Activity Mili needs to rest about as oflen as a

power level, btit ií he actually uses those evil powcrs. thc effect morral, he just does not automaticaily go scmi-conscious when

lo his Humanity rating could casily be disastrous. dawn comes.

Open Disciplines also does not refund points already speni The vampire will not be at his full vampiric powcrs,

buying non-clan disciplines at doublc normal cost. though. He cannot use Blood Points for any reason between

(Note: if the GM wishes, he can allow kindred of very low dawn and dusk. If injured. he will not be able to heal himself

geucralion - 5th or lower - to purchase sornething like Open until sundown. and he will not be able to use any power* which

Disciplines cvcn if thc vampire has not attained Golconda. In are fueled by Blood Points.

such cases. however, the GM does not have to offer the ability

al tiro above pnce, or indude all thc abilitics describid above.) Reduced Damage 2 10points

At this level thc vampire never takes any damage whatso-

In m u n e to Sundeatb cver from dircct sunlight
This is an extrcmely legendary abiliiy, and i( mighi be
D aylight Potency 10 points
totally mythological. The GM should fccl free to forbid it lo
any PC ever, regardless of how low the generation or high the At the final level the vampirc is ablc to use his full power
point valué of ihe campaign
during thc daytimc. He may use Blood Hcaling and all his dis­
Rui if Immunity to Sundeaih is allowed, k may be bought
Progressively, in thc following mcrcmcnts. Each incrcmcnt ciplines at full power, even outside at noon on a cioudkss
below may be coosidered a prerequisite lo any thai follow.
day.
The Inconnu = = = = =
increasingly defensive posture. Thcy began lo actívely monitor
The Inconnu is a source of fear and uncertainty to virtu- thc activitíes of thc younger vampires and their masters.
olly all ihc other Cainilc sccts. “Who's really in chargc Eventually thcy carne to actívely appoint ccrtain younger mera*
of the Inconnu,'* these factions are always asking them- bers of the sect (relativeK speaking) to watch over specific
sdveft. ‘What do (bey really want?” citics and factions. Today, most of the largest communitics of
Ií a representativo of thc Inconnu wcre to deign lo answer Kindred will have an Inconnu monitor living quictly among
these questions (something which, by policy, thcy very seldom them. taking no active part in local activitíes (exccpt under the
do), he might answer, "Nobody is in charge. And what we want most extraordinary conditions), and perhaps coinplctely
is nothing more then to give thc chíldrcn of Cainc a refuge from
your squabbles, vendettas and politics wherc they can pursue unknown to the rcst of the kindred cuiminuúiy. bul watdiing,
thc path to Golconda and peacc." At which point the question- always watchmg. As a general rule, a community must have at
ers would mutter. “Sure, that*s what you want us lo think," Icast 50 Cainites within it for thc Inconnu to assign a monitor.
which may be why thc Inconnu does not answer such questions.
Although ihe Inconnu exists to facilítate thc que&t of
It there are secan masters of the Inconnu, they are we.ll hid- Golconda. thc most active members of thc sect - thc monitor* -
den indeed As far as anyonc can tcll. the Inconnu have no cen­ usually have not anained that exalted State. Golconda tends to
tral organización, rulmg hody or formal charter. Most of its place Cainites so far beyond mundane concems that they can no
niembership are eldcrs of the 4th through 6th gcncnilion To longer even effectively observe tbe machmalions of thc unen-
join the Inconnu. it is only necessary lo find a current member lightened
to spopsor you fin membership If no other membet challenger
your nomination. after a time you will be acceplcd as a full
member of the secl - not notifíed, initiated or weleomed into
membership. . . just accepted.

Tin: original Inconnu formed around thc tcachings of thc
3rd-Generation antediluvian Saulot (although Saulot himself
never joined thc sect). the first Cainitc to achieve Golconda.
Certain vampires sccking refuge trom thc evcr-increasing chaos
which would eventually lead to the Jyhad began to gather
around Saulot. hcaring his tcachings and seeking their own
paths tt> inner peuce As the number of Kindred increased and
grew cvcr more froctious these disciplcs of Saulot assumed an

Eider Vampires 32— —

The O íd C ountry Tzimisce

/ / f hcn ihc T/inuacc joincd ihc Amureh Rcbcllion, a
II few eider* of ihc cían thrcw in wiih thc rebels. amJ

who survived thc wor bocamc mighty lc«ulcrs
of ihc Sabb.it. Oihcf eider* fought ihc rchellion aggres&ively
- many of these wcrc hunted down and slain by their owit
childcr.

And there was a third group of Tzimisce cldcrs, living
mostly in thc clan** ancestral ilomain along thc Baltic Sea,
who did nol suppon the birth of che Sabbut, bul who strength-
cncd che defenses of their anvicnt caniles and stnmgholds suf-
ficicnily lo ward off their vcngcful dcsccndanl*. Later ihc
Sabbai tricd to smokc out soinc of thesc venerable reaccionar­
les. bul they soon discovered ibat thc cost of tlushing ihc
eider Tzimiücc uut of their hidcy-holes was tai out oi propor-
tion to any possible gain to thc sccL Eveniually. by and largc,
both llic Sobhat and the Camarilla decidcd it was best to sim-
ply give thc Trini tuce oí thc oíd country what they wanted -
lo he left alone

And there they rcrnuin today, complacen! in their
ancient evil. hunting among the same villagcs and farms
where they have hunted for mitlcnnia, served by ghoul
retomen» nearly as ancieni and powciful as their masters.

í he Sabbat has not forgotten about them. It is not so
nuxh thc Tzimisce of the Sahbat who are oltended by their
cstranged cldcrs as it is thc Lasom bra who Imtc the Oíd
Country Tzimisce passionatcly, due to pcrsislcnt rumora thai
those ancicnts give refuge to Asombra ant¡tribu or cvcn the
Mipposedly-extinct Lasombra eider*.

;A dvanced D isciplines Power Lrvel Cosí PerIjrvtl Total Cosí
'vainpiric discipline can have up to 10 distmet levéis of 1
powcr. Not all thc disciplines are so powerful - many é2m 4 4
3 -oí the peculiar disciplines acsocimed with bloodlincs 4 8
rather Ihan dan* stop well short of tlie lOth IcveL All of thc U 3 Ib
ciaos, however. have disciplines that are knuwn to have a fuII 8
10 leveis of powcr. 4 24
8
After thc 5th powcr leve!, the cosí of higher powcr leveis 5 4K
hcgin to uccclcratc markedly. uccordmg to thc tublc bclou. 6 24
Powers continúe to be Mcnlai/Vcry Hard skills which must be 7 24 72
bought sepautte1> ftum thc powcr levcl - most of the time 8
There are, however. a few powers which have no Associated 9 24 96
skill or skill cosí - they are "always olí* and automatically work 10
for any vampire who puruhases thern. Such powers are noted 24 120
where they occur.
40 160
40
200

Power Ltveí CosrPer Lnel TotalCoai G cncm tinn is also a prcrequisitc for purchasíng htgh-pow er
2 2 disciplines. In o rd e r to purvhaac a given p o w e r levcl al tlv? norm al
1 2 coeit a vam pire m ust he o f thc gencrm ion Usted hckiw or lower.
2 2 4
2 Power Irvel Mínimum Generaiion
3 2 6 ................ 7
4 8 6................. , ........ .....
5 10 10 ......... .......5
6 20 20 8............. ....
7 30 40 9 ............... ~..4
8 40 70 10 ... ..........
9 50 110
10 160 lí thc (»M w ish e s to allo w a PC to b u y a p o w e r lev cl
beyond his norm al generaiion (and this is not rccom m cndcd'l,
W hilc thc point cosu of most disciplines aceelcrm cs m the he should rcquirc thc character to puy an U nusual B ackgnnuul
com e q u a l to 10 lim es th e difF crence b e lw e e n th c n o rm al m ín i­
vampire udvunce.s of powcr, the cosí* oí thc uugmenting disci­ m um generaiion and thc vam pire** actual generación. T his
(JnuM ial B uckgrnurul sh o u ld he c h arg ed se p á ra te 1y fo r c a c h d is ­
plines levcl off, as íollows cipline in volved.

33— — Eider Vampires

Exampie: Boudin is a lOtb Generación Gangrel PC*, and he máximum level oí power The GM has absolute and final say
wants lo buy Animalism al the 8th power level, and Prolean al over whether any power is possíble ai a given level, or at all As
ihc bth Since il’s a high-pomi-value campaign and most of the previously noted, the low power level* are fixecl. and Hiere are
PCs are lowcr gcncration ihcn Boudin anyway, thc OM «groes. no ncw powcrs at power levéis I through 5. Ncw powcrs musí
Normal cost for Animalism 8 is 80 points, and Boudin b 5 gen* be power leve! 6 or above.
crations below thc normal mínimum, a 5 0 -p o in t U n u su a l
Background. Cosí for Prolean 6 is 30, bul Boudin is 3 genera- It Ihe GM agrees Chat there are ihcorctícal prounds for con-
liona below ihe mínimum level. for an addilional 30-point tsnued research. thc PC may begin lo studv ihe prohlem. He
Unusual Background. Total cosí for ihe two disciplines b 190 may makc one rol! for each monih of uitinierruptcd study (or
poitUK. and Boudin atill has noi bought any skills. approximatcly every 2*40 hours). If he goes a full week wilhout
puttmg in at least 10 houre of research. he loses thc bcncllt of
M áxim um Num ber o f Disciplines alJ research since his last roll, and must start Again from 0
hours.
ln general, a C ainite can m aster only one pow er p er pow er
The actual research roll a quick cuntest of skill between
level. Thus a 5th gcncration G angrel wiih Protean 8 could only 12 plus thc power level of thc power being reseorched (i.e. 18
for u 6th level power. 22 for a lülh). and the skill level uf his
have 8 Protean p o w crs total. IF he w ísh cd lo have three lev cl-6 hwest level skiII iu Ihat power. +1 for cach udditional skiII
known at thal power level. So tí a vampiro kuows three 7th
powcre, he could lake them w hen he rcached pow er levels 6. 7 level skills al skill levels 14. 18 and 20, his research roll when
researching a new 7th level skill is 14+2, or 16. vs. a 19 for a
and 8 - bul of conree thai a b o m eans he would mu know any 7lh Icvcl power.

7th o r 8ih level pow crs. If the vampire loses any of thesc contests by 10 or more
points, he musí abandon thc power in question, and may never
Any exceptions lo tlic obove rule, if they Te allow ed ut all, try lo research it again. If he wíns a contení, he succeeds in ere
ating a ncw power! He gets ihe ncw power al che tme-pnini
should be rcquired (o pay a substancial U nusual B ackground luí level (1Q-3) for free, and may buy it up from there with camed
experience poims.
iheir rcnuirkable proficiency.
ll is nol unrcasonablc lo suppose that certa!n PCs of ihe
Creating N ew Disciplines correci gencration mighi start ihe game wiih some original
There is an addilional difference herween low-level and high-level powcrs. bul playere should be encouragcd to aequire
mosl of their original powers through thc course of play. For
high-lcvcl powcrs beyond their simple relativo strength. The this reason. it is recommcnded thal the GM charge u 10-point
low power levéis are sel. as it wcre, in sconc. Nobody has dis- Unusual Background for any power not found on thc list below
covercd a ncw power for thc lst through 5th level of any majar which iv taken ui character crealion. II thc power is discavered
discipline in millennia. in thc coursc of play. this cosí does not apply.

lilis is nol truc for thc 6th through lü th pow er levéis. The Mandatory Blood Points

pow ers given below are relatively oom m on exam ples - they are Ccrtain powers described below (and in Chapter 5) require
thal the user of the power spend one or more Blood Point to
rcprcsenlatívc of their pow er level, and thc ir existcnce will be actívate the power. Thcsc mandatory Blood Points Jo reduce
ihe fatigue cusí oí the power as described on p. VTM96, i.e.,
know n lo any vam pire w ho lakcs an interest in ihe subject But cach Blood Point spent reduces thc fatigue cost of the power by
2 The vampire may. of course. expend Bloixl Points beyond
Ittey are nol thc be all and end-all o f their pow er levcls by any thc mandatory mínimum to reduce his fatigue costs further.

m eans E ider vam piros are alw ays researching new pow ers for Exampie: Sylvanus is atlempting lo use the power level 6
Prolean power Earth Control. Normally, a successíul use of a
their high-lcvcl disciplines. level 6 power would cosí 12 points of fatigue, bul since Earth
Control requires a Blood Point lo be expended, it only cusís
Eider vampiros are. by nature, creatures of mysterv, and 10 fatigue, if soccessfnl (assumíng Sylvnnus cines not cNck>sc
when they discovcr a ncw power Üicy do nol lightly ¡sharc it lo expend further Blood Points lo reduce his fatigue cost
with anyone save their own childer, and not alwavs with them. further)
Thus il is unlikely ihal a PC will be frccly given any unusual
Powers by another vampire. It is also nol imposible - thc PC
mighi be taught thc abiltry as a bnbe. or in payment for some
notable Service or debí of prestación (sec p. 122).

Normally. howcvcr. if thc PC wants any powers bcsides
those on the li*l below (all of which are freely avariable lo any
quulificd vampire at normal coste). he will have to research it
him&elf.

T o research a ncw pow er, thc player should first d tsc im

ihc pow er w iih thc G M . to d eterm in e if it is th eoreiically possi-

b le w ith in his d isc ip lin e an d i f it can be d o n e at b is cu rren !

Animalism — — —

Species Speech Power 6

This is an udvanccd íorm of ihe Animalism power Sweci

Whispers Whereas Sweet Whlspers allows the vampire lo

spcak with only One animal ai a lime and requires him lo rnuin-

tain eyc contad for ihc wlióle durutton of ihc power'* use. wiih

Species Speech he can coromuñiente with any number of crea-

tures of the same species. Tlius the vampirc could address a

whole pack of dogs or flock ol binds and be understood

Species Specch can be activated with a simple skill mil. If

al any lime the speaker falls sileni for more then 10 sccond*. ihc

powcr dcaclivaies and the vanipire musí mukc a new rol! in

order lo re-estnblish communícation

Sbepherd's Innocence Power6

Most animáis háve a supemaiuraJ dread of vampiros (see p.

14). However. animal* find v-ampires using this powcr not only

hormless, but cxtrcmely artractive The vampiro can calm ihe

animal if it is uhirmcd, approach it frccly and even touch ii. The

animal so affcctcii will go lo greal lengihs to picase the vampirc

(if it can he mude lo understñnd whal the vampiro wanls). This

powcr m.ikes il cxtrem cly casy lo feed from ammals.

Shepherd's Innocence is activatcd with a succcssful skill mil

and only affect* «me animal ai a time.

Anim al Succulettce Power6

This exticmcly useful power has been a godsend lor many

vampiros cul olí from humanity. or on die paih oí Golconda.

With a soccessful skill roll. ihc vampire can doublc (he ctlec-

livc Blood Pool vire oí any animal, making Ihe crcaturc’s vitae

twice as noumhing and sati&fying. See p. VTM 78 for the nor­

mal Blood Pool m/es of centón ordinal? animáis. Tile fatigue

con! 10 use thin powcr is special - the fatigue drained from

using this powcr on a given animal will never cxcccd the num-

ber of Blood Poirtts lo he obtnincxl from Ihe animal after a suc

ecssíul use Tlius If Animal Succuluncc is used on a dog lo

mercase ils efícctive Blood Pool from 2 to 4. the vampire

wimld lose only 4 fatigue poinLs. No use uf lilis power. howev­

er. can drain more ihan 12 fatigue or less thun I

Animal Succulence only works for the vampiro who actual-

ly u.scii ttie power. Any olhcr vampire who fee-ds from íhc am

mal will only gct the normal amount of Blood Points

Sbared Soui Power 6

This power ullows ihe vampirc to sharc the pcrccpdons,

emotions and cvcn memnries of une animal wich which he i* in

physicil contact. Both ihe animal and the vampiro rcmain capa-

ble of independen! thought and acrion. cxcept that the animal

will not try lo harm the vampirc or break ü»e conlaci unnl dis-

missed.

Tile vampiro musí make a skill rull lo iniliate the contact,

and .uiDÜier cvcry 10 seconds contact continuos to mninlmn it.

Not all of the arrimar&sensory input will be comprehensible lo

the vampirc*s brain - the GM rnay rcquire the vampiro to make

any IQ rolls he fecls are appropríale to interpret the animal**

percepiions

Conquer the Beast Power 7

Animalism gives a vampire an intímale understanding ot

the nature of the Beast. With ihis powcr the vampire draws

upon that understanding to gain a remarkahlo degroe of control

over his Fren/ica.

Tlie vampire con cnter Fren/y al will with a succcssíul skill

roll. While in auch a voluntary State of Frcn/y he has full

35— — Eider Vampiros

control ovcr who or whai he attacks. and when (however all country than in the city - the First radius should be used in
auacks musí slill be aJI-0U| attacks, ihe vampire has no active town, the second in rural arcas
defenses) He may lcave such a Frcitzy al wiU. If he goes more
than one minute withour aitacking anybody or anything while in 0 to 1: One city block/ta mile: all animáis will respond
this sute, he will automatically snap out of Fncn7.y. and musí re* unless something overtly contravenes the cali (i.e., the dogs
rol! to re-establish that State. master tell.%him lo “stay”).

However. even with Conquer the Bcast. a vampire docs not 2 to 3: Two blocks/1 mile: all animal* will respond unless
bccomc immunc to ínvoluntary Frcnzy, ñor does this power Faced with someihing life-thrcatening.
increase htK control in an ínvoluntary Frcnzy Al bcsl. the vam­
pira can use this power whenever he mspeets he may be in dan- 4 or 5: Five blocks/S miles; as above.
ger of Fren/y, so tliai he rciains cuttlrul of his wctions. 6 or 7; Vi mile/7 miles, this is the first level of succcss
which will surnmon hellhounds and other ghoul animáis.
íf lile vampira critioilly finís his Conquer the Bcast roll, he Critical success: One tniley 10 miles, all animáis will
will rty into an uncontrulled Fren/y of exlreme savagery. respond. even if they must risk their lives to do so.

Flesh Bond Power 9

M aster’s Voice Pou>er7 This strange power allows the vampira to physically bond

This power is identical lo Speeíes Specch, bul the vampira himself with animáis.

can be understood by all animal* who can hear him. regardless The vampira can absorb smallcr animáis (i.c., animáis

of their specics. wetghing less than the vampire) into his own form and ralease

them at will. This use of Flesh Bond requires a skill roll and the

Twitt Spirits Power8 cxpcnditurc of J Blood Point per 5 Blood Points of animáis

The vampira may take over and control the body of the ani­ absorbed; thus the vampire may absorb up to 20 ta-Blond-Point

ma!, while iciaining full control over his own body. Uecausc birds by spcmling 1 Blood PoinL Blood Points spent to absorb

the vampire rctains control of his body. there is no risk. of animáis may not be replaced until all the animáis have been

axsuming the animal’s personality after the contact is broken. rclcascd.

However. bec3use the vampira is controlling two bodics With iarger animáis (weighing more than the vampire) it is

simultaneously. thene will be somc confusión. If one of the bod­ the vampira who is absorbed into their flesh. This requires a

ics is rauing unmoving in a quict place, this disorienuuion will skill roll and I Blood Point The vampiíc can move around with

be only a -1 to all rolla vs. IQ. DX or rclatcd skills. However. if the animal during the day using this power. If the animal is

both bodics werc simultaneously engaged m deadly comba!, the killed, the vampira** body immediately reforms - this can he

penalty to all such rulls wouid be -5 for boüi bodies. fatal if the animal is killed in the daylight. The vampira has no

Duratiun and degree of control are determined as for the control ovcr the animal unless he also uses the Sharing of

power Sharing of Spirits isec p. VTM98). Spirits power on it (during the day. of course. the vampire must

roll againsl his Humanity lo stny alen enough to control the ani­

Mass Summons Power8 mal’s actions).

The vampira may summon all the animáis wiihln a certain A successful use of the Auspex power Sense Aura will

arca to him This power does not give the vampire control ovcr reveal that an animal has u “rider.”

the animal*. bul he can use ihc other powers of Animalism to

control the creaiures, or sirnply use tl>eir prcscnce as a defense A rm y o f Beasts Power 10

or diversión. The vampire may choose the species affected by 1‘he character can summon all the animal* within a certain

any given use of the power lie., “all animáis,” “cats and dogs arca and completcly conlxol tlicir actions. Tlús requires only u

only,” or “all animáis except inseets"). skill roll. The base arca affected is I mile, and this iloubtes for

This power requires only a successful skill roll. The every two points by which the skill roll is made. Thus if a vam­

strength and radius of the cali depends on the amount by which pira with a skill of 18 rolls a 5, succeeding by 13, he gaíns

the roll is rnade. Mass Summons works much better in open absoluto control ovcr every bcast wiLhin 64 miles.

Auspex ~

M indspeech Power6 Once contact has been established. the vampire can use
other Auspex powers on the arca bemg mcntally viewcd.
This versatile power allows a vampira to not only *Tead“

another’s mind. bul also lo hold a two-way tclepathic conversa­

ción and even tnmsmü emotion.s, images or other sensory input. The Dreaming Power 6

The siibjcct musí be in ihe iiser’s sight for this power to work. The character will dream of things that are actually hap­

The power requires only a skill roll, unless the subject is activc- pening as he lies aslecp or in Torpor. The drcaius are not

ly rcMsting the mental contact. in which case the vampira musí always completely clear they may bccome mixed up with

also win a Contest of Will for every 10 minutes he wishes to images from the vampire's own suhconscious, and they may

mamuain contad. be difficuli to ramember or inierpret. The dreams will not nec-

M ind's Eye Power6 essarily he of things that are happening in the immediate

The vampira may sec and hcar whaf s currently happening vicinity of the vampire s body. On a successful skill roll upon

to any familiar person or in any familiar place, no mancr how going to his repose, the vampira will dream of somc spccific

distan!, without having to ieave his body. This normally individual or location that he ñames. Otherwise the GM is the

requires only a successful skill roll - though the GM might also Final arbiter of whai is secn and remembered ihrough the

raquire on IQ roll, if he judges the person or place is only mar­ Dreaming.

ginal!}* familiar.

Eider Vampiras 36— —

Eagle's Sight Power6 A successful Psychic Assault will Icave the victim mcnully
stunned. The severity oí this eíícct depends on amount by
This is a uniquc form of clairvoyancc which allows ihc which the contcst was won

uscr to mentally observe hfe iinmediato arca as though fnxn .1 Attacker loses contcst by more iban 5; The target Is
ímmune from any further Psychic Assaults from thul vampire
grent height. The vampire can view Qbout a twcvmilc radius for the rcfit of the mght.

from an apparcnt hctghi of ahoni 250*. Within that orea he can Attacker loses contcst by less then 5: The target is unaffcct-

ihift his point of view al a virtually infinite spcccL If the vam­ ed; he may malee un IQ roll to realizo that hc*s bceii uttacked.
Attacker wins by I lo 3 poims: The victim fe stunned and
piro also has Mind’s Eye. he can use that power lo "zoom m"
may roll to recoser cvery tum.
0 0 specific arcas that he observes. Wins by 4 or 5: The victim is stunned and may roll to

Lacle s Sight requines only a skill mil lo actívate recoser cvery 10 tums. Upan uwukcning he musí make .i Fñght
Chcck.
Prediction Power6
Wins by 6 or 7: The victim is stunned and may roll to
Wiih Ibis powcr the vampire can predice the words oí his recovcr once per minute. Upon uwakcning he mutt make a
Fnght Chcck at -5.
subject beforc they are spoken. und somcimics cven know in
Wins by 8 or 9; The victim lapses into a coma, and can
iidvanee what an encmy will try next in combm make a Will (Couragc) roll lo recoser once per day. Upon
recovering, the victim makes a Fnght Chcck at -10
This power rcqutres ihai the vampire win u Quick Contcst
Wins by 10 or more: The victim musí make un immediatc
bctwccn hfe skill and Ihe subjecfs Will (normal Strong Will). roll vs. Will (Couragc) or die (vampirrs fall into Torpor). If the
victim multes this Will roll. he is affected as above.
Unsuccessful attompts to use this power do not drain fatigue,

but it does not work automatically eithcr - the user musí State

that hc*s trying to use the power.

If the vampire wins the contcst. he know* in advancc whai

his subject is going to say. giving him a +3 lo social skills

invdving convcrsation. likc Diplomacy. Fast Talk, Savoir-Faire

or Meichant (in a bargaining sitiuition). O m nisáettce Power 8

If he wins ihe contcst hy 3 or more, he knows what the sub lilis gis-es the vampire an understanding of thosc around

ject’s next action will be. Uscd in combat. this gives the vam- him at least equal to their understanding of themselves On a

pirr >3 to all his active defenses. and the opponent -3 to all of successful skill mil the vampire can tcll, just by lookmg at uny-

his. one around him. their plans. hopea, fcars. mental advontages

and dtsadvamagcs and unything clse the GM íecls he should

Sense Em otion Power6 know. This power will also reveal whether the penon is a sum-

This is an advanced form of the Aura Pcrccption power pirc. lupine. mage. thaumaturge. possessed or any other mhi of

that works over a 10’ radius. allowing the vampire to sense the supcmatural crcature. In general, the better the vampire makes

emotions of cvcrybody in the urea This power can afeo be ased hfe skill roll, the more the GM should revea!.

to gct a general sense of whut the crowdL as a unit. is likely to Obfuscate is very eflfective uguinsi this power. Any individ­

do next Finally. the power can pinpoint which individuáis ín ual who possess Obfuscate al an cquul or greater power Icvcl

the affected arca have the most influcncc over ihe aciiuns of the tiren tlic u-scr’s Auspcx is complctcly and automatically tmmune

crowd as a unit. This power requires only a skill noli to use. to Omniocience. lt is left to the GM to determine when and if

any lcsser levéis of Obfuscate have any chance ai all of blocking

Soul Sean Power7 OmniScience, and to what dcgrec the Omniscience fe blucked.

The vampire con dfeccm the location of anybody he knows.

anywitere un earth He will gct an impresaion of how lar uway Time Sight Power 9

the subject is. and m what direction. In addition, if the subject is With this power the vampire may sce through spacc and

in a place that ihe vampire knows. the vampire wdl be able to time. The future sccn is not the only future. mcrely the most

sec. bricfly. that location. Normally a succcssful skill roll is all likely future íf circumstanees do not chftngc In general, the

ihafs required, but íl the subject is protected by Obfuscate a actions of vampires and other supcrnutural crealures are much

Contcst of Skills fe in order. nxirc likely to altor the seryed future than the actions of mor

tais. Ihe sampire muy use dic power to view* the future of the

Spirit Littk Power7 place hc’s in. or any place he knows well (GM's option).

This power enables the vampire to hold tclcpaihic commu- The máximum lcngth of time the uscr can scc into the

nication with múltiple persons ut once. Each person in the link future is determined hy the ainnunt by which he makes the roll.

can communicate freely with all the othen». 0 to I: one hour

The number of persons in the Imk fe determined by the 2 or 3: one day

amount by which the vampire makes the skill roll. For cvery 2 4 or 5: onc wcek

points the vampire rolfe beneath his skill. anoiher porson mav 6 or 7: onc month

Mlink in.** On a critical succcss. the vampire can link a number cnlicul success; onc ycaí

of persons up to his skill in this power llie degree of success should afeo affcct the clarity and

detaíl of tbc visión, as the GM deerm appropríatc

Psychic Assault Power8 Pulse o f the Canaille P ow er 10

This is an aggressive atiempt to ovcrwhclm an opponent

through psychic forcé. The power requircs that the vampire win This power is an enhanccd form of Time Sight. which

a Quick Contcst bctwccn hfe skill and the victim** Will. If the allows lite vampire to view hroad future trends among cntire

intended victim is a vampire. he may add his Strong Will groups oí mortafe. lite power canmx be used to dircctly deter­

(Courage) bonus to his roll. and the uscr mu.st spend a BkxnJ mine the future of gnnips of vampires or other supematural

fofo! to use this power against him. creaturcs. The more peoplc affected, the more difficult the roll.

37— — Eider Vampires

Up lo 10,000 people: no mixüftcr. Uto 1: The vampire gcLs a sense of the moods and altitudes
in.no i (o 100,000 people: -2 of the mortals.
100.001 to I million people: -4
1,000,001 to 10 million people: -6 2 to 3: He sees ihcir most probable future. as well as a
And so on. At enrrent populanon levéis» the penalty lo senseoí Lhcii máximum poiemial
view the fuiurc of the whole World is -12,
The degree of pcrccption. as usual, depends on the uniount 4 or 5: He knows the extern to which the mortals are con­
by which the modified skiII roll is made. fio!led by supcmatural forcea.

6 or 7: He may sense the Aura of the controlling (brees.
Critical succcss: He knows who*s controlling thern, and why.

Celeríty

Power 6 (72 poinLs) Adds 15 to Move; 2 extra attacks
Power 7 (96 poinis) per tum. duruhon until duwn.
Power 8 (120 points)
Power 9 ( 160 poinLs) Adds 20 to Move; 3 extra attacks
Power 10(200 points) per tum; duration unid dawn

Adds 25 to Move; 3 extra attacks
per tum; duration unttl dawn.

Adds 30 lo Move; 3 extra attacks
per tum; duration until dnwn.

Adds 35 to Move; 4 extra attacks
per turn; duration until dawn.

Domínate —^

O bed ien ce Power 6 A vampire may not use Tranquility on himsclf. Tranquility
may only be attempted once per Frenzy. If rhe Tranquility roll
The uscr may use the other powers of Domínate without is failed critically. the vampire in Frcn/y will immediately
attack the user.
making cye-to-eyc contact. He need only touch the victim and

make bis skill roll. The touch (Joca not have to he matnt.úned,

so long a> the uscr initiates the pnwcr within lü sccondx of Mob Rule Power 7

making the Obediente mil If the user vvtshes to maintain the This power is used ín conjunclíon with any Domínate

power lot mote than 10 seconds without initiating Ihc scc- power of the iirst through ftfth Power l.cvcl. On a successful

ondary power. he musí either make eye contad or make another Mob Rule roll. the vampia* has a chance of Domimitmg more

tundí and Obediente roll. than onc subjcct with tbc other power. Por every two poinLs by

Loyalty Power 6 which he sueceeds in his uttcmpt to Domínate lite ftrst subject.

This powcr muy he used on anyone prcscntly under the another w'ill full utxler his power. Eye contad is only tequired

itiflueuce oí another of the uscr’s Domínate powers. On a suc* with the First victim.

cessful skill mil the Dominated individual gels a +10 10 all rolls The First victim must always be the onc most difFicult to

lo resist Domínate attcmpts by anyone other than the original domínate with the other power

caster of Loyalty. Far Mastery Power 8

R atum ale Power 6 This is an cnhancing power much like Obedience. except

On a successful skill roll. dus powcr will cuusc tlie victim even a touch is no longer ncccssary The victim musí merely

of an> of the user's other Domínate powers to fed that any be known lo the vampiro, and the vampire must know the vic­

ntlions he perrorms because oí Dominaram are liis owii ideas timas location. Oiherwisc. dislance is irTelevant. On a success-

done of his own frcc will. It the victim conseiously know s he’s Ful Far Mastery skill roll. the vampire may try to domínate

being dominated. he gets a Will roll (normal Stroug Will) to virtually anybody. If the victim is another vampire, however,

resist Ratiomilc - »1 he latís the roll, he still bdieves His actions the user must spend a Blood Point before attempting Far

are the resuli of his own mind. not the vampira'*. jegardicss of Mastery.

all cvidcncc to the contrary. Best bitentions Power 9

Tranquility Power 6 A victim dominated with B ol Intcnlions needs no com-

Flus is a very stihrle power, and rather rarc The GM may mands; he will always act in a manner most conxistent with the

not wifih lo make it availablc at character creatton or through uscr's best intcrcsiv This power is very much like a Blood

rescareh PCs can only learn it if thcy’rc taught It. Tranquility Boiul. exeept under Besl Intentions the victim does not llave lo

allows ihc uscr lo calm a vamptre in Frciray. try to Tigure oiit whal his mastet’s needs and wishes are, he just

To use this power, the GM musí First roll secreily vs the knowt. This power requires only a skill mil.

Huvnanity of the vampire in Frcnzy. The uscr then mukes his If the victim is human, the bond is permanent unlcss pow-

Tranquility roll, and the GM modifics it by the umount by erful magicks are used to break the s|>cll If the victim is a vam­

which the subjcct failed or passed his Humanity rolL 11 the skill pire. the bond Insts until the victim does something that raises

roll is still successfuily made aíter ibis modifteation, the subject his Humanity.

snaps out of Frcnzy.

Eider Vamptres 38— —

Puppet Masier Power 10 I tu 3: The viclim neis as though he sullcrcd from thc

The user imprmt* his personality complete!)' on thc vicnm. Confused disadvantuge |scc p 20). Howcvcr. when lie is capa-
ble of taking action. he aci» a* the masier would.
The victim knowx what his masier knows. wants whxit tus mas-
4 or 5: The viethn has the Schi/ophrcnia disadvantage -
icr wants, spcnks as his master speaks and aels ns his masier one persondity is the original, ihc other is ihc mustcr’s.

acta In mnny ways thc viclim hecomcs his master The link ís 6 or 7: The viclim usuallv acts as thc masier woukl. but i*
subject to unpredictable flashes of independencc al ihc GM's
lwo way, no (he master also knows what his vicliiu knows. 4>ption (often whilc under stress). The puppci knows thai his
body is a disposahle tool of the masier. and if he us destroycd
Use of ihis powcr requirts rhat (he vampire win a Quick the master will not be significantly harmed. When tlic masier is
in cunim) of thc puppet. the same playcr may play both hodici*.
Contesl bctwccn his skill and ihc viclim’s Will (Sirixig Will)
8 or 9: Flashes of independencc are cxtrcmely r.u r The
Tlic masier can relcaw ihe viclim from the power a! any lime, puppet may use thc master's Disciplines. The puppel regards
hi.s body as dLsposablc. ’ITkc saíne player may play both hodies
bul once ihc viclim has been nclcascd. any subsequent altcmpts
10 or more The idcnlification is complete. The viclim
U>bring him under ihc sway oF Puppet Masier will he as ihough always acta as his niusiet would in that situation. The victim
knows that his body is a disposabk lool of thc vampire. and ií
thc masier won (he contest by no more iban 3 on thc chan thc victim dics tlic masier will continué on. The same playcr
may play both hodics at all times.
bclow. If the vampire \ truc body suffers Final Dcalh. his pup­

pets are rctc&scd.

The exael degree of affimiy depends on how much the

itiastcr wiris Ihc contest by.

The puppet may use all of liar masier*!* normal skills and

abilitics (and sometímes Power*). ihc masier may use all of thc

victim's skills and power* Ihrough the viclim s body.

Fortitude

Power 6 (72 pumis) +15 Dumage Resisumcc; Power 9 (160 points) +60 Damage Resistana.*;
Power 7 (96 poínis) duration 8 hours Power Ifl (200 points) duration 11 hours
Power 8 ( 120 poinU)
+-25 Dantage Resístame. +90 Damage ResiMance;
duntiion 9 hours duration 12 hours

+40 Dumuge Resístante:

durahon 10 hours

O bíuscale ■ ■

M ind Blattk Power 6 Cache Power7

Tlie vampiro can conceal his mind us wcll as his body. Thi.v power allows lite vauupine to maintain alrcady-cstah-

Mind Blank makes thc u$er transparent tn any suri of lished Obfuscaie powers even in his absertcc Ihc vampire musí

Tclepaihic contact. whcihcr magical or psiomc in mtturc. lo use still be present lo establisli thc power. huí ií he makes a guc­

Mind Blank requircs only a succcssful skill roll. unless tire eéisful Cache skill roll he can then leave the aren and Ihc con-

telcpath is actively and specifically looking for the Mind cealmcnt will endure until divpcllcd or somchuw disniptcd.

Blankcd vampire. in which case u Quick Contest bctwccn thc

Mind Blank power and thc tclcpathy power betng used is called Cloak Power7

for. This allows the vampiro to hide his otira in much the same

way Mind Blank oilows him to lude his psyche. Cloak requires

Coticeal Power6 a succcssful skill roll to establish, with a subseíiucnt Conte&t of

This power will conceal un inammatc objcci in thc same Skills if ariyoue is actively using Aura Perccption to lócate that

way thai the power IJnsecn Presente conceais *n individual. speciñc individual.

The vampire musí be wilhm 30 Icct ot thc objcct Conceded and

have somc sort of personal ot cmotitmal conneciion to it. On a O íd Friends Power8

succcssful skill roll any object up tu thc size of a stnall housc The Hubject of this power will recogm/c ihe vampire as

can be conceded. somebody very dcar to thctti somebody thcy’d likc to scc. The

vampire docs not need lo know thc penion he*II be laken for,

Soul Mask Power6 ñor con he predetermine who he’ll be takcn for thc identifica-

This jülows the vampire to altcr his aura so tluit his truc non comes from Ihc subject‘s suhconscious. Nonethclcss. the

natua* will be concealed even from the Aura Perception power. subject will be strongly inelined lo tmsl and help thc vampire.

íhis power requires a succcssful skill roll to cstablish tiie false Oíd Friends rcquíre.s the vampire to win a Quick Contest

aura on any given night and thc vampire will have to win a bctwccn his Oíd Friends skill and ihc subjccfs 1Q modífied by

Contest of Skill to preserve Ihc illusion if Aura Perception is Alertness.

in luully cusí on him.

Imlially thc vampire may only sclcct onc aura color lo use Create Ñam e Power9

as a disguise, hut he may add more colon* to his repertoire by The vampire lakcs on the sccming oí a wholc new person,

buying Soul Mask aguin at higher power Icvcl». Thus a vampire not juxi phy sically but nght down to the psyche and aura. Iliii

mtght takc hnght light bine (a calm murtal» for his first Soul power requires a succcssful skill roll to establish, with subsc-

Mask al power Icvcl 6. ihen when he achicves power Icvcl 7 he queni Contc&ts of Skill if somebody tries to magically or psion

might add a swirling black (psychotically evil - don't mes» icly sean thc vampire*» mind or aura, and even in thcse cases

with me) aura. He eould buv thc power again for a third color al the telepath or auru tender is at -3 in the contest.

power Icvcl 8. and so on.

39— — Eider Vampires

Memory's Fadirtg Glimpse Power 10 If. after invoking this power. the vampire meets someonc
who knew him formerly, he musí roll again va. M emory’s
This powcr complctely erases thc vampirc's cxistence from Fading Glimpse. II he íalls thc skill mil the íormer acquum-
tuncc remembers cvcrything. if thc roll succceds he will
Ihc mcvnory of everyone. His existente will he forgotlcn and rememher titile or noihing as folluws:

never rememberod. While ihis powcr cannot erase wruten or 0 to 1: He remembers you. but only onc innocuotis íact
about you ("Oh ycah. he was u( that disco that onc night” ).
photographic referentes to thc uscr. thosc aftccted will be
2 or 3: He reulizes he met you, bul docsn'i remember when
unablc to concéntrate on or rccall such referentes. It's as or wbere, anythmg xpeciíic ahout you.

though thc vampire never existed. This powcr requirei only u 4 or 5: Tlie subjcct thinks he might have met you befort.
bul isn’t sure.
simple skiII mil tu actívate, although fhe vampire vhuuld con-
6 or 7 Somcthing about you draws hi> alicntiun. but he
sider well before doing so - his friera!* will forget him jusK as doesn’t reabre it‘s niemory

ihoroughly as his cncmicv If the skill roll is critically íailcd, Critica! succcss: Tile subjcct duesiTl cvcn scc you.

everyone who cvcr mee the user will smldenly think of him, and

he will continúe to be "on their minds” for sume time. II fie

tries and lails to mvokc this power, he cannni try again the

same night (or for mudt tonger - GM 's option »n the case of n

critica! failitro.

Potente =

Power 6 (72 pom is)__ ----- 415 ST until dawn Power 9 1 160 points).... — 460 ST untilduwn
Power 7 <96 pumis) ... ...... 425 ST until dawn Power 10(200 point*) . .490 ST until dawn
Power X( 120 potnts)... — ..440 ST until dawn

P rcscn ce= ¡

Love Power6 enenues stop luiting cach other. individuáis lose aJI curiasity or
cnipathy about anyone etsr A Will (Consdence) roll is rvquircd
This power créales, in effect. a lemporary Blood Bond to earry out any action not motived by pune self-intcrvst

bctwcen thc vamptre and thc subjcct which lasts as long as the 7*hc number of individuáis affected by the power ix deter-
mmed as lor Rage. above.
subjcct rcniains in thc varapire's presence. To cstablish this

powcr thc vumpire must win u Conlcst bclwccn his Love skill

and the victim é Will (Nomml Strong Will).

Irtvoke Frettzy P o w e r ti

Rage Power6 The user can send another Kindrcd mto Frenry hy winning

This power projettx ¿m aura of hostilitv and írritaüon. muking a Contest betwcen his Invoke Frenzy skill and thc victim's Will

it likely that thosc ¿round the vamptre will starl tn argüe or esen (Self Control)

come to blows. All vampiros under the sw*ay of this power must Heart o f the City Power9

check every 10 secondx that Rage rematns in effect or go mto

Fron/y. PCs aíTected by ruge should be passívely encouiagett by The vumpitv has become so artuned to the area where he

the GM to become im uted - *Mer answcr soutwls rcasonablc dWells that he can mllucncc iis imxxls. using this powcr to

cnough. bul from her tone of voicc you gct thc distinel ímprevsinn umplify a single emolion (love. hate. trust, (car, annoyance)

shc %trniking (un of you.” "YotTre not sure. but you see him throughout the whole arca. 1 lie effect is subüe. but its cumula-

make what you think ts an obsceno gesture in your durclkm as he five effect over an cutiré populatton can be profound. líate, for

turm away “ The effccu of Rage endure as long as thc user instancc, will not cause everyhody in thc ctty to \pnng ut onc

remaní* in his victima' procncc. and even aftcrward hostility anothcr’s throats. but it will drive many who wcrc ulrrady on

might linger. unlil thc victims rvali/e thcy were uctmg írruüonally. fhe ruad to violencc In general, this powcr will have a much

Tlie nuinbcr of individuáis afícctcd depends on thc aniouni stronecr effect on residents o f thc city than on tourists or

by which thc uscr makes his skill rolL The base nurnber of vic- visiiors.

tims ix 2. 4 I for every number by which the roll was mude On Using this powcr requircs only a skill roll; however. the

a critical success» everyone in the uscr's sight will be aftected vampire must he in thc affcctcd city. and must have spent at

Thosc elosest to thc vampire are affected firxt. least 6 of the last 12 moncha there for thc powcr to work.

The duration of the elTect depends on the nmount by which

M ind Num b Power7 the skill roll was mude

Mnny Prcscnoc powcr* inflict emotions on thc subjecis, but 0 to I : I minute

Mind Numb retomes emorions. leaving only an cnipty menta) 2or 3. 10 minutes

numbnesv Victima become extremcly unmotívated and musí 4 or 5; I hour

make a Will roll to begin cvcn the most commonplace or necetr 6 or 7: 24 honre

sary task.v Thcy will do nothing dífficult or dangerous unless Crítica! Succcxs: 1 wcek

torced to hy come kiiul o í phystcal thrcat. Dreatti W orld Pow er 10

The number of individuáis affcctcd hy thc powcr is deter-

mined a%for Rage. above. The vampire can affect thc dreams of the cntire world

laJthough if be wishes. he can focus on a specific aa*u. group or

Mask bm pathy Power7 individual i He can scikI incvsagrs, images or cvcn mghtmares.

11u* u u somewhat more subtlc t ¿nailon of Mind Numb. The amount hy which the skill roll is made determines thc claríty

Instcad of crusing all cmotion. thc powcr. as it wcrc. cuts thc of tíic dream. The cxact effeets o f ibe dftton are fteft to tlie GM.

emotional honds which hmd people together Lovcrs stop loving.

Eider Vampires 40— —

Protean — —— ■ ■■■

Flesh ofM a rb le Power 6

Wilhoui any lo*? of fiexibility, thc user's flesh bccornes as

hard as stone. He beconm ulmost imponible to stake without

spccm! cquipmcnt.

On a successful roll thc vampiro gams PD 3. DR 10. and

takes onl> halldamagc from aJI anudes rxcept Tire or sunlighl.

Once cstublished, the power will endure for 10 scconds for

cvcry number by whtch thc vampiro made his skill roll. or until

dawn on a crítica] succcss.

Earth C ontrol Potver6

This power i* on advanced fomi of burtli Mcld. The vam­

piro can now May mclded with thc eanh day or night. and move Dual Farm Power 9

around frcely underground while mclded (though tt is íaster to The \ampirc may divide himsclt into two identieal bodiea.

move thruugh loosc soil than solid rock) The vampiro will still cach somewhat weaker than the original. The playcr has full

need to roll vs. his Humanity to romoin alcrt and active after control over both duplicates. The duplícales share a general

surtirse. empathy (i.e., one will know when thc other*s in danger). but

This power roquires a Blood Point und a succcssful skill not full mutual awareness

roll to actívate. The vampiro will Mili lose 3 Fatigue when Each duplícate will be a -2 to ull attributcs. with propor-

emcrging írom thc meld tional pcnulties to all skill*, powers und attnbute-rolulcd nolis,

Homúnculos Power7 and both Blood Pool and thc speed at which Bkxxl Point* may

The vampiro can crcate a Homunculus. a 3** tall miniaturo be sport aro halvcd. The power can be used more than once, so

duplícate of himsclf The Homunculus has no vampiric that a duplícate can divide into two more, even weaker duplí­

Discipline!», but does have all its crcator’s knowlcdge. The cate*. hut división cannot continuo once any attríbutc is reduced

Homunculus has thc same «inributes as its master, exccpt tur below 8, or Blood Pool falla to 1.

ST. which ts I, and only 3 hit points. It out onJy be dcstroycd It takes a successful skill roll and Id minutes for this power

b> Afgrivaled darnage. to work. It roquines a similor amount of time to recombitic. and

The vampiro may attcmpt to crcatc a Homunculus once per the bodiex musí be touching. The prucess of división or recom*

night. The croaturo musí consume 1 Blood Point per hour or it bination is quitr unsertling lo watch - moríais who are not pre­

will disípate. It can hold up to threc Blood Point* witliin iLself pared for the sight in advancc should make a Fright Check.

Tlie peTsonality of Ihe Homunculus is a slightly twistcd It has happcncd that a weaker duplícate has refused to

porody of the vampirc's own personíility traits which the recombine with the stronger. bccause once rccombination is

vampiro usually supprcsscs temí to come to the surface in the complete thc weaker form will lose whatever unique identity it

Homunculus. In generul. thc Homunculus will be coupcralive pnsscssed. roquiring the stronger form to hunt down its duplí­

and ohedicnt tnwards its croator. cate. This strange circumstancc is. howevcr. cxtremely raro.

Spiritform Power7 Once thc vampiro has rocombined. he relatas all the memones

The vampiro remam* visible, but is completcly insubstun of both duplícales.

Ual He can only be harmed by firc. sunlight and magical Body o f the Sun Power 10

attack* He cannot physicaliy move or attack anything or any- The vampiro transforms into a masa of blinding flumc in

body. but he can use ull his disciplines lie can walk thmugh the rough shupc of a human figure. In this form he cannot be

solid objeets und also walk on air ttreat as flighl at the vam- harmed by any physieal attack or by firc. und even direcl sun

piro*» normal Move). The duration of this power is detenmned light will hurrn him only on tums whcrc he failx a roll vs HT

as for Flesh of Murble. above. Anyone touched by thc Body of thc Sun will take 3d

Movement o f the Slow ed Body PowerH Aggravated darnage (thc vampiro must rail vs. DX to attack.

This power allows thc vampiro tu move even if he is para- normal active defenses upply). und uny flammablc objeets will

lyzcd. staked or in Torpor. This movement is cxtrernely slow - ignite. Any Kindred in the presente of the Body of the Sun

the vampiro can move aboul une hex per minute and it would must immediately check vs. Rbtschrcck. and if thcy look at thc

takc about half an hour to remove a stake. Ncedless to say. he fíame for more than Id secomis (as rollcd by thc GM) thcy will

cannot attack or defend physicaliy with this power The vam­ be biindcd for I hour.

piro may use thiR power once per 24 hours to uttcmpt to over­ Body of thc Sun roquires the user to expend thrce Blood

eóme whntcvcr power tolda him rnotionless Points und make his skill roll. He musí expend an additional

Blood Point cvcry five seconds to remuin in the form.

Thaumaturgy . . . . ■■■ ■■

S t noted in GURPS Vampire. Thaumaturgy is unlike tfie corred prerequisiies (and which the GM rules he has access
Othcr disciplines It is mercly normal GURPS magery to). If the GM finds thc list of spells in thc Basic Sel loo rcstric-
as practiccd by vampiros. Thereforc there are no spe- live, he is encouraged to purcha.se GURPS Moríc or GURPS
s or requircments for high-lcvcl Thaumaturgy. Instead, Grimoirf.
once a Thsuimaturge has tnastcrod thc Blood Collcgc. he may
go on from ibero to punchase any other spells for which he has Notes on convcrting the Sioryteller System's spells. ritual*
and paths to GURPS can be found on p. 155

41— — Eider Vampires

tL J lo

Chapter 3

NEW CLANS
AND BLOODLINES

T raditionally, ihe race of Caine divides itself
into 13 clans. Seven clans make up the
Camarilla, two more form ihe comerstone
of the Sabbat. and the oiher four clans remain, by
and large, indepcndent of any one sect. Each of
these clans is ancient and powcrfu! in its own right,
and neither of the greal sects lakcs them lightly.

43— — Ncir Clúns j >/J BlooJlwes

New Clans and Bloodlines The ciaos of the Camarilla shan: ccrtain stereolypcs
ahout the non-Camarilla ciaos Thcy can be summanzed
thus:

Assamites: No other single clan is so potenlially dan-
gerous, but thcy ha ve honor, which mean.s thcy can be
dealt with to our mutual profit - but do not ask tor thar
Services lightly. and never offer them needless insult or
show them any weakness.

Foliowrrs ofSet: They have their uses, but if you musí
chose between the Services of a Fotlower of Set and the
scn ices of a demon, look to the demon - it is less treacher-
ous, more predictable and easier to control.

Giovanni: Thcy spread their influence everywhere,
likc an all-consuming cáncer. If only wc kncw what
thcy*re really planning,

Ravnos: They are cowardly and treachcrous, but they
pose no real threat to us. untess they recklessly ihreaten the
Masquerade through sheer carclcss bravado. To guard
against this thcy must be watchcd. and occasionally disci-
plined.

Sabbat: An unspcakable blasphcmy, foul traitors lo
the Kindrcd and an cver-presen! and ever-growing menacc.
They must be utrerly purged from the earth

Sect Affiliation

It can be difficuli u> keep straight juta exactly how the
13 clans are divided up between the two major secta of
vampires. Sume clans aic mostly Camarilla, some are
mostly independent and some are almost exclusivcly
Sabbat, but there are exceptions and overlap in every case.
The list below attempls to clarify these relationships.

Assamiles - Mostly independent, but they also forro
one of the most numerous and powerful antitribus of the
Sabbat.

Brujah - Mostly Camarilla, but they also form a pow*
eríul anritribu of the Sabbat

Followcrs of Set - Mostly independent, but they do
have a small but gTowing presence ín the Sabbat in the
form of the radical Serpcnls of the Light faction. At onc
point thcy wcrc invited to join the Camarilla but that invi*
tallón was largely ignored.

Oaflgrcl - Mostly Camarilla, but they also form onc of
the more numerous and influential aruitnbuvof the Sabbat.

Giovanni - Entirely independen!. The Giovanni are
the only clan nol to have u Sabbat antiiribu.

Lasombra - Almost entirely Sabbat. There is a tiny
and ¡nsignificant independent faction.

Malkavian - Mostly Camarilla, but thcy also have an
antitribu in the Sabbat

Nosferatu - Mostly Camarilla, but they also have an
antitribu m the Sabbat.

Ravnos - Mostly independent, but thcy do have an
antitribu m the Sabbat.

Toreador - Mostly Camarilla, but they do have in
inílueniiaJ antitribu in the Sabbat.

Tremeré - Mostly Camarilla, but they do have a small
antitribu in the Sabbat.

Tzimisce - Mostly Sabbat. but they do have a small
bul powerful faction of elders who are independent of any
sect.

Vcntmc - Mostly Camarilla, but they do have a small
antitribu in the Sabbat

— 44

J'm a lean doy. a keen doy, a *itd doy, and lone; When thc Axsamites accept u contrae! (and thcy do not
lm a rouyh doy, a touyh doy. huntiny on my owru accept cvcry contraer thcy are offered). they will fulfill it to the
l ‘m a bad doy a mad doy, teauny siüy sheep; letter They will only break a contract if it is determined that
/ love to sis and hay the moon. to kecpJat soulsfrom sleep. their hirer did not negábate in good faith (usually this means
deliberately lying about the target's powcrs or defenses)
•Irene R. MacLeod. Lone Doy However, should the ussigned assassin he desiroycd by his tar-
get, the clan docs not seek revenge. Instcad. thcy declare thc
More than a millcnnium ago. *hortly atter üie final fall of contract tcrminated. forfeit their prumiked payment. and will
the Western Román Empine, a new idea was conccived among never again acccpt a contract on that individual. Indecd. thcy
thc vampiros m what is now Turkey These Camiies took many will honor their iormer target, should tliey happen to cncoumer
of thc myths and legends of thcir people and recorabincd them him.
tnto a new philosophy - \ome would cali it a religión. At lis
most basic level, this new philosophy said that thc only way for Most individual Assamites live night-to-night much like
a vampiro to escupe hi* living damnauon wa«; to bccome closer any other Kindred. Only raiely are they offered a Contract to
to Calne, “thc One.” The only way to becomc moro likc Carne fulfill. Although they do not Blood Bond or Domínate onc
was to raiac one's generation. and the only way to do that was another. thc Assamitcs ore iruditionally fanatically des oled to
through ditbleric thc clan at large. and any insult or injury to an Assamite is held
lo he on offense agaínst the clan at large, to he pursued and
The followers of this new way prepared a secret and avenged by all available A.ssumites.
impregnable mountain fortress which thcy callcd Alamut Por
centuries these Assamites preyed like wolves on kinc and To raise his gencration. un Assamite musí cólica 2(X)
Kindred alike. It is said that the íounder himself slew and fed Blood Poinis from non*Assamite vampiros of equal or lower
on two second-generation antediluvians. childer of the One gencration. All assassins rnust lithe 10% of thc fcc collectcd
himself From the faxtncs* of Alamut thcy controllcd thc soci- from any contract to their eider*. They uro also encouragcd to
ety and govemment of the mortal* of thc región. trnde their store of vitae with others, to moximi/e thc good tn
thc cntire clan. For exampte, a 9th-general ion Assamite who
Eventually. incvítably. thc Assamitcx ovcrTcachcd them- comes into possession of somc 6th-gcneration vitae might
sdves. Duntig the Anarch Rebcllion of the Muidle Ages (scc p. trade somc of it to a 7th-gencration hrother in exchangc for
73) the chaos tn thc Camarilla made it casy for the Assamitcs to two times the number of Blood Points in 8th-gcncniiion blood.
fmd the eider* they hunted. So casy that the clan becamc care­ The ritual which convelía collected vitae inro thc fintshed
les*. As soon as the Camarilla restored somc semblante of potion is conductcd every five ycarx at the clan** galhenngs at
arder, ir decroed a world-wide blood hunt agaínst the en!iré Alamut.
As&amite clan. Sevcral yean later. after cataMrophic lo**ex and
with the Camarilla threatemng to di&cover Alamut itselí, the Nickname
Assamitcs, for thc only time tn their history, sued for peace.
Weakened by the Anarch wars and further weakened by thc Asaassin*
crusade agaínst thc A&samites. and not wishing to face what
would surety be an apocalyptic hattle to takc Alamut. thc Appearancc
Cammllu agreed to terms.
Almos! all Assamilcs are oí Muidle huwtcrn desceñí.
The Assamites swore never aguin to engage in diablenc. Consequently. thcy tend to be of modérate suture, with dark
To enforcc this oath, the Tremeré Council of Sevcn created an eyes. aquiline featurcs and black. wavy hair.
epte ntual which renderod the vitac of other Kindred poisonous
to the Assamitcs. However. thc Assamitc beliefs demanded that Most Kindred becomc paler as tlicy age, but the Assamite*!
they ever seck to lower their gencration. To accomplish this skin darkens The eider* aro said to have complexión* of obsidi»
goal. a method was discoverod whercby the blood of an eider, an black.
given wtllmgly to an Assamite. could be stored and eventually
incorpórate*! into a polion which would lower the gencration of Haven
he who drank it. But how to gct an eider to dónate hi* uwn
blood? The eider* of the clan make their homc in Alamut, the
nncient and sccrct mountain formes* of the Assamite*. The
The Assamitcs then entered on thc sccond phasc of their exact location of this stronghold is a deep sccrct; it'.* known to
history. Thcy hccame the hirod assavsins of thc Kindred, hunt- be somewhcrc in Asia Minor Somc say that it's located in
ing Kindred and kine alike at the behest of their cmployer*. Turkey, somewhcrc near Mount Ararat
occcpting ai payment their employeiV vitae.
The fortrcs.% of the human sea of thc Hashushin was also
Today the Assamites ore universal)* ícarcd by all other called "Alamut." This great fortress (located in Central Irán and
vampiro clans - thc huntcn and suilken of a race oí hunterx dcstroycd m the 13th ccntury) was merely an inutatton of the
and staikerv original fortress of thc Assamites.

45— — New Clans and Bloodlines

Clan Disciplines

Celenty, Obfuscatc. Quietas.

Weaknesses

Assainiles musí lithe 10% of the blood they nxxnve ín puy-
ment to their elders This i* a -10-puint Vow. Assamites are also
unable to directly partakc o í the blood of another vampira (they
must save it and incorpórate it mto liten potions) This is Selectivo
Digestión with the '.pecial enhaneement. wurxh 15 points.

Organización

The eider* mecí ¡n the ancienl íortre.ss of Alamut. There
they considcr requests from the greatest C ain ita and kine for
thc scrviccs of the clan. If they decide lo accept a certain
assignment, they Ihen choose who will be given the contrae!
No Assamitc is cvcr required to accept a contrae!, bul to be
offered a contrae! from Alamut is a greal honor, and to refuse
resulte in a los* of status. Youngcr Assamitc*. who ate unlikely
lo be approached by the elders, are permitted lo honc their skills
by accepting local contraéis at their own discrction.

Gaining Clan Prestige

The most prestigióos Assamitcs are. of coursc, the most
suceessful assassin*. Assamites can also gain prestige by betng
willing to help their hrethren attairi lower generatlon by troding
vitac from their own store of blood that a fellow Assamitc
might need for his potion. in exchange for blood that the other
lias a surplus of.

Q uo te

I did not come lo >ou for a chai, infidcL Speak plainly

what you want me to do. and I will tcll you plainly my pricc "

Stcreolypcs

The Camarilla

If they have need oí our skills. they know where to find us.
W e'll happily ueccpl their wcalth in rctum for our scrviccs.
Othcrwise. why would we ever wish to submit lo their petiy
laws and customs? llave wc need of their protcction?

Back^round The Sabbat

A cantile rccruifs are carcfuUy sclcctcd for ilicir quilines They squander death and destruction like a drunkard slotv
of fideluy. tenacity and ruthlessness. A mortal is usually bers his own winc. They are without discipline oí honor, and
wulchcd for severa! mónitas beíore hcing offered an opportunity are beneath our contempt.
to join the clan The mortal candidalc musí then serve thc
Assamitc who chose him for seven years. Their Service musí be The Inconnu
perfcct - uny íailurc, disrcspeci or disloyalty is punished by
death. II he survives bis futí term. the mortal is embraced. The Wc are neither so disTcspcuful ñor so foohsh as to oppose
ncwly-madc Assamitc i.s callcd a fidais, and undcrgocs another their ancient wisdom and power - at leasl, not unitl we are
se ven yearx o f apprenticeship. during which he is given the ready for thc final challenge.
secrete o í thc clan. Acuin, nothing short oí perfcct loyaliy is tol-
eralcd, umlcr penalty of Final Death Tollowers o f Set

Character Creation Foul creatures, but they understand the valué of suhtlety
and, after their own íashíon. discipline. They are thereíore to be
No other clan can cqual thc Assamitc's mastery of combar feared. They are our enemies, but worthy enea.
skills. Combal-related advantages like Cotnbflt Rfeflexes. High
Pain Thrcshold and Toughncss are very common. Assamitc* C io va n n i
also learn Stealth, Climbing, Lockpicking. Traps and similar
skills of thc aswtssin. Many Assaraitcs will have Use elders al We understand caeh other pcrfccily. As long as they con­
Alamut as Patrón*. but if so they must also undertake a Duty to tinué to puy up front. wc will continué to allow them to benefit
accept auny contraéis sene their way. Tu reíuse a coutraci means from our skills.
that tíic Patrón is lost.
Raimos

Thcv flit about hkc the tnseets they are They are to be
ignored. unless they slupidly try to sting us with their silly
trickery, m which case they are to be squashed.

New Clans and Bloodlines 46— —

FoUovO ers o f S e t

Yon have mu a \nake As the oldcst of the four independen! clans. with a lincagc
And are grown young, gamesóme and rampant. dircctly traccable lo a rrnghty antediluvian (though there are
those who dispute ihc cian's account of its own history). the
-Beaumoni and FleU'her Eider Hrolher Followcrs of Set are not wiihout rcspcct among the kmdrad At
one point. after long and divisivc debate, they wcre invited to
Seven thmiMim) ycurs ago or more, when the chiklrcn o! join the Camarilla. This mvüaiion was. by and large, ignorad by
Caine first began to aüow their herd* to foitn civilizations, the Setites (to the great rclicf of many in the CamarillaI
many of the mightlesl Kmdred settlcd in the valley ot Ihc Ntlc Nonetheless. the Camarilla, und .somciimes even lite Subbat.
There ihcy walkcd as gods ainong their herd.s ofien scck our the Followcn of Set in an cíTurt to secura their
aid in sotne cumplen intrigue or another For Ihis raason. ihc
One of the greatest of thesc eider* was named Sutckh. a Setites are generally regarded ús a ncccssary evil within Cainile
mighty warrior and hunter. lie is beheved to have heen an ante­ socicty.
diluvian of the thirrí genenition. So grcaüy was Sutckh feared
by the kinc that thcv carne to worship him us the god of ntght
and clariness

For millcnnia Sutckh was worshippcd
hy monnk and horuircd by fellow Kmdred
Durtng this time, he carne to cali himself
Set Hvcntunlly. howevcr. Set‘$ powcr
carne under challenge from a \ampire
named Oftiriv This rivalry soon grew Into
an open war which raged for ¿entuñes.
Ahout 900 H.C.. Set and his lollowers
wcre finalIy defealed by a servitor of
Osiri.%calling himself Heru Bchutct and
hi» warriors .Set was cxilcd. and hts ful-
lowers wcre slaughtcrcd. F.nrwgcd. Set pro-
nounced a mighty curse on hi\ conquerorv,
snytng that if he wcre to be cxilcd into ihc
darkncss. then darknc.ss would becomc all-
powcrful.

For ihc next several cenlurics. Set
remamed hidden. but active, rccruiting and
trainmg his ncw army of darkncsv Most of
his followers carne lamí Lgypt. but others
wcre recruiled from throughout Europe.
Asia Minor and Northern Africa. The
Sctitcs teach that their founder removed
himself from the world in 33 A.D.. but not
hetone pruitiising lo retum tt> preside per-
sonally over the final victory of the
Darkness.

Mis followers. howevcr. remained
active Alihough always small in number.
their influence has only grown since the
depanure of their lounder. Persisten! rumor
has it that the liujuisition was che crcalion of
the Setites. ulthough thift has never heen
proven.

The inisMon ol the Followcrv of Set can
he Mated in u single word corruplion
They scek to subven and dentroy whatever
is good, noble. sute or bcuutiful within both
Kindrcd and mori.il socicty They are plot-
lers without peer, wíth an unequallcd genios
for mixdireclion and tcmptation. Their
favorite weapons inelude drugs, scx.
inoney, powcr and vice in all its &spects

47— — New Clans and Bloodlines

fu recent ccnturics the Setites have achievcd notable suc- appoinl onc or more sub-pricste depending on the size of the
ceas in the Canbbcaa, where ihcy are in dircci control oí many temple. Each pnest usually has a half-dozen or so human retain-
of the most feared and powcrful Haitian secret societics and crs. Setites garher in their local temple monihly. at the dark of
Jamaican posses. Thcse orgam/ations. in lum. control much of the moon
the intemational drug tntdc. The Sctitcü are also rumored lo
have ateolute control over at least one Near Eastem terronst It is belíeved that the Grand Temple of the clan is some-
gxoup. where in Southern Sudan, near the Ugandan border. The
Followers of Set are believed to gaihcr at the Grand Temple
When the firsl Setite moves into a new arca, he first estab- once each century.
lishes a temple From there he seeks to eMablish control of the
area’s undcrworld. His oconales will stay wilh their sire only Tlie legends of the clan speafc of a sect of Kindred cabed
iimil (hoy feel rcady to establish a temple of their own, and the Children of Osms who were the archenemies of the Setites
sometimes another Setite will join the first, to aid him for a in ancient tune. The tales of the Followers of Set say that they
lime, or challenge him. or sometimos cvcn to fonn a sccond utterly consumed the Chtldren of Osins niilleuniu ago. The
temple when the clanes intereses in a certain area have grown truth may beotherwise.
partícularly complcx. Each temple, howcvcr. ¡s rulcd by onc
and only one vampirc. Gaining Clan Prestige

Nickname The Followers of Set gain prestige by corrupting others
into their Service. Quality counte m much as quanttiy. howcvcr
Sand-Snakes - a Setite with a few relamer* corefuily topplcd and broken
from hígh estáte will have more prestige than one who draws a
Appearancc large herd from the discnfranchiscd and eusily enslaved. Setites
are ateo honored when They corrupt thosc in high posmoos into
Most Setites (partícularly the eldersj are still rccognizably falling from their estáte by going ¿gaínxt theii tme (tatures,
Middle Eastem in ongtn. but in recent years the clan has
rcached out to cncompass all races. Red hair is cunsidered a Qaote
mark of Set, and redheads are grcaüy pnzed. Setite* ulso mam-
tain a partícularly strong presente among the black ex-slaves of “Mere. 1bnng you your hcart’s dcsirc. Look, Tm ptacing it
the Caribbcan and the American deep soulh. In their havens and befnre you. I ask nothing, set no conditions. You can rcach out
on ihe rare octmioos they mecí formally with other chías, they and take it, or you can stand there and wonder about my
wear cbony black robes in a quasi-Egvptian style. Tattooing. motives, I don’l care which."
body-piercing, ncariñcation and other forms of ritual disfigure-
ment are all popular among the Setites. Stereotypes

Haven The Camarilla
They are clrawn to us like moths to the fíame. The toppish
Tlte Followers of Set prefer to lair in cavems. or build deep
underground bunkers They cali these havens temples, and Toreador with their fads and foolish passions, the Ventrue and
often decórate the walls with Bgyptian hieroglyphics telling the Tremeré with their pride and love of powcr, all the rest each
story of ScL They invariably keep the beadquartenv of their with their own point of weakness . they come to us seeking
above-girmnd activitie* near or actuklly above their havens, the fulfillment of their petty dcsires, atid so they are drawn mío
our web.
Background
The Sabbat
Ncomitcs «re usually choscn from among the mortal retoin* ln their own crudc way. they have somc understanding of
ers of the sire.
the power of Darkness That rttakes ihem uscful. but it can also
Character Creation raukc thcm dangerous.

Setites are subtle and mampulattvc. Skills like Forgery. The ¡ncotmu
Psychology. Dctect Lies. Sex Appeal and Interrogado» are For now let them slcep in their illusion of invincibilíty.
highly valued. They very often have Empathy. the better to dis
cover and exploit the vulnerabilities of tlieir victims. Sadistn is Wlien tlie tinte comes for us lo sirikc they will Uiscuver üic lim­
considerad a highly dcsirublc irail by Setites, as long as the ite of their power.
Sadist reiainx control of his impulses.
Assamites
Clan Disciplines Their stupid honor makes thcm easy for ijs to use.

Obfuscatc, Prcsencc. Scrpcntis Eventuolly, of course. they will have to be destroyed

Weakness G io va n n i
They think they undersnmd durkncss. and they think they
Sunlight is paxticuterly dcadly to Setites. They take double
normal damage from sunlight. and ore discomfiied by bright wield power. Come the day we will show them the true mean-
lighLs. This is a hmited fonn of the Light Sensitivc disadvan- mg of both.
tage wortb -15 poinis tsee p. 21).
Raimos
O rg an izaro n For now, let thcm enjoy their “frccdom " They are amus-

Wherever the Setites go they establish a Temple of Set. ing - perhaps some day they will he worthy to tacóme *>ur
The leader of the local communily is cabed the priesu and may slavcs.

New Clans and Bloodlines 48— —


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