Chapter 5
DISCIPLINES
/ am ihe owner o f ihe sphere,
O f the seven stars and the solar y e a r . . .
-Emerson, Essays: Hislory
T his chapter details those Disciplines
characterislic of the new clans and
bloodlines described in this book. All of
these disciplines are bought and used exactly as
described in GURPS Varnpire.
— 99 — Disciplines
Disciplines Thcsc disciplines are listcd all the way up lo the highest
known level. See p. 33 for guidelines on using nnd balancing
vcry high-lcvcl disciplines. It is strungly recommended thai
starting PCs nol be allowed to purchase any discipline at
higher ihan 5th level. ñor should they be allowed to invest
more ihan 60 points tolal in disciplines.
Mixing and Matching
It may be assumed that any vampira may. with suilnble
diligente. mastai any oí Ihe disciplines cliaractcnstic of any
oí Ihc 13 clans (kceping in mind, of coursc, Ihat each level
of a discipline not charactemtic to his own dan costs tiem
ble).
Although ihe rules aliom all vampiras lo fraely “cruss-
train" in thc disciplines of other clans, in terms of thc cam-
paixn, doing so should not normally be so easy Masteríng a
discipline not native to onc’s own clan requires instruction
and iraining, and flnding a suiüiblc tutor is not always an
easy task, particularly when doing so requires that the
Cainita look ouiside his own scct. It is imponible lo imag
ine. for mstuncc. any circumstanccs that might compcl a
Tzimisce to teach Vicissilude to a Tremere, or even a
Tremeré antitribu. Likcwise, all four of thc independen!
clans are notoriously dose-mouthed about the secrets of
their clan disciplines.
Thexefora. If a PC wishes to srndy a discipline not anli-
nahly found umong some clan »>pical to his scct (and for
thesc purposes. each of thc four independen! clans may be
considered a “seet” unto ilself), the GM is fully justiíied in
assessing a significan! Unusual Background. or tprefenibly)
requiring the PC to roleplay his quest for a suitablc tutor in
the desired Discipline.
Bloodline Disciplines
Disciplines distinctive to the more exotic bloodlines are
another mattar entirely. Within many bloodlines. advance-
ment in the discipline unique to that group seems to either
require profound changes in a vampire, or to trigger such
changes. The third eyc of thc Salubri is an obvious examplc,
and there also seerns to be a direct correlalion between the
appcarancc of thc Somcdi and their diciplinc of ThmatoBS.
Therefore, it is recommended that starting characters
not be allowed to begin the gaine with any bloodline disci
plines (untes*. of course. thcy are actually members of that
bloodline). It is further recom m ended that the GM be
extremely carefui about allowing them to leam such disci
plines in thc coursc of play.
Exactly what restrictions should apply to which disci
plines is a questíon for the GM to decide. The GM is frcc to
charge Unusual Backgrounds to characters who wish to
master exotic disciplines, or to forbid thcm cntircly irom
doing so. He may also rule that studying a given Discipline
causes the student to take on some or all of thc disadvan-
tages characteristic of thc appropriate bloodline. These
restrictions do not have to be consis tent between various
bloodlines.
Specific reeommendations for reasonablc rcstrictions to
u given discipline can be found under thai discipline'^
description
Nonc of the above, however, applies lo eider vampiras
(roughly sixlh generation or above). These beings may well
possess thc mystical powcr and strength of will necessary to
master the very sirangcst disciplines without acquiring any
of the Associated handicaps.
— 100 —
C him erstry
The Ravnos are thc master tricksicrs of the Kindred, and A Futa Morgana is establishcd in the same way as an Ignis
their nalive discipline is the art of weaving ¡Ilusión. The Fatuus. but thc Will roll Ls at - 1 for each sense afiecied after the
Ravnos cooakter Chiraerxtry to be a secret of the clan, first. An illusion that can only be «en and smcllcd require* a
and they will only vhare it with a non-Ravnos if he has beWenill roll at -I. but onc that affetls all five senses requirts a Will
mude a blood brother to a member of the clan roll at -4.
In order to wcave an illusion, thc Ravnos must be ablc lo
pcrccivc n dircctly with une of hia ftve physical tense*. Usually A p p a ritio fí Poicar 3
this» means sight. but other acotes are pos&iblc. Por example. a This powcr allows thc Ravnos to create a Fau Morgana or
blindcd Ravnos might be able to créate the illusion of a gun by Ignis Fatuus that move*. The crcator must expend onc BUxhJ
concentraring on the way it feels tn his hand, or thc íllusion of a Point to make thc ¡Ilusión move in one specified manñor and
cigarettc by conccnimting on the odor of the \mokc. route (i.e.. roll in a stniight lmc. walk in a elide). The creator
It is very difficuit to resist the ¡Ilusión* of the Ravnos - par may change the direction or stop his íllusion only if he has been
ticularly for 20th-century man. who is nol accustomed to the actively conccntrutmg on thc íllusion (i.e.. talen no other
idea of illusionary objeets existíng mdependent of o televisión or actions) since íts establishment Othcrwisc thc Appurióon will
movie vereca. The truc nature of an íllusion can only be deduccd continué to move in thc specified fashion until it passes from
it the observer has sotne soct of concrete reason to doubt thc illu- the creator** percepción or is dispcllcd.
skm’s rcality. If. for example. a Ravnos produced on iltusumary
gun from out of a druwer or beneaih his jacket, the person thc Persistente o f Vision Power 4
gun wat» pointed «t would have no reason to dUbelievc the gun'* A vampiro with this powcr may expend a Rlood Point and
rcality. However. if a sturit<nokcd Ravnos standing in the middle cause a Fala Morgana or Ignis Fatuus to continué to exist even
of an open spacc sixkJcnly produced a gun. the observer should when he cannot perceive it. The Illusion will continué to exist
be allowcd to roll vs. IQ+Alertncss lo figure out that something until tt is dissolved.
suspicious is going on If he fiiíls the IQ nuil, he* managed to
convince himsclf that the Ravnos was Holding the weapon all H orrid R ea lity Power 5
along Particularly improbable or ludicrous illusions (a giant A Horrid Reality i* an illusion which afleos all physical
green dragón, or a fully-riggcd Clipper stop on a Kansas farm senses Furtliermore, it can affect, or even dumuge thc observer
pond) will give thc observer significan! bonusev to his IQ roll. The Horrid Rcality of a fire will bum, the Horrid Rcality of a
Exactly when an IQ roll is appropriate. and wliat mudificrs may wall cannot be passed A Horrid Reality atícete only onc indi
upplv is cntirely up to the GM. vidual - others won't even perceive it.
Ignis Fatuus Power 1 A Will roll and a skill roll are requircd to creóte a Horrid
Reality. If thc creator wishes to try to do damage with the
This powcr allows thc vampiro to creale u simple, static Horrid Reality. he must win a Quick Contest of Wills with thc
victim cach round he ines to inflict thc damage, with a modificr
illusíon. The ¡Ilusión will affcct only one sen.se - an orange ere* of -I to thc creator's Will for cach full dtc of damage he wishes
to inflict. Damage ínfiieled may never excccd the damage done
ated by Ignis Fatuus can be scen, but not smclled. tasted or by a real object of that type (as dcicrmined by thc GM). but the
crcator may reduce thc damage, to makc it e&sicr for him to win
tuuchcd Tactile illusions (i.e.. the illusionary sensalion of o the coateat
wall in a dork room) can be created, but will not offer any sort Damage from a Horrid Re4ilily is not Aggravaled, and will
of baiTier - a person groping around the dark room will believe
he’* touchcd a real wall, but if he tries lo push it. or stumblex
tato it. he*Up*at right through
It require* both a skill roll and a Will roll to créate an Ignis never ktll a victim (though it can bring him eloser to dcath from
Fatuus (however. both rolla are modified by thc vampiro*s máx real damage). Once damage is talen, it will pcrxtsl until healed
imum powcr - i.e., a Ravnos w ho's mastered Chimerstry normally, or until the victim i* truly convinccd that the object
through level 5 rcccives a +4 modifier to both his Will and his that wounded him was not real Persuading the victim that he
skill roll when attempting an Ignis Fatuus). The ¡Ilusión will wah the victim of an illusion will require a detcnuiticd cl'idrt. If
endure undl the creatoe can no longer sense it. He docs not have the victim critically faíled in thc Contest of Willx, it will require
to concéntrate on thc íllusion, but he must be consciously awaro a mínimum oí several wcelcs of psychothcrapy to convince him
of it (i.e.. visual illusions must romain in thc line of sigfit, tacóle that his experience was an illusion.
¡Ilusión must be in contad with his body. etc.). The illusicm will A Horrid Reality will persist as long as thc creaiot kccps
also vamsh if tu mtegrity is violated in some way. if someone thc victim tn his sight, and continúes to want thc illusion to per
passes his hand through thc visual íllusion of an orange. the sist. The creator docs not need lo actively concéntrate on the
¡Ilusión will ccohc toexist. Ftnally, thc crcator can simply allow Horrid Reality.
his ¡Ilusión to ceasc to exist ai any time - this does not require
an action.
Pata Morgana Power 2
A Fina Morgana is like an Ignis Fatuus in every way,
cxcepi that it can affect moro than one sense. If thc crcator i*
aware of the íllusion with cven one of his five senses, the ¡Ilu
sión will continué to manifest to all of it» sense*. Thus if the
croator can xee a Fata Morgan® of a vase ol ílowers across thc
room. an observer will be able lo sce. smcll. touch and cvcn
usté the flowen.
— íot — Disciplines
Fatuas M astery Power 6 Mass Reality Power 6
ThU Discipline allows rhe Ramos lo substituto his Fatuus Thi.\ power allows a Horrid Reality to aJTect a group oí
Mastcrv skill for any Ignis Fatuus. Fata Morgaño, or Apparítion people. Anyone who could perecíve the illtmonary object if it
skill roll. If thc Fatuus Mastery skill rol! is made. he dees nnt waa real is subjcirt U»the Horrid Reality Thís is a very powerful
necd to ntakc an avJJitmn.il Will roll to créate thc ülusion. ability - an illusionary shotgun could be fired into a crowd.
Purthcrmorc. un illusion crcatcd with Fatuus Mastery will per- affecting anyone who íails thc contést oí Will.
sist even il it is not direcüy perccived by thc creator. as long as
lar rcmainv within ruughly a mile oí thc ilIumuii. Far Fatuus Power 7
Thís allows thc vampirc to créate illusion* at a distante.
The only requírement is that he musí tv able to clearly vituali/c
thc location where the illusion i\ to appcar. The skill roll is
niodificd a> tollows:
0 The creator*s own haven. or someplace cqually
. familiar.
•I A place vmtcd severa) times
-2 A place vísitcd only once
-3 Described in detall (thc describió# character mu/ii
malte an 1Q roll to conectly remember thc dctails of
thc place, and u roll vs. Bard or dclault lo accuraielv
communícate thcin to tlic creator).
-4 A place known to Ule creator only through u
photograph.
Pseudo Blindness Power 8
Thís power works aulomutically, alI thc time. Thcrc are no
skill ralis involved, ami the character necd not put any poims
into Pseudo Blindness skiII
A vampirc with Pseudo Blmdnrss caminí pcrceive lies or
íllusions. He is completely immunc lo all Obfuvcatc and
Chimerstry effeets below thc ninth leve! of power He simply
cunft perceivc their effeets - even if he wants to.
Also, a Cainite with thís power is completely immune to
lies. He can hcar them. bul he mitomutically knows that thcy are
false
Settsory Deprivation Power 9
If the vampira makcb u succes-tful skill roll and wim a
Quick Contest of Wills. thc vampirc may *tum off* all five of
his victím’s physical senses. Ihc victim completely loses con
tad witli all physical reality. ím luding his own body - he may
not use any skill or ability which uffeets thc outsidc worid in
any way.
The duration of thc cfíect depends on hnw much the vam
pira wins the contest of wills by.
I to 3 ----------- ....—.................................. ~....l minute
4 or 5 ............. I hour
6 o r 7 ..........................................................................! day
Hor 9......... —................... ..........................I month
10 or more................. ............. ............. .................«.1 ycar
Pocket Reality Pow er 10
lí the vampira makes a skill roll and wins a quick contest
of Will with ihc víctim. the victim is physically translatcd to an
ultornuto reality - onc where all thc physical laws are deter-
mined by the orne who sent him diera. The victim is completely
pone frvun «wr reality, and cannot be contacted or dctcctcd on
any way. Once anyone has beta translatcd to an altérnate reali
ty, it is viruudly imposible for him to ever return lo our reality,
unlcss relcascd by his original captor
This power can be used by thc vampirc to personully
explore altérnate realitiev He may alvo send ¡i willing subject
into hiding in an altérnate worid If the subject is willing, no
Contest of Wills is neccsxary.
Disciplines — 102 —
D em entation —
cmcntation is the untque gift of (he Malkavian who master the Eyes of Chaos are prono to Absent-Mindedness
(ittntribu oí ihc Sabbal. li allow* the Malkavian to pass and strange Compulsivo Behaviors.
his insamty on to his mermes U is commonly heId
that no sane initMJ other than perhap» that of a Methuselah Cif. Possiblc useful appltcation» of tlic Eyes of Chaos inelude:
nwlecd, a Mcthusclah can be justifmbly colied “sane” al ail) con The vampiro can use this power to dtseem the mental dis-
cver niáster the secrete of Dementation. In gome terms, a char- advantages of anyonc he mecí». The subject gets a Will mil to
acter who wishes to m ttter Dementation should have no Fewcr resisi the discipline, but this roll is at up to -5 depending on
than -20 pointe in significan! Mental disadvantages (as per the how wcll the user and the subjcct know one another it is much
Malkavian disadvantage described on p. VTM123), or should easier for the Malkavian tn di&ccm the truc nature of someone
be rcquircd to pay for a significant Unusual Background. he knows wcll. The number of dísadvantages revealed will
Ccrtain of the power» beiow reíer to "derangeme^t^.,, This depend on how well the usar maíces his roll.
te a collcctivc icrm refering to those mental disadvantage* The vampirc can aJso use this power to tcmporarily bypass
which pcrtain to the unbalanccd mind. They inelude ail the dis the insamty of another. for cxample. temporarily calming a
advantage refered lo on p. VTM123. as well as Compulsive manioc, or communicating with an autistic or catatonic. All that
Behavtor, Phobta. Split Fersovuüity and any other disadvantage» b required for this is a vucccssful skill roll. Eyes of Oíaos will
the GM fccls may qualify. not, however. allow the Malkavian lo end another’s vampiric
Thcre ts no known lOlh Icvcl oí Dementation. Frenzy.
Passton Power 1 Finally. this will allow the Malkavian to see the logic in
another’s insamty It might. for instunee, reveal the patlcrn
The víctim’s emotions mn oui of control; he feels every- behind the actions of an insane, motívele»» serial kiiler, or
allow the Malkavian to rend the truc mcuning behind a matm-
thing much more strongly than he normally would. A casual script writtcn by a maniac. This requires only u skill roll. but
the GM should u s e » modifico* depending on how much Infor
slighl irtight be taken as a dcadly insult, a trivial los» will bring mation is availablc lo the Malkavian. For cxample, in the case
of the above ¿erial kiiler, if the Malkaviun only read u shorx
about paroxysms of grief. In gume terms. the victim of this account oí a single murder in the papeT he would he at signifi
can! penalues to his Eye» of Chaos roll. but if he was tnkcn to
power will fmd himself forced to makc Will rolls to retam selí- the sccnc of scvcral successive murders immediaielv after the
crimes were discovcrcd. he would be at a ¿uhstantial borní».
control tn the face of even the most trivial stress.
To inflict Fassion on xomeone. the Malkavian musí win a
contcst of skiII between hi* Pasaron skill and the victim é
liumanity (if the victim is Kine, roll against his Will). The
amount by which the Malkavian wios the contest determines
the duration of the cffect. C o n fu sió n Power 4
1- onc minute Merely by looking hi» victim in the eye and talking to tilín,
2 - onc hour the Malkavian can induce a deep State of confuscd di¿orienta -
3 - onc night lioti. Tlic Victim of Confusión will wander around in a <la/c,
4 - eme week and will fmd it very difficull to concéntrate or engage in any
5 or more - onc month sort of prnlonged constructivo behavior.
The Malkavian need only makc hi» skill roll to imposc the
M ind Tricks Power 2 Confusión. The victim does not get a roll to resist. Instead. he
This power calis hallucmutions to haunt the comen of the must makc a Will Roll any time he wants to *Snap out” of the
victim’» visión. The visions seem complctely real, bul can not cffect for a lime. If he makes his Will Roll he will rcgain con
be soco for more than a moment oul of the comer of the eye. No trol oí hi» faculdcs for Id minute», at the end of which time lie
onc cxccpt the victim can scc the liallucinatioas. The Malkavian musí roll again or íall back into the State of confusión II he
has no say in what the victim sccx the hallucmations come fuil* a roll. he may not makc another Will roll foi al least 10
firom the victim’s own deep subconscious minutes The victim will automático!1y snap out of the dozod
If the user malees bis Mind Tricks ski!! roU. the victim gcte statc if physically attackcd, but this will only List for the ilma-
a single Will Roll (modified by Self Control) lo resist the tion of Lhc comhat.
effeets. If the WilJ roll is fatled. the hallucinations will linger The duration of the confuscd statc depenils on how wcll lite
for a span of time detennmed by the amount by which the user user made his skill roll.
heat his skill roU. 0 to 1 10 minute»
0 lo I pointe - 1 night 2 to 3 - one hour
2 to 3 p<wnts 3 nighte 4 or 5 —onc night
4 or 5 pntnte - onc week 6 or 7 - onc week
6 or 7 pointe one month Cnticai ¿ u c e e s» - onc month
Critica! ¿ucees* - fhree month*
Total Insanity Power S
Eyes o f Chaos Power 3 This power allow* the Malkavian to dnve hi» victim totally
This power cnables the vampiro to pcrceive paneras of insanc. If a victim succurnhs lo Total Insanity, he insiumly
insanity. in Kmdred. Kine and nature, that are hidden from the ■cquires five new derangemcnls (worth u cumulan ve 30 to 60
eyes of the sane. This power ha» severa! uscfuJ applications. but pomts) of the GM’s choicc.
is alvo rather dangeroua The vnmpire who possesses tt can casi- To unposc Total Insanity, the Malkavian must win u Quick
ly hccomc faveinated with pattems of insamty pcrccivcd in Contest between his skill Icvcl and the victim’* Will imodified
nature. spending. for cxample. a whole night staring at the paí by normal Strong Will| The duration of lhc affliction depend»
tente creatcd by the reccding tide on the beach - Malkavian» un how much the user wins the contcst by.
— 103 — Disciplines
I or 2 - ten minutes The effeets of this power end when the killer take* ihe lifc
3 or 4 one night of Kindrcd ar Kine whether or not the nuirder vielim is the one
5 or 6 - one week who originally obsessed the killer. He will snap out of the
7 lo 9 - onc month efteets of the power with no idea why lie has commilted such a
10 or more oneyear vilc dccd.
Derangt Power 6 This power Works equally well on Kindrcd and Kine,
The Malkavian must kis* ihe chuscn killer and makc his skill
The vielim of this power acquires a new. permanent roll. The woutd-be killer may attempi onc Will roll to resisi
(al -f 1 for every 5 points he has vpcnl un the Pacifísm ditad-
derangement selccted by the Malkavian. This derangement per- vmitage).
mancntly reduces the poinl valué of the character. and catino!
be boughl off with eamed character pointt.
The Malkavian musí look his victim in (he eye and Xtfave o f Insanity Pouvr7
describe the derangement m detall He then rnakc* his vkill mil. This power allows the vampiro to ajfflict muliíplc pentons
and üie victim may tr> (o resisi with a single Will mil (modtfied wilh Total Insamty (abovei at onc time. To create this cffcct.
by normal Strong Willi. The more severe the derangement. the the vampirc must speak where all his inlended victims can heur
haidcr it is for the Malkavian to suctccd in his skill mil. as fol The Malkavian's First roll indícales Ihe máximum number
iows: of victim* he can afllict with this power - one for every number
Quirk......----- --------------------- ..........-no modifier by which he makc* his skill roll. Howcvcr, once thai number
5 poinl dlsadvantuge.............................. -3 has been determined. he musí win a contení berween his skill
•10 poinl disadvantügc .............. ... ................ ..-ó and the Will of cach person he wishes lo afllict (the vampire
-15 poinl disadvaninge...... .................. ..... ....... .^-9 may choose which potentiul victims he wishes to try to afíccl
And su tai. first). If an inlended victim resista the insanity. the máximum
number of victims is reduced by one. The effecLS and duration
Kindrcd Spirits Power 6 of this power air idéntica! to Total Insunity. Derangement* will
Thís power allows ihe Malkavian to inflict his victim with be difícrenl for each vielim
all the mental disadvantages and quirks possetsed by the Coma Power 8
Malkavian himselí (in addition to any mental disadvantages the Merely by conccntrating for onc tum. this power aliow* the
victim formerly posscvscd). If sume of the disadvantages are. in Malkavian to shut down all non-vital tunciiom in the mind of a
Ihe GM i judgement. mutuallv exclusive, the victim will also victim. sending him into a coma.
acquuc a Spht Pcrsonality. and each pcrsonaliiy will have all If the vampire makes his skill roll. the victim i* ollowcd
Ihe clisadvan!ages ihat aien’t mutually exclusive. one Will roll (modificd by Couragc) lo resist. The duration of
To créale a Kindrcd Spint ihe Malkavian musí makc direct the coma is determined by how much the Malkaviun mude his
skin to-skm contact with ihe victim and win a Quick Conicst skill roll by.
bctwccn his skill and (he victim'.? Will tmodified by Sclf I to 3 - one week
Control). 4 to 6 onc month
The dumtion of Ihe afflictton i\ delermíned by the umounl 7 oc 8 - six months
by which the Malkavian win*. as follows: 9 orlO oneyear
l or 2 - une night morethan 10 - lüyears
3 or 4 - one week
5 or 6 - one month M imis o f the Child ren Power 8
7 or 8 - *ix month* The Malkavian may afllict múltiple victims al once wilh
9or 1 0 - onc ycar the Mind of a Child (above). Unhkc Wavc of Insanity. if more
more (han 10 - permanemiy individual* are presen! then ihe Mitlkaviun's máximum number
M ind o f a Child Power 7 of victims, ihe CiM, not ihe Malkavian. picks which ones may
The victim of thi* power rcgre**es to a childish slatc The be afflicted.
victim loses ld+2 points of IQ (bul IQ cannot be rcduccd bclow The Malkavian makes his First success roll lo determine
4). wtih corresponding los% to Will and all mental skills. the máximum number of victims - one for each number he
hunbermorc. the victim also acqutrcs the Abscnt-Mindcd disad- made the skill roll by. Once ihat is determined, he mu*t roll a
vantage. representing his los* of attcnlion span, and the Gullihlc conicst of skill vs. W'ill as for Mind of the Child (or each
dtsadvantagc. potential victim. All potentia! victims who lose thai contcst
Sucees* and duration of this power are determined as in gairi Mind of ihe Child for the duration mdicated hy Ihe
Total Insnniiy. above. amouni Ihey lost by.
Blessing o f Chaos Power 9
M ind o f a Killer Power 7 This ubility does not requirc a skill roll. and the Malkavian
The Mind of a Killer causes the victim to lose all moral or need not pul any points into a Blevang of Chaos skill. He does
social objcctions to killtng. If the victim ts thrcujcncd or iiuult- have to purchase the power at the normal cost for a Power 9
cd in any way. by any onc - even lovcd ones - he will scck to skill.
dcstroy thai person. This power doc* not strip the victim of all The Malkavian bccames complctely immune to al) ocho»*
commofi te n s e - he may waii for an opportunc moment and Dcmentation, Domínate. Prcscncc and Chimcrstry disciplines.
takc steps to ensurc tluit his chine is not dctected. huí from thai However, this gifl is not without pnce. The Malkavian ¿apures
moment until the deed is final1y done, the nuirder will be the one odditional derangement worth at Icast -5 points. which can
rm>*f importan! goal in tile killer'* Ufe. never he boiighr off with eamed charncter points. He also
Disciplines — 104 —
Mass Coma Power 9
becomcs afilíete*) more or les» pcrmnncntiy with Mind Tríeles This allows the Malkavian to send múltiple victims at once
as per thc Power 2 Detnentation Power Although the Blessing
ot Chaos rnakes it easy for thc Malkavian to ignore diese hallu inlo a Coma (see above). The Malkavian may attcmpt to affcct
cinntions. thcy are always with him. and Ihey will affcci his
behavior m strange and subtic ways - he will be prone lo jerk- one victim for cach number by which he make* his skill rol!
mg Ins heud about unpredicubly a» he tries lo follow a fleeting
Mind Tnck, oc to smiling or laughing at jokes no one clsc can (this number also detemiines thc duration of the Comas oí vic
sec. This is a -5 point Odious Personal Habit.
tima who fail to resist). Each pntential victim may aitempt to
make a Will rail to resist the power. If there are more individuáis
prescnl then thc Malkavian's máximum number of victims the
GM. not the Malkavian, determines who musí aitempt to defend.
M elpominee
The eascnce of Melpominee. the characteristic discipline was made determines how many minutes thc Daughter may
of the Daugtuers of Cacophony, is the marupuluUon of maintain thc link without having lo concéntrate again and re-
thc voice and song to produce the desired myslical roll 11 the uscr wishes to maintain thc link longer than is indi-
cffcct. Thcrefore, it should be possible for non-Daughters to cuastecd by the inicial skill roll. he may expend a Blood Point
this discipline (if at all) only if thcy postes* the Voice advan- which will keep the link open for another 2d minutes
tage and a Sínging skill of 15 or better.
Thcrc are no known powcrs of Melpominee beyond the Toreadoras Harte Power 3
sixth level. The beauty of thc user's voice puls thc victim into a truncc-
like State m which he can takc no action, much like thc ormtic
The M issing Voice Power1 distraction of thc Toreador.
This ullows thc user to “thruw** his voice so that it secrm to This skill requires only a succcssful skill roll on thc user’s
cmit from an> point within his ficld of visión. It rcquirc* only a part A victim of thc Toreador*!» Bañe may try to resist; this
sutcrvvíul skill mil to use The vampirc can takc other actions requircs a succcssful Will roll modified by normaJ Stmng Will
while using this power (tncludtng talkmg or sínging with his (Toreador are al -5 lo this rail, henee the ñame). Once estab-
normal voice), bul if he tries to use The Missing Voice while lished thc Toreador* tíane will endure as long as thc victim can
taking any actions other than standing still or moving slowly Mili hcar thc User'* voice. únicas the victim is attacked or faces
acmss an ojien arca he i\ al -3 to all skill ralis, incloding thc some other immediate physical threat, in which case the
Skill rol! for this power Toreador*s Bañe will be brokert automática!ly
Tourette’s Voice Power2 Art's Traum atic Essetice Power4
The Duughter may send her voice to any perxon or place This feared power allows the daughter to litemlly dnve a
with which shc is familiar - i.c., has visited or met for more hcarer mad with her song. The Daughter must wtn a Quick
than a fcw minutes (the final derermination ol whether or not Contest between her skill and thc hcarer*s Will +5. If thc victim
somcthing is ' familiar” is left to thc GM - it may be possiblc ui loses, he aequires a derangement (see p. 103) velccted by the
reach marginally familiar oreas by rolling at a penalty ). Any GM. This derangement is permanent íbut may be "bought off*
vocal sounds can be sent - sínging. speech. or jusi meaninglesi with eamed charactcr points - though the GM might require
babblc. This power has no máximum range it can reach any- that thc victim undergo strenuous, long and inlcnsive psy-
where m thc world The sounds thc u.sci is sending will not be chotherapy or other extraordinary measures before this kmd of
audible to ihose around the user unless he is sending them (o casy fix bccomcs possible) and reduces thc point valué of thc
somcwhere within earshot. charactcr.
To use the power thc Daughter must concéntrate for Id The severity of the derangement is based on thc amouvit by
tums and mukc a skill roll. The amount by which the skill rail which thc Daughter won the comes!.
— 105 — Disciplines
1- quirk The Daughtcr must win u Quick Contest bctwcen her skill
2 lo 5 - -5-point disadvantage and the target'x HT The target takes Id Aggravaled Damage
6 lo 10 - - 10-point disaüvantagc for every 3 points or frac!ion thercof by which the daughtcr
Muic lh;ui 10 - -15-point disadvomage won the contes?.
On a naiuml roll of 3 the viclim ¡icquires a -20 or -25-point
Blessed Audience Power 6
disadvantage.
This power can be used in conjunction with The Missing lilis power allows the Daughtcr to inllict the mudnets of
Voicc and Tourene'x Voice. An's Traumatic Essence on a group. Everyone to be affcctod
must be within earshot ol the vampire. ami musí actually be
Death o f the Drum Power S able to hear her voice (unlike Arfa Traumatic Essence. this
With this power. ihc volee of che Daughtcr can actually power cannot be used ¡n conjunction with other power* for a
infllct physical, Aggravated damage on one victim - eardrums long-dtstance attack). For each victim the vampiro must roll
burst, intcmal organs rupture. The (argel musí be within cxactly as described under Arfa Traumatic Essence. and abo
eanthoc. but Joca nol have to actually hear anything - deafness expend 1 Blood Point for each individual she wishes to afflict
and car protcction will nol protect with tnsamty.
Necrom ancy= ^ = ^ = quick contcst of Will between himsclf and the spirit. A sum*
moned spirit will answer no more questions than the number by
ecromancy gives the vampiro power lo summon and which the vampiro made his skill roll or won the contcst of Will
control Ihc spirit* of (he dcad Allhough most ioti- (wbiche ver is lesa). There is no guarantcc that a summoned
maiely associated with the Giovanm clan, this disci spirit will answer any qtiestion fully or truthfully.
pline is also natural to the Samcdt bloodlinc Nccromanlic
secreta have alto fascinaied the Tremeré and Tzimisce clan* for Compel Spirit Power 3
centuncs. and masters of the Necromancy discipline can be
found in both thosc clan*. cven though ihc discipline is not nat This is a more potent. but also more nsky form of the
urally affihatcd with cithcr.
Summon Spirit power. The nccromancer aitcmpts to not only
Thanatopsis Power 1 contad the spirit but to bind it to his scrvice and forcé it to
Mystick have long known that the eyes of a corpse hold an speak only ihc truth. This power is nsky, becausc »f ihc sum-
íniagc uf the lasl ihmg bcheld in lite. This power allows the moner fails to bind the spint it will attack. This attack can be
necromancer to cali that image forth. It can be used on the bod- eithcr spiritual or physical - a spirituul attack will Icavc the
ies of vampiros who have suffered the second death. lt can vampire exhatixted, at ü Fatigue for the rest ot the night (the
cven be used on living vampiros to cali forth the luM thing thcy vampire gets a Will roll to resist the attack), a physical attack
saw befare their First death, bul this l¡»st use roquines a skill roll will usually involve the spirit psychokinctically bomharding the
at -5. as the vital cnergy of the vampire tnterferes with the vampire with any loose objeets that happen to be present e
sceing. (máximum damage Id crushing per turn. normal active deíens-
The clarity and detall of the secing depends on the amount es apply).
by which Ihc vampire succccdcd in his skill mil - if he made To Compel a spirit, the vampiro must ftrst makc his skill
the roll exacUy, he*d get no more than a general nnpres&ion of roll. then win a Quick Contest of Will against the spirit. If the
how or where (he subjcct died hut on a critica! success he vampiro loses the contest by 5 or more, the spirit will attack (if,
would be ablc to recall cverything the suhjcct saw for his last in the GM*s Opinión, the spirit alrcady hated its summnncr cven
full hoor of life. as though the necromancer himsdf had experi- beforc the summoning. the spirit will attack ií ihc necromancer
enced these things. loses the contest by any amount).
Thanatopsis cannot be used on bodies which no longcr The degree of the spirit*s cooperaron is dctermincd by the
have intact eyeballs. This power ts also complctcly useless amount by which Ihc vampire won the conlcsL If he won by
against vampiros who have rcachcd Golconda, or their earthly only 1 the spirit may nol leave or attack withnut permission.
rcmains. and it must rospond to all questions. though not necessarily with
the truth If he won by 10 or more the spirit must obey both the
Summon Spirit Power 2 word and the intcnt of the summoncr’s commamls and qües»
This power allows the nccromancer to summon the vpiriis tkms to the best of its ability.
of the dcad lo him. The tmppings of a tmditional scancc are not A Compcllcd spirit will rcmain until dismissed by tts sum
neccssary for this power lo work. though snme vampiro* prefer moner. or unul dawn.
thein (this may be lakcn as a Quirk).
The vampire must know the ñame oí the spint or possess an H a u n tin g Power 4
intímate umlcrstanding of its naturc - the nature of a spirit may This allows the necromancer lo summon a spirit to the
be lcamcd through a successful use of the Auspe* power of mortal plañe and prevent it from returning. If for some rrason
Psychomctry. This power can cali the spirit of a dcad mortal or Ihc spirit is willing to return to Earth (perhaps it ha* somc
an extinguished vampire, though the spirit* of vampire* who unfim.shed husmeas lo uttcnd to) this power requires only a suv
achievcd Golconda beforc their second death may not be cailed. cevtful skill roll. bul if the spirit does not wish to leave the
A living spirit may not be cailed. This power must be used in the afterlife (and most will not) the nccromancer must also win a
prcscncc of somc person or objcct lcnown to the spirit in lifc. Quick Contest of Will against Ihc ghosi
lí the above cotuliüons are met. a simple skill rol! will cali A haunting will endure one night íoc cverv point by which
the spirit. unless the spirit docs not wish to be summoned tiic Necromancer made his skill roll or won the contest,
(GM’s option). in which ca.se the necromancer must also win a whichever is Icss
Disciplines — 106 —
Soul Stealing Power 5 reduced below its negative original valué it cnters a State of
total non-aw areness. where it cannot be rcached by
The Necromancer may summon the spirit of a living being. Necromancy. Thaumaturgy or any other known forcé for sever»
al ccntuncs, if ever. Mom spirits consider ihis absolutc non*
Icaving the spirit's body empey and dcícnseless. The spint may awareness to be lítcrally a fate worse than dcath
attempe once per to a r to make a Will roll lo ictum to iis body,
unlc&s other Necromantic powcrs (likc Haunting, above, or
Torment, bclow) keep the spirit oui of its rightful body. Soul Exchange Power 8
Thuumaturgy or the Possexsion powcr (helow) can also be used
to send a ncw spirív into the body lo rcplace the oíd. The Necromancer may transfer the souls of two crcatures
A vucam body will deteriorare ac the rale of I point of HT into one anothcr’s bodies. To accompli.sh this fcat. the
per hour. unless pul on ful) medical Ufe support. The vacant Necromancer must win a quick contest between bis skill level
body will appcar to be in a deep sute of catatonía until the spint and the comhined Will of both subjeets. For this reason u is
returna very rare for a vampire to attempt a soul exchange between two
This discipline requires boih a skill roll and a Quick Contest humans - an exchange between a human and an animal is much
of Will. únicas the victun is for sume re¿son willing lo he sepa- more common.
raied from bis body. in whtch case the conlest is not needed. The user is at +3 tn ihe contcst for each subjcct who is will-
ing for the exchange to ukc place. Animáis can never he will
Z o m b ie Power 6 ing participants in a Soul Exchange. The exchange is permanent
This powcr ullows the vampire to animate a newly-slain Utdnfc reversed vía Another Soul Exchange
corpsc. The corpse musí be dead lesa than 8 hours to becomc a Both subjeets must be wilhin 10 feet of onc another and
Zombie. A simple skill roll ¡%al) that is needed to create a visible to the Necromancer
Zombie.
The Zombie has the same attributes it had in Ufe. modiíied Possession Power 9
as follows: HT +5, ST +1, 10 2 The Zombie retama all the The vampire may plucc a summoned spint into a newly-
skills ít had in Ufe (-2 to mental skill*) bul loses all creativity dcad body. which the spint may then inhábil for as long as the
and frcc will - it must be told what to do. A Zombie will only body lasts.
obey its crealor or someonc- its creator ordered it to obey If The spirit must either be Already present or summoned The
givcn contrudictory orden» by its crealor and another mastci . tlie body must be dcad no more than 30 minutes, and suffering
Zumbie will obey ihc creator. from no more than HTx4 points of damage. This powcr
Zombie* Iccl no pain. Thcy are never stunned and never requiret» a skill roll, plus a Quick Contcst of WilJ if the spirit is
siifícr any shock penalty from wounds. If a Zombie’s limh is tinwilling to resume mortal Ufe (most spirits will he unwilUng).
injured or dcstroycd it will continúe to fight. though ¡ls Move
will be dramatically reduced If it is reduced to HT 0, the Death Pact Power 10
Zombie is destroycd forever. With this power the Necromancer may takc the pan of ihe
Once crcaled, a Zombie will endure until it is destroyed. Prince of Darknev* hiimclf. The Necromancer and Ihe subjcct
Aftcr a fcw dayn the corpse will start to rol naturalIy - this will make a wriltcn agreement. wherem the Necromancer iigrccs to
not reduce the Zombie’s efFtclivencss m comba!, but will make provide certam Serv ices lo the subject If the Necromancer
it a much more frightening presencc. upholds hís end of the barguin. the spirit of Ihc subject is fa c ed
to serve the Necromancer aftcr the subject*s dcath.
Torment Power 7 To seal a Dcath Pací requites only that the Necromancer
This powcr enables the Necromancer to inflicl spintual make his skill roll and uphold bis end of the barguin. The spirit
"damago" on a Spirit Each succcssful use of Torment causes raust perform a number of Services equal to ihc arnount by
(he spirit paín likc a physical hlow. and also reduces the spint's which the Necromancer made his skill roll alter it has tulfillcd
Wdl for purposes of resixting Nccromancy and Thaumaturgy that number of Services ihc spirit is set free <the Necromancer
To inflict Torment, the spirit musí first be present - this may also set the spirit free carly, though as a group
may require use of a summumng powcr. If the necromancer Nccromancers are not known for their generosity in $uch cir-
make* his Torment skill roll, the spirit may make a Will roll (at cumstances). No ritual* or powers are needed to summon or
curreni pcnaltics. if any) to avoid taking damage. If the vpiril cotnmand a spint bound by a Death Pact - ihc spirit comes
faiU to delend. it tak.es Id "damage" to Will. If the spirit is when called and must serve to the besl of its ability.
— 107 — Disciplines
O b e a h ■«■ ■■ —
The prímary focus of the Obeah discipline is hcoling. but every fiiU 5 points in tlie demngement Ihc hcalcr is also at -2 if
the power is not without iis darker side - it also gives the subject is rnoving, and if at any time the subject moves
thc hcalcr a fundamenta! control over the minds and more than 6* away from the healer the ircaiiucni fruís,
bodies of his palíente. This may explain in pan why the Salubri By ihe time the Salubri mustera this power the third eye is
are so hated and Icarcd by olhcr Kindred. fully devcloped. During thc trcatmcnh the subject*s body is búthcd
It sectas likely that any nun-Salubri who wish to master in a golden light emiuing from the Salubn’s third eye which will
Ubeah must either have attamed Golconda or be wcll aiong thc casily attract the attention of bystandcn» and p is a n by
way to that statc Any vampirc who begins to study Obeah will If a character is cured of a derangement, it is up lo thc GM
begin lo acquire the third eye oí the Salubn. Needless to say, wbat to do about his charactcr point valúe. He may requírc tlic
such u study will cam him thc unyielding enmitv of most of his character to pay off thc valué of the derangement in carncd char
fellow Kindred if it becomes known. actcr points, he may replace thc derangement with a new disad-
vantage ol equivaicnt valué, or he may simply by fíat increase
Panacea P ow er 1 thc character*s total point valúe by thc valúe of the former disad-
This power extends the healmg properties of the vampirc's vaniage, whiebever seems most appropriate to the situation.
lick lo wounds not created by lite vampirc*s íangs. The healer A Malkavion’s derangemcnts, as well as eenain derange-
may restorc Id points of HT cach time he licks the wound, ments created by the Demeotation discipline, can only be cured
jnakes his skill roll and spends 1 Blood Point For Panacea to be temporarüy. Tlic demngement will reaxsert itself in full 2d days
effective the vampire must t>e able to lick the wound it is use after tlic “cure."
less, for cxamplc. aguinst damage duc to illncss or ingested poi-
son. Unburdening the Bestial Soul Power 5
This power allows ihc healer to draw in the soul of another
Anesthetic Touch Poti>er 2 into his body and heal it, restonng thc Humamty of the subject.
The hcalcr*s Anesthetic Touch will block out all physjcal This power temfies most Kindred beyond all reason, and has a
pain from the subject*s mind, but it will also complctely para direct correlalion to the Tremere slundcr of thc Salubri as "soul-
lyze iht* subject If thc subjcct tries to rcsist the paralysis. the devouring monsters "
vampire must win a Quick Contest of Will to administer thc Use of this power requires that the Salubri look into thc
Anesthetic Touch. subject's eyes and make his skill roll, then he must win a
Durauon of thc paralysis is dependent on thc amount by Contest of Will against the subjcct. The Cuntes! is not ncces-
which thc vampirc makes his skill roll, as follows: sary if the subject is undergoing the process willingly, but
0 to I - lü minutes bccausc of thc propaganda against thc Salubri, fcw Kindred
2 or 3 - 30 minutes indeed will do so. If the process is interrupted before there is a
4 or 5 45 minutes clear winner to thc cómese it must be started all over again.
6 or 7 - I bour If Ihc process is successñtl, the Salubri druws the soul of
Criticul succcss 24 hours the subject into his own body, and may then increase thc
humamty of the subject at the rate of 1 point of Humanilv per 1
Neutral Guará P ow er 3 Blood Point expended If the Salubri fails to restore any
This power allows the vampirc lo protect both himsclf and Humamty to the subject. or fails to retum the soul to its original
those in ím tare from ccrtain physical thrcats. The vampire vcsscl at thc carliest opportunity it is a grievous sin, and the
musí spend one Blood Point and make a skill roll to establish Salubri will lose at leas! onc poinl of Humamty (or more, if thc
the Neutral Guard. Once it is cstablished, no onc not airead) GM fecls the Salubri is behaving in a purticuhiily callous or
within the orea can approach within 10* of the vampire. If the selfish manner).
vampirc moves, thc Neutral Guard will move with him, bul if Whilc the soul is absenl. thc subject1s body will be a pup-
he moves within 10 feet of another person the Neutral Guard pei-likc shcll It rctains a limited awareness, but is complctely
will dissolve. Anybody who wishes to try to penétrate thc mcapuble of undertaking any voluntary action more complícate
Neutral Guard must win a Comest of Will with thc vampirc. If ed than breathing - thc body will not cat protect itself or even
thc challenger wins. thc Neutral Guard is dtssolved, but if the move unless told lo do so. It will mindlessly follow any orden,
vampire wins the contest the challenger is paralyzcd for 10 given it.
minutes. The Neutral Guard will keep out conscious, mobile A single Salubn may use this power to grant Humanity to
Kine or Kindred, but will not keep out manimate objeets like any given Comité only once
thrown projecüles. The user may drop thc Neutral Guard al any
time, but if he does he must spend another Blood Point and R en ew ed Vigor Power6
make anuther skill roll to re-cstablish it. By louchíng thc subject expending a Blood Point and mak
ing the skill roll the Salubn can hcal all physical damoge,
Treat the Sick M ind Power 4 including Aggrovutcd wounds
This power ullows the healer to detect and cure dcrnnge-
rncnU (ser p. 103) On u succcssful skill roll. thc vampire will Pain fo r Pleasure Power6
know all the subject*s mental dis&dvanUrges. 11 the healer wish On a successíul skill roll thc hcalcr changos the subjcct*.h
es to try to cure the subject. he must also win a quick contest of percepfions so that pain is perceivcd as pleasure. A subject so
Will (this contest is unmodified rcgardlcss of whether the sub alTccted is treuted in all respecta as though he had thc High Pain
ject consciously wishes to he frec of his insaniry - a derange- Thrcshold advantage. Unfortunatcly. he will also be incapablc
ment is a defense mechanism, and thc subconscious will not of tclling how badly injured he is - the GM should not tcll thc
ahandon one willingly). For this comest the healer is at -I for player» even in rough terms. how much domage he takes from u
Disciplines — 108 —
givcn attack. othcr then. That feela nicc - very nice" The GM Spirit Marionette Power 9
can describe the external effeets of an injury (i.c., there's a
knife protruding fmtn yexir chest. and your arm is blccding pro- This power allows lhe Salubri to control the mind and body
l’usely where your hand used lo be”) but firsi Lhe charactcr
thould make an 1Q mil. to scc if be thinks lo look. This power of another. Spirit Mononette may be used aguinst an unwilling
produces an inten&ely censual feeling, and somc individuáis
under its sway have been known lo injurr thcrnsclves dclibcr- subject only in self-detensc or to preven! a greai evil - casual or
atcly to enhance lhe sensation.
unnecessary use of thc power will rcsult in a loss of Humamty.
The SaJubn may use this power againsi anybody he can
scc. Ií lhe vicum somehow loiows of suspeets whai thc Salubri The Salubri mus! have the subject in xight. and mus! make
is trying to do. he may make a Will rol! lo resist.
bis skill roll. and if thc subject is unwilling alto hest thc subject
in a Comes! of Will. |f che Salubri is succcasful, he can make
the subject do anything he wants, bul lhe Salubri musí pan
lomime everything he wants lhe subject to do - if thc subject is
supposed to walk. thc Salubri mus! wulk. If the subject is sup-
Repulsión Power7 posed to climb a ladder. thc Salubri musí pantomime thc
This power makes pcoplc avoid thc Salubri. It docs not motions of climbtng a ladder.
make lhe vampivc more noiiceable. il jusi causes Ktne and The Salubri has access to all the subject's pcrccptionv He
Kindrcd to insiinctively avoid him as best thcy can Activating may make full use of thc subject's skills and disciplines, or use
ihis power requires a simple skill roll. and lhe power can be his own skills or disciplines through the subject*s body.
mainliiincd unid thc Salubri consciously drops il. or until dawn. For every full minute that the Salubri makes no effort to
whiebever comes fin»t control his subject, thc subject gets a Will roll to regain control
of his body. If this roll is nuide. the Salubn musí iniliate another
Vitar Rlock Power8 Contest of Will to regain control of lhe body (the Salubri does
This power enables the Salubri lo render another Kindred's nol need to he physically presen! or make another skill roll). If
vitae inert and unusable for any purposes othcr than nutrition. the Salubri loses this contcst, the power is broken.
To use this power the Salubri musí make bis skill rol! ai a Resurrección P ow er ÍO
penalty equa) to the opponent s curren! Blood Pool (máximum This power allows the Salubri lo restore lifc to the slnin II
penalty -8. aiready “blockcd" Blood Point* do not count for this works only on humaos, not on Kindred. It requires the Salubri
purpo.se). Each successful use of Vitae Block MblocksH id to make a skill roll and expend one Blood Point for each hour
Blood Points. Blood Points will remain blocked until thcy are or portion thereof that the subject has been dcad. This power
absorbed at the normal rate of 1 point per night If a vampire will not work on corpses that have sustained more than HTx6
has a mixture of “blocked” and unblockcd Blood Prunts. the hit points of damage.
"blocked" points will be absorbed ñrst. Any vitae taken in after Whcn this power is in use the third eye glows so brightly
thc use of this power will be at full normal poteney. but the that anyone tooking dircctly at it will be blinded for Id minutes
comhined total of "blocked** and unblockcd points can never
cxcccd the vampirc’s máximum Blood Pool.
O btenebration . .¡
Obtencbration allows thc uscr to manipúlate the powers cesa. This power may be used at a range of up to 50*. The vam*
of darkncss It ia particularly associatcd with thc pire may enshroud an arta which is m range but out of the vam
Lasombiu piro’* sight (i.c., behind a wall or other obstrucüonl but he is ai
-2 to hi.%skill roll and musí abo expend a Blood Point.
Shadow Play Power 1
The vampirc can manipúlate shadow* to crcate special
effeets at dim (but not extinguish) light in the same hex with
him This power givea thc vampirc a +3 to Stcalth against visu
al perception. and to Intimidatioa (he can subtly weave shad
own to make himself appcar more menaetng). He can al.so cré
ate certain special effeets, like eliminating his own shadow or
removing a shadow to iUumtiuüe an object This power requires
u Blood Point and a skill roll to activare, and once cstabhshed a
givcn effcct will linger until dispetled by thc Lasombra. until
the Lasombra moves more than one hex away from thc objcct.
or until dawn.
Shroud o f Night Power2
The Shroud of Ntght is a field of impenetrable inky black»
ness which obscurcx visión complete 1y and even dampens
vound. Most individuáis caught within its effect are compicteiy
blinded. and Hearing rolls are at -5. Even Kindred using the Red
Eycs or Heighiened Senses powers are at -5 to all visión rolls
The vampirc may move thc región around at a máximum
move of 4, but may takc no othcr action whilc doing so.
Summoning thc Shroud of Night requires a simple skill
roll. and lhe vampirc rnay affect 3 hexes for every point of suc-
— 109 — Disciplines
Arnts o f the Abyss Power 3 The Lamprey can attack victims up to three feel away from
its host. The lamprey*s host cannot movc or tokc any action
Ibis powcr calis íorth tendrils oí palpable darkness which while thc Lamprey is manifestad The Lamprey itself is com
pletely immune lo physical damage. but is quite vulnerable to
can grjsp and rcMxam victims. The tendrils are not directed by magic. If attacked with any spell or discipline that dnex physKaJ
damage, thc Lamprey may try to roll 12 or les* to resist ¿f it
ihe user. bul automatically grasp at unvthing that moves (except fuils thal roll. it disperses Likcwise, if struck by any mystKul
ohjecl (GM*s discreción) thc Lamprey gets an active defensc of
thc summoncr) Tendrils have a ST 16. DX 13 and tirawlmg 12; if it fuils to deferid, it vanishes. If the hoflt is killed while
mantfesting the Lamprey. thc Lamprey vani&hcs.
skill of 13 for purposes of grappling. Once seized. a victim
musí win a Contest of Srrength to frre himaelí from the tenu-
clc. lí thc viclim wins thc contest thc tendíil i$ dispeUcd. bul if
thc victim loses he ís completely hclpless and níay do nothing
more to frec hirnsclf. Once summoned. tendrils remaní until
dispellcd or as long as the summoncr remanís conscious and Eyes o f the N ight Power 6
within 1,000 fect.
The amount by which the vampire makes his skill roll This power enables its user to see anything that gocs on
determines both the máximum number of tentacles (one per within thc cffcct of any of thc other Obtenehralion powcr*.
each number the roll was made byi and their máximum length w^hether iha¡ power is bting used in his présem e or not. A com-
f6* per each number thc roll was made by). This powcr has ¿t mon use of Eyes of thc Night is for a vampirc to evoke Shroud
máximum range of 50'. of Night (see above) in u ncarby rocín, and then use Eyes of the
Night to sean thc orea covcned by thc Shroud.
N tg h tsh a d es Power 4 Alvo, this power conveys all thc benefits associutcd with
Nightshadcs are shadowy and indislince forma which may thc Glcam of the Red Eyes powcr (see p VTM107).
suggest thc vampirc himsclf. other human figures, monsters or Finally, assuntmg thc vampire is not in a wcll-lit arca
phantasnis. or inanimate objeets They are usually used for n v d l - l i r being loosely dcfmed ¡u sufficient ambient light for
diversión or mi&direction. Ntghtshades are completely immater- a normal human to comíort&bty read by), he muy use this power
lal - they con do no damage and they cannot be damaged to cióse his eyes and mentally MseeMevcrything within a 50*
The vampire may créate onc hex ol Ntghtshades for each arca, regardless of any intervening phystcul obstados.
number by which he made his skill roll. All of thc above techniques mus! be invoked with a suc-
Altcmaiely, this power can be used to créate a disoricnting ccssíul skill roll.
field of flickcríng slwdows. Anyonc within this orea (except its Shadow Step Power 6
crcator) is at -5 lo all DX-bused rolla and sküls This powcr can This power allows the vampire to step into a shadow and
affccl ^ hexes for every number by which thc vampire made his emerge from another anywhcrc up to 50* away. In cffcct,
skill roll.
Shadow Step is a limited form of short-range teleportation This
Shadow Body Power 5 powcr works in three dimensión*, and completely wiihoul
The vampire transforms his body into an oozing, shadowy rrgaid to any physical obstaclev The vampire musí be able to
pseudo-suhstarree. While in shadow form thc vampirc can see sec thc shadow he’s stepping into. but if the vampirc has also
even in pitch darkness. seep through any crack and may not mastered Eyes o f thc Night (above) that is no problcm. Each
takc physical damage (but he may not attack cithcr). Fue and use of this power requires a simple skill roll to work
sunlighi do normal damage to a shadow form vampire. In fact, Tire vampire may ulso use Shadow Step to grasp others
these elements are actual! y more painful to a vampirc in shad through a shadow and pulí thcni to him. This use requires two
ow foxm, so thal rolls to avoid Kbuchrcck are at -3 in rhis form. skill roll* - one to penétrate thc shadow and the sccond to pulí
A shadow-form vampire cannot fly. but can slither over vertical the victim hack through it in addition to any Brawling or ST
walls or ccilings at the vampire*s normal Movc. rolls the GM may require to actual ly grasp and hold the victim.
To assume shadow form thc vampire musí expend 3 Blood In raro ctrcumstances Shadow Step has bcen known to pn>-
Points and makc his skill roll. The transformulion takes a full duce exotic and dangerous side effeets. If thc vampirc cntically
minute. tails a Shadow Step roll. the GM should feel frec to tclcport
him to the other side oí ihc worid. or to an altérnate reality. or
Cali the luzmprey Power 6 even to an alien shadow dimensión. The GM might also reléase
This power cnabtes the vampire to rnanifest the Darkness a ravening ‘shadow monster** as the rcsult of a critical fatiurc.
within his soul as an extensión of his physical body. This forcé Shadow Slave Power 7
of darkness, called the 'Lamprey/* cmils from the vampirc’s The vampirc may anímale his own shadow and use it as a
mouth like a xcrpenl of black srooke and envelopes the chosen sentry or bodyguard. Nalurally, this power must be evokcd in
targel, draining his life and blood The Lamprey is completely an area wliere Üie vampire casis a strong shadow.
powerless against Kindred; it is only effective agamst Kine To animóte his shadow, thc vampire must spend a Blood
To attack with the Lamprey requires two successful skill Point and inake his roll. The shadow cannot speak or be
roll». The first roll determines that the vampire was able to reached telepathically. but it has a Gcsturc skill cqual to thc
manifest the Lamprey. The second indícales that he successful- vampirc’s -3. lis atuibutes are equal lo the vampirc*s -3. and it
ly atuckcd his choscn victim The Lamprey may be dodged, but has all the vampirc's skills ai the levcl indieated by the ncw
not pamed or blockcd. uttributcs. cxccpt fi>t Stealth, which is cqual lo the vampirc's
The Lamprey dnuns I Blood Point from its victim every original skill. It cannot use spells or psionics, and its only disci
three turns. The human ís hclpless in its gntsp. Whcn thc pline is Obtenebralion, which il can use ai a máximum power
Lamprey rrturru to its host, it tmnsfers to the host hall* of al1 levcl cqual to half the vampirc’s mu.ximum powcr levcl (round
Blood Poinis druined (round up). The touch of thc Lamprey is down). The Shadow may sepárate frían it* master and trivel as
vaid lo feel likc thousands of tiny. painful bites all over thc
body lar as 150* away. and it may slither through cracks or along ver-
Disciplines — 110 —
tical walls and cciltngs. Ií thc vampirc cñtically fails his skill M aster o f the N ight Power 8
roll, thc shadow will anímate, but will he hostile
The vampiro may cali up to thrce "shudcs" - magical crea
llie shadow is vulnerable to normal physical attocks. and
will die if it is reducid bdow -HT, Le,, a shadow with HT 10 tures of Kupematural darkness - to do his biddutg. Once called a
will die ií rcduccd bclow -10 hit points. It can attock hand-to
haml. and will be ahle to use a shadow versión of any melee shadc will endure until killed, dismissed or the coming of the
wcapon thc vampirc Wtl holding when he manifestad his shad-
ow. Ií die shadow is killed whilc sepamted from thc vampire. dawn.
thc vampirc surten» an immedíate -5 to Will and all other
Obtenehration skills. and must roll v& Róuchreck. This Io h s of Shadc* have ST 13. IQ 9, DX 13. HT 13 and Brawling and
Will will endure íor I month. during which time ihc vampiro
may not use the Shadow Slavc power. Steaith flkOls of 13. They do Aggravated damage as norma) íor
This powcr docs have onc buMcally harmlcss hut potcntial- their ST. They have no other skills. but will carry out any
ly embarras*ing side cffect. The shadows oí thosc who have
mastered Shadow Slavc tend to takc on a limited life of their orden they can understand. They do not speak, but will under-
own. even when the power is not in use. The shadow might
xlart to move in ways complelely unrelated tu the vampire*& stand the nativo language of their summoncr. A Shadc is
monona, or it might lag unnaturally íor behind thc vampirc. In
extreme cases thc shadow actually appcars to react to. pan ”killcd” when it maches 0 HT
tomimo and even sometimos mock what the vampirc is saying.
Applications of this *tde cffect are up lo Ihc GM, with thc Shudes have ihc equivalen! o! thc disciplines Cclcrity 1.
underxtanding that the more Shadow Slave is used. thc more
flamboyant thc .shudow’s antics will he. ObfuNCute 2. and thc Obtenebraiion powcrs Eyes of the Night.
Shadow Walk and Shadow Body (although Shades are always
vulnerable lo physical artack).
To summon a shadc íor the first time, the vampiro muM
spend 5 Blood Points (actually pouring out his blood on thc
ground for the shadc lo come and lap at) aik) inake both a Will
roll and a skill roll. As previously mentíoned, a vampiro muy
have up to three shades “on cali” at any given time. To rccull a
shadc after lite first time requircs only a single Blood Point and
a skill roll. If any shadc is "killed” the vampire must cali a
rephivcmcnt from scrotch, with 5 Blood Points, and two rolla.
Sum m on the Ahyss Power 9
This power calis up a ruvenous darkness which sucks ihc
very life from thc summoner’s cnemies (and his friends as wcll.
if they have the misfortunc to be present).
To Summon thc Ahyss thc vampirc musí concéntrate for a
íull minute, not talking. moving or takmg any other action. At
thc end of thki time he may spend a Blood, Point and makc his
skill roll. II the roll is sutxcssfiil. cvcryonc within 50* of the
vampire (except him.se10 takes Id Aggravated magical damage
for every point by which thc skill roll wax itutdc The darkness
laMs only a single second. If a victim is killed or destroycd by
this powcr, his physical body vanishes with thc darkness. DR
from natural Toughness or the Fortitude discipline will reduce
the damage from this power. but no otherdefcn.sc is possible
B anishm ent Power Í0
The victim is phystcally removed from our world and
transponed to thc abysmul plañe which spuwns thc darkness of
Obtencbration Nobody has ever escaped from this plañe on his
E ntom bm ent Power 8 own.
This powcr allows thc vampirc to encase a victim in a The effecis on those who have survived this fatc are
cocoon of palpable and impenetrable darkness. A mortal so extreme and unpredictahle Some remember nothing. others
impnsoncd will immediatcly start to su[Tócate as per the mies have strong memones of vivid hallucinations (or were they?).
on p. BI22, unless thc vampirc configures thc darkness so that Some appear unaffextod. others are driven pcrmancntly mad. or
the victim con breathe. undergo stmnge changes to their personali(y. The cxact effeets
An Entombment will endure unid dispelled b> thc crcator of such a sojoum are Icfl to thc GM (and, ií applicablc, the
or touchcd by dircct sunlight. Even the tintest heum thruugh a imprisoned charactcr’s player). Moríais are usunlly more pro-
crack will ditpcl it Once a victim is caught he cannot escape, foundly affected by Banishment than vampiras. The duration of
but ií thc victim knows he is being attackcd by the vampiro, he one’s Banishment appeurs to hnvc littlc effect on thc xurvivor’s
mny attempt lo dodge once, lf he fails to dodge. he’* tmppcd. rcactions - time docs nol pass there as it does here
An Entombcd character cannot be moved by any externa) íorcc. To Banish a victim a vampirc must win a Quick Contest
A vampiro capturcd by this powcr will not sufíocate, but if bctwccn his skill and thc victim** Humonity or Path Ratmg (if u
caught in an upen arca this power could leave him naked (o the Cainite) or Will (if Kirie). The length of thc Banishment is
dawn determined by how ntuch the vampirc wins the contest by.
Entombment rcquircs only a skill roll to establi&h. but if the 1to 3 - one day
intcnded (argel successíully dodges, thc user has to start again 4 oí 5 - onc wcck
from scraich. The vampirr may attempt to Enlomb any victim 6 or 7 - one month
he can sec, cithcr through direct linc of sight or any of thc other 8 or 9 - onc ycar
powcrs oí this discipline. 10 or more - permanente humng cxtniordinory supcrnatur.il
iniervcntion on thc victim** behalf (G M \ option).
— 111 — Disciplines
Q u ietu s doing Aggravated damage. His next attack misxes and the one
after that is blockcd, bul his fourth attack hits, again doing
The purpose of Quietus is to kill silcntly. befóte your vic- Aggravated damage. His fifth attack hits too. but only does nor
tim even knows youTe there. A&samites are ranatical in their mal damage - the power of Blood Agony is exhausted Note that
pursuit oí Quietus. and wilJ inevitably be farther advanced in if an attack hits and gets through ihe targets active defense, huí
lilis discipline than in any olhcr they may possess. the adjusted damage roll is 0 or less. the Blood Point is used up.
just as though the attack had done real damage.
Silence ofD eath Pou>er 1
llus power wiil not work on projcctilc weapon,s likc bulléis
This power créate* a zone of absolule silence. Wirhin this and nrrows. but wiJI work on any melee or throvvn weapon.
zone a wtusper. a gun shot, a pneumatic drill or a space shuitlc
booster engine all nuike the same amount of sound - none. Note
that those within the zone can stül hear noise which originales
ouiside. but nothing in the zone can make any noisc. Taste o f Death Power 5
Activaiine the zone requires a Blood Point and u skill roll. The vampiro can spit his own blood (at aupcmaturally*
If succcssful, lite zone wiII extend in a 20* radius from the point enhanced distances) doing grievous damage to the victim. The
where the creator evoked it. The zone endures untíl the creator Taste of Dcalh is vmually silente but it will Icave permaneni.
dismisses it or Icaves rhe arca horrible sean, on whomever it rcaches. Kimlrcd or Kirie.
To use the power. the vampire decides how many Blood
Weakness Power 2 Points he wishes to invest in the attack. then rolls his skill,
Each succcssful use of the Weakness power reduces the modiíicd by normal range and sizc penalties for the targei. If he
victinTs HT rolls by *5. The victimé hit points are unaltered, hits, the attack does 2d Aggravated damage for every Blood
but all rolls bascó on HT rolla are at major penalties. Point invested. The Taste of Death has a máximum range of I
If this power puts a mortal at penalties equal to or greater hex per point of ST (modiíied by Poteoce) the attackcr has. und
then tm original HT. his immunc system is complelely gonc. If retains full cffcctivcncss out to that range. Furthermore, if a tar-
he is exposed to any distase whatsoever. he will catch it (GM’ft get is hit in the face with the spittle he loses I level oí
option - but in an urban environment infcction is a virtual cer* Appcarancc for cvcry three full points done by the attack
tainty). Ií the penalties cxceed a vampiro's normal HT, the (round down).
vampire immediately cnters Torpor. from which he may nol
recover untíl the power wears off, Blood Sweat Power 6
To inflici Weakness upon a victim, the vampire musí This power alíows the vampire to cause a victim to blecd
expend a Blood Point (which actually sweats out as a blood profuscly from his sweat glands, doing grievous damage. To
stitin on the vampiro's hand) and touch tlic victim. The vampiro induce a Blood Sweat the vampiro must win a Quick Contcst
musí then win a Quick Contcst between his skill and the vic- between his skill and the víctinfs HT. The máximum number
tim\s HT (at any curren! penalties). of Blood Points which can be drained in this manner are equaJ
The duration of the affliction is bastó on the amouni by to the amount by which the vampire won the contcst. and the
which the vampiro wins the contcst. If ihe victim is afflicted victim will lose BUhmí Points ut the rale of 1 every 5 seconds
múltiple times, the best win determines the duration. untíl this máximum is reached or the vampiro rcleasca him from
1 to 3 - 10 minutes the power. Blood Points lost to Blood Sweat are tosí, not trnns-
4 or 5 - one hour ferred to the vampire.
6 or 7 - one day If a morral is reduced to 2 Blood Points or lexs by Blood
8 o r9 > one monlh Sweat, lie dies. If a vampiro is affectcd by this power he must
10 or more - one year roll to avoid both Frenzy and Rdtschreck, rolling whichcver
he's more resistant lo first. in addition to the normal effecta of
Infirm ity Power 3 losing Blood Points.
Each time Ibis power is succcssfully used. the vampiro
reduces all the victim’s pliysical attríbutes (ST. DX and HT) by Blood Empattry Power 6
3, with eorresponding losscs to damage. skills, hit points. active The vampiro is able to leave his emotions behind in the
defenses and any other rolls based on these atiribotes, blood of a vestal. Anybody who drinks after the vampire from
This power is used much like Weakness. except Infirmity the same vcsscl will fccl the same emotions - he will hale what
costa 3 Blood Points, and the victim rolls against Will in the the vampire hated. love what the vampiro lovcd.
Quick Contest. The duration of the infirmity is as for To implanl his emotions in a vesscl the vampire necd only
Weakness. above. If any attrihute is reduced to 0 by this power rrntke his skill roll. The effect endures ior a number of days
the victim bccomes complelely hclplcss, unablc to move, speak equal to the number of Bloud Points the vampire took at the
or take any action until the Infirmity wears off. time he implanted the emotions. Anyone feeding after the vam-
pire may resist the effect of Blood Empathy by making a WiU
Blood Agony Power 4 roll minus the number of Blood Points the victim drunk from
The vampiro'* blood acquires the power lo cause the affccted vessel.
Aggravated wounds. The blood oí the vampire must be sweated
lo the akln’s surfacc and Used to coat a mclcc weapon. be that Leech Power 7
weapon a sword, club or fist. If the skill roll is successfal, each The vampiro need not bitc a victim to take his blood. He
Blood Point expended on this power alíows the treated weapon can drain Blood Points jusl by making skin to skin contad. This
to do Aggravated damage on onc succcssful hit. For example, power leaves no mark.
Rajeed spends two Blood Points and coots his seinmar with the All that is ncccx.sary for 1eech to work is skin contad and a
blood. Whcn he atttcks his victim his firet aftack gets through. successful skill roll.
Disciplines — 112 —
The vampire may drain onc Blood Point euch turo
hc’s in contad with thc victim (even if thc cunLact ís only
a glancmg btow), but thc victim docs not becomc passive
as is thc case with a normal vamptric hite, and can contin
ué to detend himself normally cach tum.
The máximum number oí Blood Püjrnts which a vam
pire can drain using this power is ccjuaJ to thc amount by
which he mude h»s skill mil. and all poims draincd musí he
draincd on successive round*, or thc power is disrupted
and a ncw skill mil musí be made.
l oul Blood Power7
On a succcsstul roUL thc vampiro renders thc blood of
a vessel furever after putsonous to anynne cxcept thc vam
piro, who can continué to feed normally from that vcsscl.
If any other being drinks thc hlooíd of the fouled ves-
sel, Ite will takc Id damnge (non-Aggravatcdi per Blood
Point dniined. He will knou that thc vessel is fouled upon
taking thc first Blood Point.
Btood Clot PowerS
The vampire must sweat one Blood Point to the sur-
face of his hand. touch or strikc tus victim and make his
skill mil lí the power is succcssful. thc victimé blood
cloti inside him, and becomes useless. The máximum
number of Blood Point* clotted by a successful use of this
power is cqua! to thc vampiro’* Blood Clot skill miñus the
victim** currom Blood Points (máximum modifier of -10).
The vampiro docs not have lo clot thc máximum number
of poinu each time Ibis power is used. The victim musí
iictually open his flcxh and physically remove the clotted
blood befen? he can roptace n with fresh vitae.
It this power is used on a human it will cause a stroke.
provided more than Blood Point is clotted (if only onc
Blood Point is clotted the human will suffer no ill efTeets.
but hi* Blood Pool will be effectively rcduced by onc for
the next weck). If a human lias a stioke he will immediate-
ly take a mínimum of Id damage tor cach Blood Point
clotted after thc finU. He must immcdiaiely máke a HT mil
mmus the total number of Blood Points clotted to stay
alive. and if he docs he must makc a second HT rol! mmus
twice thc number of Blood Points clotted to stay con
SC JOOS.
Erosión Power 9
The vampire muse expend ñve Blood Points, makc his
roll and touch his victim with his blood-covered palm If
he succeeds, he will ímmcdiatcly cnicr a Contest of Will
with the victim. and if ihe vampire wins, all the target's
physical stals go ímmcdiatcly to ¿ero. The target is unablc
to xpeuk. inove ur takc any action whatsoever for a number
of mghiN cqual to the amount by which thc vampiro won
the contest
Immacuhite Vitoe Pou>er10
This power is automatte. It requtrea no skill roll and
ihe vampire need not put any points in Immaculate Vitac
skill
A vampire wuh this power is able to Blood Bond any
charactcr to him, even if that character only pailakc* of a
single Blood Point from the vampire a single time. This
ncw Bond will atilomatkally override any pre-existing
Blood Bond (including the Vinculum) provided thc ncw
Rcgnant is of lowcr gcncration then thc oíd.
— 113 — Disciplines
Serpentis is liord of Hcanng (real snakes are deaf, but vampiric snakes
arcn'l quite so bad off). The serpent also acquires a new sense.
erpentis is the an of temptation and corruption. It is not ptmessed by humuns. which makes it very sensitive to
enlirely the creation of ihc Followers of Set, and they vihrations in the ground, air or surrounding objeets (normal per-
ore very protccüve of its secreta. ccption roll to detect vibralions; specific Applications of ibis
sensc are left to the GM).
Eyes o f the Serpent Power 1
The puisonous hite of the vampiric Cobra does 3d damage
Whcn this power is in use. the eyes of the Setite tum gold cach minute. A successful roll v*. First Aid-5 or Physician is
needed to stop the victim frotn taking further damage. A
wtlh lurge. black inses. Thcsc eyes have a strange power over snake s btte does damage as dcacnbed on p. B140. At Icast onc
point of damage must get through the victim'* armor and
mortaK any mortal who looks dinrctly inio thcm cannot move Toughness to inject the poison. Cobras do not have u constnc-
tion attack. The venom of the vampiric cobra will not poison
or takc uny aciion as iong as the Setite holds his gazc. The mor- oiher vampires.
tal does noi get any son of roll 10 resist this power, but can
avoid it if he studiously avoids eye-to-eye contact with the
vampirc.
To use the eyes on unother vampirc, a Lupine, mage or any
Olher supemutural crcnturc, the Setite mus! win a Contcst of
Will* against his victim - during the Contcst both the Setite and
the victim musí remain motionlcss.
If a victim of the Eyes of the Scrpent ts atuickrd physically,
(he power of the eyes is broken. at Icast until the fight is over
and the Setite can again íasten his ga/c on the victim
A skill roll is required to cali the eyes, and they will remain
unid dismisscd or until dawn. There is nothing whatsoever to
prevent a Setite from calhng the eyes ai sunset and maintaining
thcm the rest oí the nighk unlcss. perhaps, he wúhes to walk
unnoticed among mortals.
Tongue o f the Serpent Power 2
The Sctite’s tongue becomes u formidable wcapon. Forked
and ubout 18" long, the tongue aui be used in clase combat.
A xk.il! roll is needed lo manifest the Tongue of the
Scrpent. In combat its chance to hit is determined by the vam
piras Brawling skill or dcfaiilr The tongue does Aggravated
Thrust/lmpaling damage appropriatc lo the vampirc'* ST
Once the tongue has stmck a victim. it can be used to suck
the victim's blood. Such a draining works in all respeets likc
the Kiss. and causes mortnls to go hclpless fn>m ecstasy It can Heart o f Darkness Power 5
aiso be used in the Embrace or Diablene. This power allows the Setite to phystcally remove his hcan
from his body. The Setite can remove his heart only during tile
M um m ify Power 3 dark of the moon, and if he fails his skill roll cannot try again
This allows the Setite to enter a State nf almos; total invul- for another month The heart can be replaced at any time, with a
ncrubility. but in doing so he Iornes all power of motion. spccch succexxful skill roll. provided it is physically in the Setite's pos-
or actinn. session at the time.
In Mummy form. the vampirc is completely invulnerable to Once removed, the heart musí he placed in a scaled clay jar
all form* of niagical or normal damage exccpt exposure to $un- or um. The Setite can then hide or detcnd the heart as he secs
light and firr-bascd atuicks. Howcvcr. the vampirc is also com fit. Wilh his heart removed, the Setite is inmune to t>eing
pletéis immobilc. unablc lo move, speak or pcrceive his sur- stuked, and also rtceives a +3 lo all Frenzy rolls (stnce the hcan
roundings. A Mummified vumpire muy not cven use thosc dis is the mystkal scat of the emotions).
ciplines normally accessible to n vampirc in Torpor. A vampirc The danger of the prucedurc is that if the hean is found by
in Mummified form will not lose any Blood Puints over lime - an eneiny. the Setite is completely hclplcss. If the hcan is
he is in a sime of absoilite stasis hurned or exposed lo sunlight the vampire will burn up horribly
A simple skill roll is sufficicnt to put the Setite inte a along with it. If tile heart is stakcd, the vampirc is instantly
Mummified State; the transformaron mkea onc minute. But thrown inio Torpor.
once this is done the vampirc will not revive uiuil he tasies Thosc Setite* who avail thcmsel ves of this power either
fresh blood upon his lips, or until he actuall> takes damage carry their hcan with them at all times, or hide sevcral falsc
from sunlight or fire. hcarts around their lairs as decoy*. It xs unwise to hide onc's
hcan too far from onc’s haven, but uJso unwisc to visit a hidden
Form o f the Serpent Power 4 heart. Icst you be followed to it by an cncmy It is vaid thut ecr-
This discipline allows the vampire to take the physical lain elders of the Setite clan command the fealty ot their childcr
form oí u largo black cobra about 6* long and 6" in diameter by Holding tlieir hcarts ho&tage.
In scrpent form the vampire’s aUnbutes are unchanged, and A vampirc who has masiered the Heart of Darkness power
he rctains all skills and disciplines (ihough of course he will be muy remove another vampirc9* hcan, provided the subjcct is
unable to use any skills or disciplines which require hands or either wtlling or completely restramed. This operation takes
limbs). Tile snake form has +10 to all smell percepción rolls. bul scvcral huurs. and mast be performed at the dark of the moon
Disciplines — 114 —
Temptatiort Power 6 Fontt o f Corruption Power 9
The Sctitc'* wnrds aequtre thc powcr u> tempe others mtn This power is exoctly thc same as thc powcr of Comiption,
behaving in ways contrary to their deepest bcliefs and nalurcv except that the Comiption is not cast on an individual, but
The Setite simply g i e t b softly lo the victim, teIMng him of his instcnd (ransferred to an object, which will pntentially infecí
wcakncxs and of thc powcr of evil alus spccch should be role- with Corruption anyonc who touches it. Any object can be so
played). To impone his will. thc Sctilc musí win a contest infected, but if thc object is very large (a building. for exam>
bctwcen his Temptation skill and üic victim'* Humanity (or pie), only a máximum 10 diamcter arca will actually hold thc
Will. if the viciim i* no« a vampirc). Kindrcd who huve attamed Corruption.
Gioconda gct a +3 to al] rolls in this conlesi. The Setite loses onc point of Humanity every time this
The more radical ihc Temptation. the harder ic is lor thc power is used, and muy lose more if he bccornes aware of thc
Sctitc to impart it succcssfully. Trcat thc Temptation as an evll evil which the victima of this power do (such awaneness cannot,
Code of Honor disadvamage - thc Setite will be al 1 in the howcvcr. reduce thc .Sctite’s humanity bclow 5).
Conté*! for every -5 pomts in the Codc of Honor If the When a victim touches or handles a Form of Comiption. he
Temptation is succcssful. the victim docs not get to buy an> must immcdiately enter a contcst hetwccn thc cneator’s skiII at
additional abilitics with thc points from his ncw disadvantage; thc ume he used the power and thc victim’s Will or Humanity,
hm character's point valúe is simply diminished by thal amoum. as above. If the victim wins thc contest, he is forevermore
The only way to overeóme a Temptation once it has been immune to that particular Form of Corruption. bul if he loses he
inflicted is to 'buy it off* with curncd charactcr point* - but acqulrrs thc Sadism disadvantage and begin* to lose Will as
cvcn so thc Temptation will not fade until at lcast 30 days nfrer dcscribed above.
it was inflicted.
M ark o f Damnation Power Í0
Obsession Power 6 lilis power brands the victim body and soul with u mark of
This powcr is much hke Tcmpüition. excepl that instead of uncndumble hidcousncss. The Sctitc necd only place his hund
inílicting the victim with an evil Code oí Honor, it inflicta thcm on thc victimas licad and make his skill rotl. The only delensc
matead with a Compulsivc Bebden* sclccted by the Setite. The against thc Mark of Damnation is to avoid thc Sctite’s touch.
Setite merclv speaks softiy to thc victim. telling him of his Anyonc looking al a victim of the Mark of Damnation musí
wcakncss and lust This compulsión rnay be radieal1> opposed makc five consecuihc Will rolls (modified by Sdf-Control) in
to thc viciim’s moráis, or even his physicol naturc - for exam- five conscculive scconds or he will attack the victim wildly
plc. causing in a vampirc a compulsión for food or sex. In addi- wtth anythmg at hand. If thc victim of the Mark sccs a reflec*
tion to thc normal consequences of thc Compulsive Bchavior tion of his face, he will attack the reflecting object until it is
disudvtimagc. if inflicted on a vampirc the compulsión must be destroyed.
mdulged at lcast once each night or he must roll against Frcnzy The victim of the Mark can only speak lo another person if
onc halí hour before the corning of the dawn he is complctely conccalcd from the other person’s sight and in
Like Temptation, an Obsession is permanent unlcss bought complete darkness. Othcrwise, the powcr oí tlie Mark will rcach
off with eamed charactcr points out and cnmge thosc whom thc victim is trying to speak to,
even over the phone.
Phobia Power 7 The Mark of Durnnution is permanent unlc.ss icvoked hy
Tlte Phobia power works likc Temptation or Ohscssion, but thc castcr. Thete are also said to be powcrful Thaumaturgicul
inslills within thc viclim a horrible Phobia of the Sctite's choice. rituals with thc power to cléanse a Mark of Damnation, but
All Phobia* insultad by this powcr are reverc. The only differ- these may be only rumorv
cnce betwecn Phobia and thc above power* b that thc victim
rolls against Will tmodifíed by Counigc) rather than Humanity
in the coniest
Corruptioft Pou/er 8
This power allows the Setite to inflict the Sadism disadvan-
tuge on a victim. Anyonc with a Humanity of 20 or more, or
who ha* achievcd (Jolconda. is iinmune to this power.
The Sctitc must win a contest bctwcen his Corruplion
powcr and the Humanity of his victim (or Will, if the victim is
mortal >. If thc Sctitc has a Humanity greater than 3. tisíng this
Power will cause him to lose one point of Humanity.
If thc urge! becomes Corrupted, his decadente will begin
to slowly &ap his Will - the victim is at a cumúlame -I to atl
Will rolls for cach full numth sincr his Comiption. If thc vic-
lim’s adjusted Will rcaches 0. he bccomcs complctcly at the
merey of thc Bcasl - an inational, bloodthirxty psychopiilh that
lives only to destroy. If the victim can "buy oír* thc Sadism
disadvantage with camed charactcr pomts (or otherwise lose
thc disadvantage through extraordinury supematural means -
üM ’s opuon) he will begin to rcgain his Will at thc same rale
it was sapped, i.e., + 1 per month until normal Will rolls are
restored
— 115 — Disciplines
T h a n a to sis
The characteristic discipline of thc ghastly Samedi. W ithering Power 4
Thanatosis is ilie an of controlling the physical procesa
oí dcaih and decay Most oiher Kindred fmd it reptil- With this power thc Samedi causes one limb of an rnemy
lo withcr. A withcred limb becomes completely useless and is
sive. though Ihcre are somc who share the Samedi's fascinatiinotnensely pamíul (-2 to all skills from pain per limb withcred. in
wiih death. who seek out their teaching in thc secreta of addition to any penalties due to the usdessttess of the withercd
Thanatosis.
limb).
If there i* a 9th or lOih lcvcl of Thanatosis. its capabilitics
Supematural crea!unes (vampires. wcrewolves, muges) will
are completelv unknown There are only wild stories and vague rccover from Withering at thc coming of the next dusk. but if a
rumors of hidden Samedi cldcrs with unspcakablc powcrs of mortal*s limb ts withered the damage is permanent. and the
decay and annihilation.
withercd limb will infecí thc rest of thc body with a fatal poison
Hag*s W rinkles Power 1 unless umpulated within 24 hotim.
This power alluws thc uscr to expand or contract his skin. If the affected pan ts thc head. death is insi&ntaneout for
Kinc. Kindred drop into a Torpor like State where Lhcy can
This allows the vampire to change his general appearance or uke no action whalsoever (tncluding using disciplines ñor*
mally usable from Torpor) unid their shnmken head rctums to
apparent age. A Samedi can use this power to tcmporan.lv normal.
increase his appearance level by one. allowing a Samedi of
Monstrous appearance to walk for a time among moruls. To inflict Withering thc Samedi must touch the extremity
If used in conjunction with Obfuscate or Vicissitudc this he wishes lo affcct and make a skill roll The victim gets to
resist with a HT or Will roll, whíchever is h¡$h*r.
power allows a +3 to all skill rolls for pow'ers which involve a
change in thc vampire s appearance.
FinaJIy. the power can be used to créale scaled pockcts of Infection Power S
tlesh where srnall objeets can be concealed. Concealed objeets
musí wcigh les* than ñve pnunds. and take up les* ilion 100 This power can only he used on subjeets who have vuffered
cubic tnches.
Aggravated wounds. The “infection” ¡t induces is not harmful,
Any use of this power requiics the vampirr to spend a Blood
Point and make a skill roll. Once made. any alteration due to this and can in fact be beneficia!.
power endures until dawn or until tire vampire wills it to end.
To use Infection the Samedi musí inflict at least one point
of Aggravated wounds m the suhject, if the subject is not
alrcady wounded Thcn the Samedi must spend a Blood Point
Putrefaction Power 2 and make a skill roll. Thereafier, thc Samedi may “feed44Blood
Points trom his body to thc subject at any distance. The recipi-
This power will cause a victim**» skin lo litcrally start to rol ent of ihesc Blood Points may use them normally. but this
power can also be used to Blood Bond other Kindred to the
away To evoke thc power the Samedi must expend at Icast one. Samedi without their knowledge.
and possibly mote Blood Points and make a skill roll. The vic- The Infection endures until the wound which it wus casi
lipón completely heals.
tiro gets a HT roll to resist. If thc HT roll is falled, thc viciim
begms to rot.
For every Blood Poím spent. the victim is at -I to DX and
all physical skills (due to thc intense pain thc power produces
every time thc viciim moves). The viciim also loses one level of C om press Power 6
Appearance for every Blood Point spent. and bcgins to stink of This horrible attack allows the Samedi to shrink the skin of
decay. Finally. if the victim undertakes any vigorous action an eneray until it ruptures with cxplosive violence, doing 4d
frunning, climbtng. combal. etc.) his flesh and hoir will bcgin to damage. (Kinc who survive such an attack should also have to
fall away in chunks, doing I hit point oí damage for cach Blood make at least ooe HT roll to avoid incidental infection. and pos-
Point spent (this is considerad non-Aggravated damage). sibly more dcpcnding on the environmem - the number of HT
These effeets will endure until the victim is ahle to rest rolls and Ihc effeets of such an infection are letf to thc GM.)
complctcly for 24 houre (although any hit points lost to thc rot This attack requires the expendüuie of 3 Blood Points and a
must be healed normally). skill roll,
If thc attack is succes&ful, the Samedi may then attempi to
Ashes to Ashes P ow er 3 touch the victim. spend one more Blood Point and make
This power cnables the Samedi to transform into a small. another skill roll. If this succccds. ihe Samedi “absorte" thc
incrt heap of heavy powder. In this form the Samedi cannot be flayed skin into his own body, giving hirn a 4-5 to HT until
bumed and is iinmune to sunlight. but he is also complctcly dawn.
unaware of his surroundings, and unable to take any action
whatsoever. The ashes cannot be dispersed by winds or cvcn D ust to D ust Power 7
heavy rains, but can be separated by forcé. The ashes can be
easily carricd in any one'gallón container. This is an advanced form of thc Ashes to Ashes power
To take the form of ash the Samedi need only make his (above), tn this form thc vampirc rctains all mental disciplines
skill roll, but he cannot reform unid sorneonc pours two Blood
Pomts on the ashes. if any of the ashes are mi&sing. the Samedi except Domínate and Thaumaturgy. Ihe dust cannot be separat-
will suffer Id damage for every 5% of the original pile which is
missing. litis damage is considerad Aggravated, Furthermorc, ed by forcé or by naturc unIcss thc Samedi is willmg for his
if more than 20% of thc original pile is gone, the Samedi will
reform without his full comphment of limbs and organs (GM’s substance to be so divided- In fact, m this form the Samedi can
nptiem)» allow himself to be pickcd up and moved along by thc wind.
without losing cohesión. The Samedi must make a skill roll to
assume thc Dust form, and must make another skill roll and
spend one Blood Point to reform. The Samedi does not require
any assistanec to reform.
Disciplines — 116 —
Rigor Mortis Power 8 lí Ihe victim is Kindrcd he must immcdiatcly make a Wtll
roll (modified by Self-Control) to avotd Frenzy. If this roll suc-
This powcr inílicts a living target with rigor mortis - ihc ceeds. he may beal himself by expending tive Blood Points.
hardcmng and contraeting of all ligamento and leudóos. If the victim frenzics or does not spend the rcquired Blood
Points, or if thc victim is Kinc. and he tries to engage in any
To mílict Rigor Mortis the Samcdi must spend a Blood strenuous activity (ninning. climbtng, combat) thc tightened lig-
aments and tendón* snap, doing Sd point* of Aggravatrd dam-
Point and win a Contcst between his skill and thc HT of thc lar* age If the victim continúes strenuous activity for another tum.
he tukes another 5d dumage.
gct. The victim of Rigor Mortis suffers un tmmedíate -5 lo ull
DX-bascd rolls. and is in such intense pain that a Will roll is
rcquired to use any skiII whatsoever.
V icissitude^»^ Each tiroc thc power is activated thc vampire rciains his obility
to mold the flesh of his subjcct for as long as he continúes lo
' y y Ithough ii *ecms at fina much like any other vampinc work on the same subjcct and does not pause in his craftings
M discipline. Vicissitude. the charactenstic discipline of for inore than one minute. Once thc changes have bcen made,
\ — ALthe T21mu.ce clan, i&in many ways in a category by they are permanent (until reversed by Fleshcraft. another magi-
itsclf. The powcrs of Vicissitude give thc Tzimisce control ovet cal ability or. sometimos, conventional cosmctic surgery).
the physical forms of them&elves and others. Although More subtle uses oí Flcshcraft (lo make somebody resemble
Vici&Mtudc beur.% a superficial general rescmblance to the somebody else, or to raisc or lower Appearance in a way thut
Frutean disciplino, the two disciplines are nctually completely seems completely natural) may also require a mil vk Disgutse.
difieren! m both form and function. It is often said that no non* Sculptmg or any other skill thc GM deems appropnate.
Tzimisce can begtn to study Vicissitudc unlcss he has partakcn Flcshcraft can alter both thc shapc and texture of any external
of T/itniscr vitar The truth of this repon, and thc amount of feature.
vitar rcquired. if any. are up to the GM.
The Tzimisce often use this power as a curse, vtriking a
Changeling Power 1 victim and pulling their features into some sort of horrible
deformation. To use Flcshcraft on an unwilling subjcct requires
The Changeling power mobles the Tzimisce to make small only that the body part afíected be held motionlcvs and unde-
fended for at least one sccond. Thus Fleshcraft can be used in
alterations in his appearance, like changing the shapc and sizc combat, if the victim can be grappled or iminobilizcd for ut
least une round. A succeastul offensive use of Flcshcraft will
of his nose. the color of his skin or hair, the color or shapc of drop thc victim's Appearance by -1. or to thc Unattractive level.
whichcver is lower. Thereafter, each subsequent use of the
his eyes. etc. It also allows the Tzimisce to freely tuke on any power will lower the victim's appearance by a further -1.
Fleshcraft can be used to lower Appearancc down to the
level of appearancc, from Hideous to Very Beauuful (sec p Hideous level. Fleshcraft cannot. howcvcr. inflict physical dam-
agc.
55). FinaJIy, it allows the vampire to change his voice. This
power docs not afícci height and weighL It can be used to pro
ducc mtnor inhuman “speoal cfícct-s" like exotkally archcd or
feathered eyebrows or pointed ears.
Each body part being changcd requires a sepárate use of
this power. For tmtance. if a vampire of Afrícan desceñí wi&hed
to uikc on an Oriental appearancc. he would need to use this
power at Icast 5 sepárate times - lo change his skin color,
struighten his hair. and ulter (he configuration of his eyes. nose Bonecraft Power 3
and lip*. Each use of Changeling requires a Blood Point and a This power allows thc user to shapc bonc in thc same
succcssíul skiII roll. way Fleshcraft shapes flesh It can be used to make u normai-
To raise or lower his Appearancc, the vampire must tnake sizcd adult up to 3 inches taller or six inches shorter than his
Id successful Changeling rolls for cach level of Appeaiance tru- natural height (weight does not change) It can also be used to
versed. If any of these rolls is a Cntical Succeas, the vampire*! tum humans or vampires into hideous grolesquerics.
Appearancc is immcdiatcly changcd in the desired directicin, Bonecraft can be used to alter a victim’s Appearancc all the
rcgardlevs of the Id roll. However. if thc vampire is trymg to way down to thc Monstrou* level. or to inflicl hini with an
raise his Appearancc. and any of his Cltangeling rolls are a crit Inhuman Feature (see p. 21».
ica! failurc. his Appearancc immediately drops one level and he Normally. Bonecraft is automatically used in conjunction
must star! «II over again from thc ncw level. with Fleshcraft. to keep the flesh strctched properly over the
To succcssíully mimic unother's appearance using bone. Such uses require only onc Blood Point and a successful
Changeling. thc GM should roll vs. the higher of thc charactcr'* roll vs. whichcver skill level is less.
1Q or Disguisc skill after thc vampire has made all the desired However. if the user so wills, Bonecraft can also be used
change*. If this roll is failed. the mtmicry is deficient in lome alone, in which case ir causes the flesh to strctch and tear,
way - the vampire won’t notice the problem. howcvcr, unttl inflicting heavy damage and extreme agony. To use
somebody begms to openly suspect his disguise. Exactly how Bonecraft to inflict damage requires that the victim be immo-
noticeable such a deficiency is should depend on how much thc bilized as for Fleshcraft, above. and the atlackcr rnusl expend
roll wa* failed by. a Blood Point and make his Bonecraft roll. The user con do
up to Id damage for each point by which tic makes his Skill
Fleshcraft Power 2 roll. Each die of damage infhctcd also reduces thc victmTs
This power enublcs a vampire to drasticolly mold or sculpt Appearancc by -1. This damage is non-Aggravutcd to vam-
his own flesh or that of nnother. Ench use of this power plres, bul will act as a Permanent Wound (see p. 21) unlil thc
requires that the vampire actual)y lay hands on his subject. changes to the victim’s skeleton are magicully reversed. or
expend a Blood Point and make his skill roll. He must actuallv Fleshcraft is used to make the vampira'* skin conform to his
pulí, push and pinch thc flesh into thc desired configuraron bonc structure.
— 117 — Disciplines
Horrid Form Power 4 This dnmage also applies to anyone who tries to drink thc
vampiresa vitac. Although this is a pote ni defense against diab*
This powcre cnables thc vampiro to transfixm at will into a lene, it also has a dramaticaily disadvantageous side - once he
has aequired this óthlevd Vicissitudc Power, thc vampire may
monstrous crcaiure between 7 and 8 feet tall. with grotesque never agam crcate ghouls or childer - ihc ucid blood would
dcstroy thcm in thc process uf crcal ion. Anyone he tries to
fémures, thick. gray skin covcrcd with a black, oily residue and blood bond to himself will also take se* ere damage in thc
process of thc bond. and will probably die unlcss extreme cau-
a ruw of bony promisión* rnnning up its spine. The vampirc's lion is ukcn.
hands bccome clawcd and extrude two addilional fingere. AH
vampiros using this powcr ucquirc approxtmatcly thc same
form» though therc are miñor difírrcnces between individuáis.
tn his Horrid Form the vampinr mercases ST. DX and HT
by +5 cacti and gains + 1 PD and +2 DR. Hand-ti>-hand dumage Body Arsettal Power 6
is at an ST +2 due to thc claws and bony ridges on thc altcrcd This powcr allows the vampire to configure his extremítíos
vampire*s hands. Physical skill* inorase along with physical into a mclce weapon - anything from simple Claws (as the
atiribulcv The crcaiure’s appearence is Monstruas. which will Protean power of thc same ñame) to a grcutsword or spikcd
of couree makc certain Sonal or Thief/Spy skill* impracticaJ or mace. Virtually any non-powcicd weapon with a rcach of no
imponible. more than I hex can be simulated Damage is normal for a
A vampire need.v only makc a successful skill roll to weapon of that type ¡it the vampiro'* ST. and damage is
assunK Horrid Form. Aggravated. The only slipulatíon is that Ihc vampire possess
Ittner Essettce Power 5 sufficient ST to use thc weapon created A single skill roll is all
This outré powcr coables thc vampire to transfomi parts of that'* needed to manifest a weapon. Manifesled weapons can be
bis own body into potent blood. This blood can be stnred or used to panry. but not to blixk. They have the sanie DR sis the
hidden. or imbibed by another vampire or by thc creator. A rest of thc characlcr, and if the weapon is suocessfully targeted
vampia* can transíorín himsclf into up to 10 Blood Point* using the chaiuctcr will takc full damage.
this powcr. but if al! 10 poinu are imbibed or somehow Plasntic Form Power 6
dc*(royed. thut vampire ccavcs to exist If thc tranvformcd Ptasmic Form is essentially an odvanced form of Inncr
Blood Points are imbibed by another vampire, they will torm a Esscnce, and incorporales all the abilitics inherent in that
Blood Bund with thc donoi. power. In addition. thc vampire aequires thc ability to move suid
The vampire cun traiuform individual parts o! his body as rctain his own form when wholly or partialiy in vitac form.
fotlows; cacti leg and thc chcsl yield two Blood Points each. Plasmtc form allows thc vampire lo take Ihc form of a pud
whilc thc abdomen, antis and hcad each yield onc. Each trnns- dle oí blood with a move of I. which can seep through cracks
formed Blood Point cquals about onc pint of liquid oí stuall lióles. Evcn more strange. thc vampire can rctain his
Transformed blood will not spoil or evapórate, and cannot natura) lorm (except for a Jeep red cdoration) while in blood
be di.spersed by washing or dntimng (tlic blood will wush or form. Altliough in this form the vampire is nothing hut a mats
drain away to a new loealien, bul remain an inlegratcd puddle). of viscous liquid held together by blood powcr, he can still
It can, howcvcr. be dcliberatcly poured or divided inU» different speak and walk normally, and evcn use mental disciplines tas
container*. long as they don’t require eye contact).
On a successful Inncr Exscnce roll the vampire can trans- In blood form the vampire is iinrnunc to all physical dam*
form as much of his body as he wi&hes mío blood, To tnuisform age - blows and projectiles simply splash through him hnrm-
back requitcs only unodici successful roll. and that thc trans- lessly (he ix still alYcctcd nomiully by sunlight. fire and magical
formed blood be ín contact with howcvcr much of thc vampire forces). However, the vampire's only attack in Plusmic Form is
is currcntly in human funn. if somc of the transfocmcd blood is through his Blood of Acid (sce above) and each use requires thc
ingexted or dcstroyed, thc vampire connot reform that body part expcnditurc of a Blood Point. Evcn though the vampire docs
until lie vpends Blood Points equal to thc amount of tranv- not himself take damage in Plasmic Form. attacks which would
formed Blood loat. do 6 ar more points of damage still cause him to M*plash” acid.
Blood o f Acid Power 6 as described under Blood of Acid. above
This powcr Ls autnmatic. Il requires no skill roll and the Cocoon Power 7
vampire need put no points into a Blood of Acid skill. The vam- This ability allows thc vampire to secrete a strange material
ptre musí still pay the normal cost of a óth-level power which forma Itself into a white, hard carapacc in the approxi-
AU thc blood in the vampire*s body, no matter how recent- mate shapc of a coflin. The Cocoon has a number of hit points
ly ingested, becomes an acid. Thcrcaftcr. the vampire’s blood equal to the vampire's HT. and a DR of 1 ♦ iwice the vampire’s
will cat through wood and other soft material*, but not ihrough natural DR or Toughness (if any). While in an intael wxikw.
metal, gbss or hard plástic*. Each Blood Point that comes into the vampire is tmmune to all damage, includmg fire and sun*
contact with thc exposed skin of another dees 5d Aggravaled light. The Cocoon itself is iramunc to damage from sunlight,
damage Combíned with thc Inncr Esscncc power. this can lead and can he safely moved about outdoorv m broad daylight, but
to «¿orne spcctacularly grotesque attacks. it can be damaged by firc or physical altacks.
Any time anyone doe* more than 6 point* oí cutting or It requires only a successful skill roll und about 10 umntcr-
iinpuling damage to thc vumpirc in a single attack (for instnncc. rupted minutes to form a cocoon The vampire can protect only
while Noinebody is trying to stukc the vampire), acidic blood himself with this power. Inside the cocoon, the vampire can
will spray out from the wound into thc hex immcdiatcly adja- hear and use mental disciplines, but cannot see or speak Once
cent to thc wound, doing W damnge to anyone in that hex. This in the cocoon thc vampire may remain therc indchmtely
attack can he dodged or blockcd, but not parried. This attack is (though he will lose I Blood Point cach tlay until he enters
automatic. and not subject to the vampire* control. Each time it Torpor). The vampire may dissolve the cocoon at will, which
is activaled, thc vampire loses 1 Blood Point. lakes another 10 minutes.
Disciplines — 118 —
Flesh R ot Power 7
This power enables thc vampiro to afilie! his viciim with n
hideous rotting clisease. It requires only a successfal skill roll
and u touch to inflict thc disease. and thc victim gers no saving
throw. Once inílicted thc discasc will continúe until thc victim
dics or is forced into Torpor. or until it is rcversed hy extremely
potent magic. The vampiro who inflicted thc Flesh Rot may not
tuhsequently cure his victim
bach night after he is inflictcd. thc victim must makc a HT
roll If he makes his HT rull he avoids further detenoration that
day. lf he misses ihe roll by l to 3 point*. he loses 1 point oí
IIT and onc Icvcl of Appearance permancntly. If he misses thc
roll by 4 to 6 points he loses I point of HT, I point of ST and
onc Icvcl of Appearance permancntly. and if he miases by 7 to9
points he loses one point each of ST, HT und DX and onc Icvcl
of Appearance permancntly. On a critica! íailurc. he loses Id
point* of HT, and ST, DX and Appearance as above. The dis*
case cannot reduce Appearance below Hideous If the disease
reduces any physical stat to 0 thc victim cither entere a Torpor
which wili endure until thc disease is &omehow cured (ií
Kindrod) or he dies (if Kine).
Bauble Pouftr 8
The vampiro may transform himselí into an inanimate
objcct, rmnging in sute anywhcrt from a small gem to the vam
piro** own sire (by volume) and weighmg anywhero from Moof
an ouncc to 10 limes thc vampiro'* normal body weight. The
vampiro may transform into virtually any sobd substance, and However, if thc vampirc transform* into a form which
would normnlly harm him - for example, a pillar of tire, or a
rctains all (he pruperties of that substance. plus his full mental emeiform shapc il he is Repclled hy Croases - he will tuke nor
mal damuge fnr as long as he remuins m that form
tibilities including all mental disciplines.
In Bauble form the vampiro is iinmune tu all atiacks which
would not normally affect that substance. with the solé exeep-
non of sunlight. which inflicis normal datmige. M eld w ith the Land Power 9
To use or reverse this power nequires only a skill roll. With chis power thc vampiro tocóme* one with thc carth.
His liíe forcé is di&sipated throughout the sumninding couniry-
Breath o f the Dragón Power 8 *idc The vampiro** esscnce is aproad throughout a numher of
The vampiro has thc ubility lo brcathe ñame*. Use of this squarc miles equal to his 1Q. No moro than one vampirc at a
power rcquires two kkill rolla - the first to cali the power, and the time may Meld through a given squaro mile. and thc territory
second to hit the largcL Boch fíame attack sets tiro to any flamma- poKsesvjed must all be contiguous. Whilc Meldcd thc vampiro
ble malcriáis in the nnsi of cffcct. und docs a numher of dice equal muy move his essence at a xpecd equal to his normal move in
to the atnouni by which thc vampiro made his first skill roll divíd- miles.
ed by 3 (round up). The llames affect the vumpirc's 3 from hexes. in this form the vampirc is immune to sunlight and virtual-
The ñames act like a mystic napalm, continuing to bum thc vic ly any sort of physical attack short of a doomsday weapon thc
timé ñcfih cach lum until doused with water or smothered. Ramc only way to dcstroy ihe vampiro in this form is to completcly
jiiacks aro al -5 to Dodge duc to the arca affected, and cannol be annihilate hall or more of thc total territory nccupied by thc
Rlockcd or Parhed. vampiro dowrt to a depth of at leas! six feet in a single tum.
Breath of tlie Dragón will cause vampiros who face it lo Whilc Mclded with thc Lund. thc vampirc is ablc lo use all
check for Rtitschreck. The user need only check R&tschreck his mental disciplines His physical venses. as such, no longcr
beforo using thc power if he’* planning to uve it in a very con- work, but thcy are replaced with a mystical pcrccption that
lincd arca or an unusually ñammablc one íGM’hoption). allows him to perceive literally cvcrything that happens in his
arca, regardless of physical obstacles. Note, howcvcr. that
Doppleganger Power 9 although it is possiblc for a Meldcd vampirc to perceive any-
This power allows the vampiro to transform himsclf into thmg thai takes place above his refuge, lie may not cuneentrute
literolly anything which he can imagine, so long as he makc* on or rcmember more diffcrcnt events than are appropnatc to
his skill roll, and the new form is not Icss than half ñor more his IQ (in thc GM's determinationk
than twicc his normal moas. Appropriate form* (in the GM’s A vampiro may Meld With the Land whilc in Torpor.
upínion) can as much as double the vampiro*; physical attnbut-
cs. with a corrospondmg mercase in skill Icvcl. It is also possi- Reform Body Pow er10
ble (again. if the GM concurs) for thc vampiro to assume highly This Icgendary and üttlc-underslood power is the ultímate
npccializcd form* which increase certain spccific akilla by as manifeslation of Vkci&situde. It is xaid that a vampirc with this
much as +5 This power will not gmnt thc vampiro any new dis levcl of ubility may reform his body after it is destrtiycd, even if
ciplines, bul might ullow him tu gain certain spccial añades - he is bumed to ashes (although it is rumored to take vean», or
venoms, for example. or gas attacks (though thc GM is free to even centuncs. for thc vampiro to reform after such utter
limit damage done to any degree he feels is uppropriate). desrmetion) A vampiro with this power is troly immortal.
— 119 — Disciplines
For my fiesh is nteat indeed, and my blood is drink indeed.
-John 7:55
rhe society of the Cainites is ancient and Byzantine. It is not
possible lo record it in all its complexity in a single book,
or even two. This chapter deais with somc significant
aspects of vampire exislence which do nol fit within any of the other
sections of the two books which make up the G VRPS Vampire
game.
Per
Vampiric Obligations The Rite of Prestation
The fnilowing is a pomol lisl oí secviceh // is a principie o f human tinture to hate those %vhont you futiré injured
and Ihc debí* ihcy incur uiukr presutliun. -Tacitas, Agrícola
The champíes helow are hy no means
exclusive - the icrvioe® which can cause a O n one hand. a vampirc is by naiure a enlity o f almos! com plete sclfish-
debí «f pRstltion are lilcrally infinite. ness. Any compassion or empathy a vanipire fccls for any other crea-
ture is, ai bes!, a m ártir of reflcx or cool mtellect. ll is a rare vampire
Sijviwj* a vampire from Frnai Deuik - who possesses any instinctive concept of a “grealer good.MTo a Cainite. the
ThU it a very greai Service Since Ihcrc is greatest got^d lite only g<x>d is his own survival.
almosi nothing that a vanipinc put> ahead
On the other hand, few vampires can live as compietely anti-social crea-
oí his own contmued cxislcncc. there íx lurcs. Thcy all come from human stock, and much of the social im prinung of
very tirtlc he can do to complctcly erase their human lives remains even ufler the Embrace. Vampires, particularly young
his debí ocher Ihet» saving Ihc unlife of Im vampires. can get lonely if tolally deprived of Ihe society o f others like them-
«avIov, Furthcrmore. savmg a vampire selves. Equally imporlant. some degree o f cooperaron is necessary lo tnsurc
frotn Final Dealh ib o iiicui>» a tesser huí vam piric surv ival. C ainiles m ust m ake all ianees to proiect them selves from
tangible debe ímm all diose who are in the other vam pires and iheir all ios, and all vam pires must stand together against the
debí of the suved vampiro. hordes of kinc and the various other mystícal powers of the World of Darkncss.
So vampires need a societv, and furthcrmore this society must be slable enough
Defiutting un enemy - ThU witl intuí a to endure in the face o f immortality.
debt of honor from all vampireti who were
T his is one o f the cen tral p arad o x es o f vam piric ex isten ce - how* can
utoo ihc cnemy oí that vampiro. Kindrcd maintain the social stability they need in the face of the essentiai solip-
Protrcting another vampire's sism o f the descendants o f he who askcd. “Am I my brother’s keeper?’-
Muiqueratir - ThU incur* a grcat debí Each vampiric secl lias answered this question differently. For the Sabbai,
ímm ihc vnmpire proceded. li mijrht niso stability comes through the mystical and ernotiona! bonds of the Vinculum,
incur a general debí from the local w hile the lnconnu rely on w isdom , philosophy and ihe shared goal of
Kindred at Urge, since any compromi* of G oleonda. The four independen! clans have all evolved their own unique
the Masqueradc throuiens the wbole coin- answers to this conuiidruin. which all com e duwn to an “us against them"
mumty. mentality where each clan convinces itself that they are the only true vam
pires, and they must band together against the masses o f heretics and prc-
Hoxting a social gathering This tó a tenders.
minar debt. bul a real one. Aíl gucvts ai a
vampiro * paity are compelled by presta- A nd liie Cam arilla, the majority and m ainstieam o f vampire society, binds
tion to reciprócate, cithcr by hosling a itself together llirough lite rite of ptestalion.
galhcring of Ihcir own. or through same
material xervice. Por cxample, if a Prestation
Nosferatu attcnds a Toreador'< party tn
gather g\istvip. the NosfeniU» is unlikely to Prestation is unique am ong vam pire social com pacts in that the other sects
host any gatherings which mighl interest all rely on some degree of mysticism or myth to hold their society together, but
the Toreador, xo he mighi feel oompellcd prestation is an entirely social phenom enon.
by prestatKKi lo pass somc íulurc uscful
bit of Information on to the Toreador in At its most fundamental lcvel. prestation scetns like tile most obvious, sen
ufder to obvíate his debí, sible and benign o f conccpts. Tlic wholc csscncc o f prestation can be summed
up in a single sentence; "Any service or favor must be reciprocated wiüi a pro-
Sharing yaur own vítor with a ncrdfut portionate service or favor." However, once filtered through the fundamental
vum pirt - ThU Incuri on obhgatson. but perversity of vampiric naiure, prestation becomes of thing of Byzantine com-
siHiirwlul Irss so tlien mighl he lile case ií plexity and terrible power.
ihc helper ronderod somc other yon oí uk)
Kindrcd underslund that accepting the vitae When u vampire rece ives a Service or boon from another, prestation places
of onother vampirr is itself a Form oí sub- him in the debt o f the giver. This puts ihc giver in a posidon o f dom inancc over
misslon lo tbc giver - to demand a tfiung the receivcr, until the receivcr can balance the ledger by repaying the favor.
debí oí prcsuition over and above s»uch
act ia considerad almnst “unsponing ” As a class, vampires love dom inating others. but bm erly hale being in a
pt>sition of subm ission. N onetheless, lliey subm il under ük dicuites of presta-
Minar vaiuntury Services - A young tion because the altem ative is the contem pt o f their peers. Vampires very often
vampiro can oficn advance himsclf by vol- do nol nünd being huled, and usually they enjoy being feared, but they cannot
unteeríng to pcrlorm small Services for his bear to be held in contempt. Noxious as they find üie idea of any sort o f sub
eider*. liach scrvkc incan a snioll debt of mission, honorable submission is preferible to being dcspiscd.
prestation from ihc eider, and over time
thesc small debts can accruc huo a formi — 122 —
dable debt of fricndship. While such ser
vicc can ingmliatc a vampiro to his bet-
Irrs. it fcometimes aliénales his peer*. who
come to sec the volunteer tusa boot-licker.
Assisting anolhtr vumfñre tn the hunt -
ThU occurs pnciioüly no ikla (unlesx, of
course. the vampire helped i» ucalccned,
mcapacitutcd or olherwise in desperate
need of vitae). Usuoily all that*8 required
is a pro-forma invitation from the assixted
vaittpire to sharc in the fnuts of the mglit s
hunt. Somc Kindrcd. In fact. considcr
uiiiLskrd-for help in Ihc hunt a grave tnsuli
- a wa> of saying '‘>ou are ttot compctcnt
lo hunt yourowa prey."*
Permutations
Once a debí is incurred, the vampirc owcd can “cali it Permutations
in'* at any lime, asking any theorctically proportionaJ Ser
vice he wíshes to ñame (see sidebar). However, he does
not have any real deadline. Much of ihe lime a vampirc
wíll simply hold the debt over his dehtors, never demand-
ing anything in reium except that they rem em her they are
in his debí. O f cour&e, if such vam pires do m anage lo
delíver somc proponionaie Service - whether asked for or
nol - p reslatio n requires that rhe form er bestow er
acknowledge that the debt has been erased.
H a vampiro is in anoiher s debt. he musí treat that
other with all courtesy. Puuing an eider or superior in
your debt is particularly sweet, because you are then enti-
tled by prcstation to treat ihai eider with a fam iliarity far
beyond that o f your peers (the exact degree of informalily
is, o f course, dependent «pon the relative Status of the
vampiros in the cquation and the degree o f Serv ice per-
fonned). Prcstation cannoi perniit ono lo disobey an eider
o r superior» bul il does enti lie one lo a greater degroe ot
familiarity. which can be used as a path lo power
Almost any act which involves another Kindred in
any way can potcntially have profound consequences in
terms of prcstation. Skills which may be used to accuratc-
ly evalúate a given acCs prcstation repcrcussions includc
Politics (Camarilla). Diplomacy and Savoir-Faire.
W ithin the C am arilla the V entiue. Trem eré and
T oreador are m ost ex actin g about p re sta tio n . Ihe
Nosferatu and Gungrel follow it in a scrupulous but per-
functory manner (thcy pay their debts. bul don't grovcl
nearly as much as the Ventrue would likeh the Brujah
conform grudgingly. and the M alkavians and C aitiff
openly flauni the custorn MaJkaviuns can gel away with
this because they are Malkavians, Caitiff because muny
high-status vampires considcr CaitilT unworthy by nature
to particípate in debts of honor.
There is no formal code of prestation. but it has at
least two rules which are unw nttcn but nonetheless
absolute:
It is a greai dishonor to insuit or threaten in any
way a vampire to whom you are indebted. or who ¿v
indebted to you. It is this aspee! of prestation which actu •
ally holds the C am arilla to g eth er Lf a vam pire insulta,
ihreatens or endangers any other that he owes. or that
owes hirn, the disrcspcctful one im m ediately loses
respecl in the eyes o f the whole vam pire com m unity.
Furthermore. if onc vampirc in u bond of prestation vio
lares the honor o f that bond. Lhc other, by anctent right, is
entided lo engage him in a fight to Final Death. through
combat. magic or intrigue. Thus prestation is enforced by
the two things vam pires fear m ost. conternpt of their
peers and the end o f their existence. M inor vam pires
abide by prcstation because they do not wish to lose their
lives. grcat vampires because they cannot afford to lose
the respect of their subordínales.
— 123 —
R epaym ent A vampire can never be forced to go to Final Death in paym ent fo r
prestación. There is a limit to the demands of prestación, and this is í l No mal-
In ihcory, every debt íncurred under ter how great the debt ¡ncurred, the debtor can never be forced lo end lús own
prestation musí be repayed in proportion, existence. Of coursc, the Kindred are masters of intrigue, and in reality prcsla-
bul presumen üho allows ihe vampire tioD is often used to send somc unwitting victim of some plol or plan off to his
owed to díctale the time and manner of the doom . . . but it is absolutely esscntial that the plotter at least preserve the illu-
repayment - what happens when a vara- sion that both the debtor and the vampire being repaid thought tliat diere was a
pire demind» inore (or lessí) (han he has rcasonable chance of survival - accidenta, after all. do happen.
coming Thete are four degrees oí repay-
mcnl posible, relativo to the ortginal Ser Boons
vice
Anoiher aspeet o f prestation is thal a vampire never gives anything away
Trivial: The bestower asks the debtor for frec. A vampire has no need to bear or say '‘there's no such thing as a free
to períorm some trivial Service. For lunch/' It’s a principie that resonates in every cell o f their body and every drop
instante, requesting an invitation to a o f their blood. Therefore, if a vam pire cvcr offers to d o a Service for anoiher,
party he knew he d he invited U) anyway prestation demands that that Service be reciprocatcd. Eider vamptres use this to
in retum for a major Service. In this case their advantage - they generously and publicly ofFer favors and privileges to
the bestower's reputaüon can be material- their peers and subordinates. knowing that cach time they do so that vampire
ly cnhanccd among the communiiy at bccom cs more tightly bound to their Service hy boruls o f prestation
targe, but he loses his hold over the other
vampire in Ihe process - sornething few W hcn offered a boon, a vam pire bastically has thrce options.
vampiros will do willingly Thcre is no Acceptance: The vampire takes the boon, and the debt that goes wiih it. He
way for the debtor to legitimalely refuse m ay takc what com fort he can in the thought that the giver is required by
such a requeM, and Trivial repayment* arr prestation to freely and fully deliver everything he may have promised. And
sometimes used preemptívely, to balance who knows, perhaps someday the debtor might be able lo pay off his debí and
the acales before the debtor can pul the restore his honor.
bestower in his debt by perfomiing a di%- Refusal: No vam pire is ever com pclled lo aecept an unwanted favor, but to
proporuonoie servite. publicly refuse a fireely-offered boon is an insult to the giver which causes him
to lose face in the eyes of the com m unity. Such an insult is not, usually, deadly
Halanced: The repayment aakcd is in - neiiher law ñor custom gives an eider the right to harm un inferior for refus-
proper proportion to the debt. To refose or ing a boon - but incurring the displeasure of thosc more powerful then yoursell
attempt to evade u demand for balanced is never som ething done lightly. R efusal is usually only altem pted by those
repayment u a great msult and díshonor, making a delibérate power play against the vampire offering the boon, who are
which could easily makc the debtor sub- willing and prepared to deal wiih the consequences of their action.
jcct to sbunning, or even be cause for a Negation: The vam pire m anages to refuse the boon while leaving the
vendetta on Ihe pan of the bestower giver*» honor intact. Negation is a very high rhetorical art am ong Kindred, it is
not something easily done To successfully negate a boon should require both
Substantial: The bestower demand* adroit roleplaying and successful rolls vs. Savoir-Faire or Diplomacy.
some servicc which is within the debtor*s
power. but which is ouc of all proponion
of the original S e rv ic e Reíusmg such a
demand is a deadly insult againat the
bestower. and grounds for an ¡inmediuie
blood feud Attempting to negocíate such i
demand, while not overtly dishonorablc, is
considered rather churlish behavior. and
the bestower is under no obligation what-
soever to even listen to such protesta, lf
the debtor performs such a servicc he
gain* status in (he eyes of the cominumty
Substancial demands are often used to pro-
voke challenge*. but they are not always
hoMile acts. Certain princes and elders
have becn known to demand substancial
repayments from a favorite, in order lo
enhence that vampírc's reputa!ion and
speed his rise m the local communiiy. In
such cases the debtor can often expect a
bit of sub rosa help from the bestower in
repaying the debt. but not always - soroe
eider aiso look on such demands as a test
of competence
Continuad on ntxl page. . .
Permutations — 124 —
A possible negation m ight be. “M ’lord, 1 am com pletcly
unworthy of *uch profound responsibility, I cannot accept - all the
more so when acceptance would tear me from your side. and
diminish the time I spend in your scrvicc” Note that in this c u m
ple. the subordínale is volleying the boon back at his mastcr, asking
(hal the superior rcquest more Services o f the inferior, thus creatmg
a bond of prestaron for the eider. The eider, however. is unlikely to
fall for such an obvíous trap sevcral minutes, or even hours o f
outwardly-friendly verbal spairing will probably ensue beforc the
vampirc knows if his attempt al negation worked or not.
Ostracism
Prcstation is custom , not law. No vampire is entitled to lakc
action agaiast an oathbreakcr or one who ntherwise viólales presta-
tion. save only the offended party The prince inay nol condcmn
one who flaunts prcstation. and the local Kindied may not rise up
against him in violente.
Nonetheless, if is the local com m unity which provides the most
efFcctivc enforcem ent o f prcstation. A vam pirc who is known as an
oathbreakcr will not be trusted or welcomed socially among the
other Kindred of his city. Depcnding on the severily of the offense,
he may lose Status or even aequire a Social Stigma.
In the very worst cases, the Cam arilla might shun the offender.
Shunning is not formally declared, it just happens when all vam-
pires agree that one am ong them has committed an offense which
is not to be borne. Sometimes the ostracized vampirc is shunned
only by the clan of the offended party. other limes even his own
clan will shut him out. It all depends on the seriousness o f the
offense.
O stracism is usually possible only in the case of the m ost
deplorable and inescapable treachery. Nobody will work with.
speak to. aid or even acknowledgc sceing an ostracized vampirc.
The shunning will persist until the ostracized vampire has made
full restitución to the ofFended party, or if that is not possible. per-
formed vomc great Service for the community at large.
O stracized vam pires often leave their form er home lo join
Anarch-controlled arcas, where former ostracism can be wom as a badge of
honor The Anarchs will glorify a vampire who has so thoroughly flaunted the Repayment (Continued)
customs o f Üie Cam arilla.
Ovtrwhtlming: The htaiower
Numina demaná* repaymenr which m not only
complcidy out of proportion lo üie origi-
More than any other time m hislory, mankind faces a crossroads. One path tuü servicc. bul which is actually impowi-
ble Uh ihr drhinr lo perform Thi» is an
leads to despair and utter hopelessness. The other, to total extinction. Leí uó
all-or-rwMhmg proposítion. The bcMowcr
pray we have the wisdom to choose correctly. is declaring war ngaiosi ihe debior.
Woody Alien, My Speech to the Graduales demaiuling that he either challenge ihe
besiowcr then and there lo a íighl lo the
Final Dealh. or crawl away fcirevcr bro-
The vam pires truly beheve that they are the nghtful and prcordained kcn. Oí coursc, a vampirc who demanth
lords o f creation, bul thcy are not so blind or so foolish as to believe an overwhelming wvice will not ioon he
that they are the only creaturcs on Earth wiih power. Thcy know that misted or wilhngly aidcd ag&m by local
vampires, Hut often haired is better iban
the Lupines are worthy focs, and the magi a forcé to be reckoned with. Thceoyniempi For (he debtor lo aclually
know that both demons and faenes sometimes cross the void from their world accept nuch terms. and then aclually carry
challenge the power* o f ours. They know that the spirits of the dead are not their. out, Í« the aluff of vampirc legend.
bul it has happened. In «uch a case the for
devoid of power. Thcy know that their own ghouls can take the power the vam
me: deNor is greatlv honored. and the tor-
pires give them and tum on their m&sters, if not carefully watched. mer beslowef just a * greally disgraced.
— 125 — Permutations
Hunter Utiusual And thev also know that sometimcs an otherwise-ordinary kine will be bom
Backgrouttds with. given or leam powers which muke him. if not the mystical equal of a vunv
pire. at least a palpable tltreal. The Kindred have named theve wild powers *4Nu-
In the World of DurkncKt, Psionic tnina,” and luivc detennined that thcy come from at leas! threc distinct sourccs.
powcis and normal OVRFS Magcry
(Tfiauttuüurio) are cxqulsttcly rarc whcn Psíonics
mjnüeoed ¿mong othcrw \%c-ordinary
humunv, far more so than in most CURPS This is thc least com rnon fonn o f Nurnma. It’s also thc least understood by
Cainitcs, and possibly the movt powcrful Nomina - therefore, ii is the Numina
worlds where thcy are allowcd a( ¿11. which the Kindred íear the niosL Allhough a few Kindred have displayed wild
Thereforc. il t* enlirely rr/ivmahlc (or thc talents that bear an superficial rescm blance to certain psychic powers (i.e.,
GM lo c h u fe a very high Unusual ClairvoyanccL U is bclieved that cvcn ihcsc abilities com e from a sourcc much
BockgrouiKi for cithcr of tírese ahiliticv A different from thal of truc psionics.
Mkpoint Unusual Kssrkground prcrequisilc
in ordci lo buy cither Piiomc* or Mageiy Psionic powers can be bought exactly as dcscribed in tlic B asic Set (a
in enlirely rcusortable. if the GM wants grcatly expanded and more dcunled versión o f the same m ies can also be found
Numinu lo be as rarc and pnxious ¿iiumg in G V R P S Psiunics). However. m the World of Darkness, the vast majority of
PC* as il i*among the general populañon. psychics have only onc single-skiI) powcr (though this single powcr can some
timos be extrem ely potcnt). Therefore. it is recom m ended that GM s either
However. if the GM wanta to cncour- restriet hunter PCs to singlc-skill psionic powers. or charge a ver>’ high l inusual
age a bit of Numina ¿tvnong U\\ hunter Background (over and above any Unusual Background required to purchase
PCs, lie should fcel frre to reduce the psionics in the fina place) for m ultiskill powers or additional singlc-skill pow
Ummuil Background co k i lo whatever
level he fecl* comfortablc with. and ií he ers after the fina.
wants huméis who can actual!} go head-
to-ioe with a xampuc of average genera Particularly appropríatc powers from thc Basic Set for psychic hunlers
ron in mysbcul combo!, he can eliminad inelude any TK or ESP powcr. Healing and thc Tclcpathic powers Emotion
thc Unusual Background enürcly. Sense, Telesend and Telerccieve. Other powers from thc Basic Set or G l/R P S
Psionics should be evaJualed on a casc-by-case basis by the GM regarding their
appropriateness to the campaign.
T haum aturgy
Som c m oríais have succeeded in m astering som e degree of the art of
Thaumaturgy Thcy are not the truc Magi - the Kindred regard these poten!
beings (quite nghtly) as having transcended their fonner humanity at least as
much as a vampiro has. However, even a mortal with the most cnide and limited
of m agical gift.s can represen! a challenge to a vampiro far beyond that offered
by most kinc.
To be a Thaumaturge, tlie hunter musí buy some level o f Magical Aptitude,
and onc or more spclls (any sp d l from thc Basic Set or. if the GM allows,
G V R P S Magia or G V R P S Grimuire are fine, as long as the thaumaturge pos-
sesses the proper prcrcquisites). plus any Unusual Background the GM may
require in his campaign.
M agical lore is nol easy to com e by in thc W orld o f D arkness. The
Thaum aturgical com m unity is disorgunized and paranoid. and likcly to rematn
so as both the Kindred and the truc Magi lake an interest in keeping them in
that State. Tí is thcrefore recom m ended that thc GM allow a hunter PC only a
very limited range of spclls al characlcr crcation - perhaps 10 to 20 points. The
spells bought with the.se pom ts should represen! thc sum total o f all mystical
knowledge available lo the PC at that time. If he ever w ishes to leam anotlict
spell. he’ll have lo discover U tn thc coursc of play (or perhaps rcsearch it from
scratch - a long and tedious process).
There are, of course. exceptions to Ibis rule of ignorante and disorganiza-
tion most notably, thc Aroanum (see p. VTM41). however the Arcanum is a
quiet. scholarly organi/ation which is sufferod hy the Magi and Kindred to con
tinue its sem i-public existence becausc it is not militan! or threatem ng. If a
m em ber of the Arcanum started actively hunting or harassing vampiros he
would very likely be casi out o f thc order by his brethren those whu disbe*
Permutations — 126 —
Heve in ihe existente o f thc Kindreü would consider him mad. and ihosc who Wild Talents
believe would consider him a deadly danger 10 the whole order
The exumplc* given in thc main texl
On thc other hand. if the GM w ants a hunter PC lo have access to strong are not thc bc-all and end all itf Numiiui.
Thaumaturgy. that's easy enough to justify. without radically altenng the over they’re just thc forma which have rcap-
olí magic-lcvcl o f the world. Perhaps the hunter is descended fn»m a long line peared often enough or been Mudicd
of powerful witchcs, and when she wishes to increase her mystical power and cloxcly enough lo be quantifled. Other
knowledge she can go to her relatives or the writings of her ancestors for manitesiaiions are pottible, should the
insrruction. GM allow them. among eilher PCs or
NPC hunteiv
Failh
Such a “wild talent" mtght be a
Although this is thc most com m un form o f Numina, it is still a very rare "mutani power*** drawn troni the puge* of
mortal who has hccn biessed witb the gift of True Faith. Mosl o f the mies for GURPS Suprrs. The chi powers and cinc-
Truc Failh are given on p. VTM 71. matic ahilitios found in GURPS Muniul
A rts and GURPS Marual A r tt
In addition to the pow ers o f True Fuith dictatcd in the original G U R P S \d\t nturr\ would certainly be considered
Vampire, vampiros defimtely believe in miníeles. Muny an eider Cainitc can lell Numina by Any vampire unfortunute
o f a time when he had com ered somc pious vielim without a sacred ohject in enough to come up aguimt them.
rcach or sight. only to have his prey snatched away in a manner that can only be
termed “miraculous," These tales range írom the possibly-coincidental (a flash While such cimcepc* aro temptmg, and
o f Üghtning hits a nearby stceple, causing it and the croas atop it to fall between can be enterLiining as a chongc of pace in
thc vampire and his prey, allowing thc vielim to escape), to the inexplicable a humor campuign. thc GM is cautiotted
(w hen he touched the holy person. the vam pire’s flesh burned agonizingly. against hcing too liberal in trmis oí givmg
causing him to flee, or his fangs could not penétrate the throat of thc vielim, no the mortal* effectivc mean* of defense
matter how hard he hit) to the awc-iaspiring (upon approaching thc victim. the agiunst thc Kindred ur lite other supeut.il-
vampire was transfixed by a shaft of light that bumed like the sun. destruving uml menaces of the Wurki of Darkness. If
him or causing him to ílec. or a glowing hcing wielding a sword of fire sudden- the muñáis become efflcient enough in
ly appcared betw een the vam pire and his prey). W ho can say how many o f mystical detente to actually become a
these stories are true? Still. most vampiros will adnut among themselves that threat feo thc vampire*. Lupincs. mugí or
there exist certain mystcrious forcé* which will sometimos pive extraordinary whoever. the campaign ha* ihen become
mystical aid to thc pious. something very differcot írom what the
World oí Dalineas wat dcsigncd to be,
In gam c term s, a tm e m iracle will happen only when and if the GM thinks
it ncccssary to thc plot. In general, miruculous intervention is more appropnate Permutations
as .something for thc GM to use againsi vampire PCs, then as somcthing to use
f o r hunter PCs, and in eilher case onc bona Ocle m iracle per cam paign is gener-
ally more then enough.
For more guidclincs on GMing divine intervention, the GM may refer to
G U R P S R elig ió n .
— 127 —
Sample Mystical Objects Mystical Items
The iit objects lisiad below are well- I n thc World of Darkness it is possiblc to imbuc on inanimate object wilh
known ín Canute lore. and mo*j vampira mystical power. Such Ítems are very rare and difficult to créate, but they
lucky cnough to Mumblc upon onc will do exist. Throughout history the Kindrcd have always been one of the
have somc Ulea¿»oí ils mpuhiltúes most prolific sources of such objects.
Most mystical objects of the vampires are created ihrough ritual* o f varying
Bentrker Pang com plexity. A tiny few such objects “ju st happen ” as a side effect o f some
The berserker fangs are aocicnl. Aharp. other occult conflict or operation - this later sort of object can also be referred
to as a “relic.M
4M-loug lectíi. Sume say the) carne ungí-
iuIIv from ihe Luprncs - tf so. they carne B eca u se o f th e ir ra rily , m y stic al o b je c ts are nev er found **jusl lyíng
from big Uiptnes around.*’ They are often the pn>perty o f powerful elders, who keep iheir exis-
tence a secrel and keep their treasures well bielden and guarded. unless their
By gni&ping thc fung and cxpcnding a powers are actually needed. In most cam paigns particularly neonato cam-
Blootl Poinl o chana.leí acquiie» -t-lii (mil paigns - it should be a walershed event w hen thc PCs di seover any mysticaJ
randomly wilh each use) to hit tohit mlK object whatsoever. Most of the time, the firsi mystical object the PCs encountcr
and +ld danuge íor 3+Id (roll random.lv) will be in the hands o f their foes. being used against them.
turm. Howcvcr. a.s long as üie powcr is m
effect. thc u*cr may noi use any active The sidebars present six sample mystical objects of thc Kindrcd Thcsc
ileteuses íhowcvcr. unlcss he fails a nor samples are of average (i.c.. rather low) power and most Kindred are aware of
mal Frcnzy chcck. he is not technically in their existencc. Howevcr. thc possiblc powers and poteney of mystical objects
a Frcnzy - he can Mili pick and choosc his is litcrally infinite, and thc GM is cncouragcd to give his imagination free retn
targefe) to create such objects. so long as thc items crcatcd do not interfere with the bal
ance or ambiance of the gamc.
Once thc rollcd duraiion is over, thc
iLsei musí expend another Btood Point and A plethora of suggcstions for mystical objects can be found along wilh thc
re-roll ihe duratiun and tohit hnmis if he
wantAto continué to benefit fnwn the fang. spcll descriptions tn the Basic SeU GURPS M agic and GURPS (¡rimoiré. II
Blazing Candle thc G M has thesc sourccs available. he i$ encouraged to browse there for ítems
ThU foot-long tallos candle has twu
which might be appropriate for his Vampire cumpaign. GURPS M agic Items
mystical properties The fim i* thai. under and M agic Items I I also contain a w cahh of enchanted objects. Most of the
normal use. il will never bum down. Its
fíame is also highly resistan! to ali huí thc artifaets from M agic Item s are dcstgncd more for a medieval fantasy world
moti extreme drafo. winds and dampness. than for thc Golhic-punk world oí Vampire, but these tomes can nonetheless be
Howcvcr. il u vampire drop* at kasl of use to thc GURPS Vampire G M . particularly if he’s in need o f sume anden!
onc Btood Point oí his own viiae bHOthe
fíame, the candle will fiare momcntarily artifact of extreme potcnev.
wilh a bricf, incandescem ligbt. cauxing
all vompires who t¡ee the fiare to immcdi-
aicly míikc a RíHschieck check at -3. The
vampiro who actually vpeni the hlood tn
actívale the candle need not mate a
Rdiwhreck check. ñor will he be bumed
when the candle (lares
Finch use of the «econd powcr. howev-
cr. diminishes thc candle*s hcight by 6'"
The candle may he retumed to full hcight
if w&khed in al leasl 50 th* of bniling ani
mal fot, but tí its fiare power is used twice
in a row without lite candle being so
rencwed, it ts desuoyed loccvcr.
Continuad un nrxt pagr...
Permutations — 128 —
Tainted Vitae Sample Mystical Objects
of all blood is cqual. cven to vampiros. Allhough Kindred are immune (Continued)
1 to most mortal weaknesses - even most maladies of the blood - there
J lL ¿ L a re ccrtain co n tam inations o f thc vitae w hich cven vam piros have Blood Pouch
cause to fear. Untíl very recentíy thcüe fUxks werc
Drugs the single most comvnon myMical objcci
among vampires. Today, they have been
Junkies are casy pickings. They spend a lo« o f tim e alone, but in The open. Urgely replaced by technology. but they
they can’t put up a fight, and m ost o f thc tim e nobody cares if they ju st vanish. are still used by certain traditionalist or
Even if a lick Icaves a junkie still breathing after a little snack. (he prey will techoopOobK Kindred.
probably just dism iss thc attack as a flashbuck or random hallucination.
assum ing he can rem em ber anything at olí - and cven if he tells, who* II believe A blood pouch is a flosk mude from a»
him? animal'* intexane (some have a lenthet or
fabnc covcring over the pouch proper). A
T hcre's another perk to taking junkies - they pass som e o f what they’re blood pouch will keep one quart of hl<x>d
feeling on to thc vampire. A vampirc could snort down a sandbox full of herutn (cqual to two Blood Points of human
and not bhnk. but once the drug gcls mixed in with vitac . . . well, liten it sutrts vitae) fresh and potent for a full month,
to be something a vampire can nottee. Ifs no big deal - nothing. really. com- regirdless of climate They urc very tough
pared to the real high that comes from feeding from humaos in general - just a and rcMstant to accidental damage There
little extra flavor, a bit more of a kick. are xaid lo be blood poliches capable of
withstandmg a sword thrust or even a gun-
But it grows on you . . . xhot. There are also legendarv p<mche*
It is possible for a vampire to becom e addicted to the vitae o f drug abusers. which are inid to kerp vitae fresh much
This is bought as a -10 point A ddiction (coste less then $20, highly addictivc). longer (han a month - some are *a¿d to be
The addiction will not generally incapacítate the vampire - after feeding from a able to store blood forever.
junkie the vampire may roll vs. HT+3, -1 for each Blood Point taken lf the noli
is failed. the vampire is at -1 to DX and 1Q for the rest of the night. Norraally. Gangrtl Eye
that’s it (allhough if the HT roll is crítically failed. that will result in a much A Onngrcl eye is a gcm. tradicionallv a
more incapacitating *'bad tnp"). Most vam pire addiets don’t really care what
their victim is high on - heroin, crack, PCP, good acid, i f s all the same, as long ruby If a vampire hold* ti up to one eye
as the victim is high when the vampire finds him. and clo«e% the other, he as abte to sec in
The wcakncss of the addiction com es not so much from the effecls of the the dark as if he werc using the Protean
drugs (though in thc World o f Darkness any loss o f o ne’s “edge" is potentially powcr Gleam of the Red Eye*. with no
fatal), but from thc fací of being addicted itsclf. If the vampire is removed from skill roll rcquired.
his source (say thc cops actualIy manage to citan up the neighborhood for a
week or two, and it takes a fcw days for the lick to find out wherc all the Inncr Stone
junkies moved to), he gocs through all the normal travails o f withdrawal, and This is a nnndc&cript pebble which the
during this time h evs very vulnerable. As a general rule, any time the vampire
has Icss then half his Blood Pool taken from addicted Idne, he riskx withdrawal. vampire muat hwqIIow to benefit from iu
powccs. Once twallowcd the stone will
Disease give the vampire up to +10 to Will roll*.
The stone may he twed to grant the swal-
Cainitcs are iinmune to all normal mortal diseases, but not all d istases are lowcr a *f!0 to Will once, or a f I lo Will
normal, or mortal. There are certain plagues - diseases of the blood - which 10 times, bul once ti has been used to
can affect and even destroy Kindred. Some say that to attack vampiros. such grom a cumul&iivc 4-10 lo Will. tls powcr
diseases musí have some clement o f magic in their nature; that they are. per- is cxluusted The vampire may claim the
haps, the manifeslation of the dark curse oí some powerful entity. or simply stone’s bonuMafítr making un unsuccc**-
eanh-magic gone had. Others say that they are just ordinary discases, of pecu ful Will roll.
liar effeets and particular poteney.
Once thc stone'«cumuíanve bonui has
Gm delines for “gcneric PC diseases” can he found on p. B I33. In deter- been used up. thc uscr must remove it
mining the p m iste n e y and effect of vam pinc disease, the GM should keep in from his stomach and leave it in some spot
mind that any bug potent cnough lo affect a vam pire at all is probably potent exponed tn direct xunlight for reven days
enough to scriously incapacítate and endanger that vampire If that'x done, the stooc's powcr will he
renewed and it may be swallowed once
There is a subtler, but probably equally dangerous aspect o f diseases o! thc agoto to provide a fresh bonus.
blood - some vampires com e to be infected by diseases that are completcly
benign in the vampire** System, bul can infecí kine with debilitating or fatal íll- The act of cutting out the stone will
ness This is also very raro. but not so rarc as those diseases which actually cause the vampire to tnkc ld+1 point* of
non-Ajigravaled damage. unlcs* it is cut
- 129- out by «omeeme who makes n xucceusful
Surgcry roll, m which case damage is oaly
a fíat 2 points. A vampire who i* attempt
ing to cut the stone out of tiimsclf is at -5
to Surgcry ithis would be completcly
imponible lor a murtal, but vampires are
made of stemer stuff). Ccrtain discipline*
motably Vicissiludei may allow ihe vam-
pire to simply eitrude the stone. whh no
incisión requinrd.
Continuad oñ next po^e ,.,
Permutations
Sample Mystical Objects affccl vampires —and such cam crs are much harder for the local Kindred lo
(Continued) wccd out ihan an obviously sick Cainilc. Such cam ers jeopurdize the food sup-
ply of thc whole vampirc community. Evcn worse, they can draw the atlention
Sire ’s Index Fingir of hunters - the CDC has already investigated several vam pire-relaled out-
This objcct i* ihe cnchuntcd fingcrhonc breaks of diseases rancing from sicklc-ccll anemia lo AiDS. So íar, they have
not been ablc to discovcr thc truc orígin o f these plagues, bul each lime they get
oí a vampiro (not nccessarily the uscr's a littlc hit closer to the truth.
sirc* - or nnyhody’* síre - that's Just thc
traditionol namcj. Diseases of thc blood (both vampiric plagues and cam crs) are u much greaier
Whilc hcld or wom, thc bonc givcs thc problem among the Sabbat then among the Cam arilla (see sidebar. p. 132).
uscr a +5 lo all Mitcmpt* lo re*i*l Frcn/.y
for any rcason whaisoever This power Lupine Blood
works rcgardless of ihc uscr's wishe* - if
he ví'mis lo go imo a Frcnzy. he*II fiml u It is also well documented that the vitae o f the Lupincs makes a vampirc
difficult unlrss he first discards thc bonc. more prone to Fren/y. If a vampire partakes of w erew olf blood, he will be at -1
Evcn vampires with the Frcnzy Triggcr for each Blood Point taken to all Frcnzy checks for the rest o í the night. If u
¿nlvantagc will lose thc bcncfit of that massive quantity of Lupine blood is taken, the effect can be even longer lasling.
udvaningr whilc the Finger is in theii pov
session. 'Hie full effect will endure for thc rcmain-
der of the first night. and will persisl until
Permutations the Lupine blood has all been expunged
from the systcm through Ihc Druining.
B lood H ealing or other B lood Point
expenditures. For this purposc. assume
that Lupine blood alw ays “burns o ffv
befóte normal vitae.
N o n e th e lc ss. L u p in e blood is
often sought by vampires due to its
am azing potcncy. W ercwolvcs not
only have a very large Blood Pool
(see p. V TM 78), bul each Blood
Point dratned from a werewolf givcs
thc vam pire fw o. T hus, a vam pire
who had ihe mcredible good fortune to
actually com plctely drain a werewolf
would gam as many as 50 Blood Points.
There are also rumors that ihe vitae
of certain Lupincs can temiporarily grant
a vampire additional levéis oí Celerity or
Potence. Ii is said that this effeci is only
possible from the blood of very Puré
Bred wcrewolves (see G U RPS Werewolf,
p. 57).
If the CM decides that diese rumors
are trae. any Cainite who drinks from a
Puré Bred Garou can make a roll vs the
number of Blood Points drained (as dis-
tinct from the num ber received - see
above), times thc Garou\s levels of Puré
Breed on 3d If they roll under the resull-
ing number thcv gct levéis o f Celerity or
P o te n c e (G M ’s o p tio n ) e q u a l to the
amount by which they made the roll.
Examplc: Teresa drinks 5 points of
vitae (receíving up to 10 Blood Points)
from a werewolf with Puré Breed 2. Shc
rolls 3d vs. a 10, and rolls a 7. She gets a
— 130 —
temporary bonus of Cclcrity or Potence 3. The GM Permutations
decides she gains Potence.
The duration of ihe boous is equal lo rhe normal
duración of ihal level of ihc Discipline. The bonu*
recived may not exceed Power Lcvcl 5 in any one dis
cipline, bul ihe GM may divide the bonus up betwccn
ihe two possíble disciplines - i.c.. if a vampire maJkcs
his noli by 8, he gets Potence 4 and Cclerity 4. If the
vampire is already using one of the Disciplines, this
effect will benetit that discipline only if he makes his
roll by more than his current level. If, for msttmce, the
vampire in the previous example wcre already using
Celerity 2, the effect mighl give him Potence 5 and
raise his Celerity to 3 (renewing the duration in the
procesa). However, if he wcre already using Celerity
5, the Lupine blood would give him Potence 5, bul the
rest of the benefit would be lost
Psychic's Blood
Perhaps die strangest blood-malady of all occurs
when the vampire takes the blood of a psychic mortal
(scc “Nomina/* p. 125, for a discussion of psionic
kinc).
The blood gives the vampire somc temporary
measure of the psychic’s gift, which sounds like a
good thing, except that il docs not give the vampire
any of the psychic’s lifc-long, often instinctive profi-
ciency at c o n tr v ilin g the gift. Therefore, the psychic
powers mamfest themsclvcs as random ‘flashes” of
oítendebilitating forcé. A vampire with temporary
telekinesis might becomc a temporary poltergeist,
while one afflicted with ESP might experience
intense, inexplicable visión*. A iclcpathically-afflict-
ed vampire might find himself suddenly havtng the
to ta l psyche of random passer’s by thriLst upon him -
a shattering experience. Even worse, he might start
(clcpathically broadeasting his own true nature to
mortals in the area —some of whom might be poten
tial humers.
If a vampire takes the vitae of a psi. in any stress
ful situation he musí makc a Will (Self-Control) roll
minus the number of Blood Points taken, or experi-
cncc a random psychic manifestación of the sort
dcscribcd above. The exact nature and severity of the
m anifestation is left com pletely up to the GM
(though, as a rule of thumb, vitae taken from more
powcrful psis will trigger more powerful manifesta
ción*). As with Lupine blood, above, the vitae of a psi
will be al full poteney for the remainder of the night
in question, after which the effeets will diminish as
the vampire “burns o ff’ the psychically infected
blood. The psionic blood will automatically ”bum
off* before any normal blood is used up.
131 —
Tainted Vitae & tbe Putting the Bite O n: O ptional C om bat Rules
Sabbat
a m p ire : T h t M a sq u e ra d e is not a game about combat. It’s a game of
D inconc* oí Ihc blood m enacc the mood and emotion. intrigue and deception If combat ever becomes
■Sabbat far more then the Camarilla. Tw-ke the ft>cu.s of a V a m p ire campaign, that campaign has ceascd to be a
in ihc la»t 50 ycar* bh>od plaguen ha ve real V am pire campaign.
ravaged the S ab h at B oth outbreak* On the olhcr hand. it cannot be denied that one of the features of the
occurred in the *50«, onlv a coopte o f G U R P S systcm is its detailed and rcalisiic combat system And while combat
ycars .tpart Bctwcen the two plagues reaJism cannot be substituted for good roleplaying, it’s by no means ami(hética!
almos! lA of the SahHai w;tv dcstroyed to it eiiher. Thercfore, the notes bclow are dcsigncd to allow ilie G U R P S
V a m p ire GM to take full advantage of the G U R P S combat systcm
Sabbat are ateo pronc to hecome carn The guidelincs below are com pletely optional. If the GM finds thera too
ets Although (hese mortal descases trove distracting or time-consuming for his campaign, he is cncouraged to simplify
no iiírcci cffcct on vampire*. spreading freely.
mfection ¿mong the tiñe can jeopardize
huniing for the whole puck (or pcrtwps the Kindred vs. Kine
wtiole city). Evcn more senous it can
dmw the atteithon of potentul vampire The simplcsc way for a vampire to take his prey is to sneak up behind the
humerv. nocahty the CDC Fmsüly. while vicám, bash him over the head with a pipe or 2x4 until he loses consciousness.
few siabbüt fccl guíll over taking the susie- then feed at his leisure. Most vampires, however, prefer to avoid such tactics.
nance they need frtnn kine, it’s quite a dif There’s always the possibility ihai (he víciim will be damaged. for one thing,
ieren! thing to know thai every Umc thcy losing prectous vitae. More to the point, however. is ihe fact thai vampires are
leed thcy ron tile rt.sk of condcmning their hunters by nature. as well as by necessny. They relish the stalking and taking of
prey and wbo knows how many mortal* their prey as much as üie feeding itself. This altitude is not universal among
that he may infecí in tum - to an agonir- Cainites. bul it is the general rule. For this reason. Kindred tend to scom crudc
ing. dehilitfiting clísense Mnny evcn methods likc the one described above. In ihc hunt style. finesse and a cenain
among the Sabbat ñnd such a prospect degrec of bravado are all valued for their own sake.
tragic and wasteful Their emotions are
not unlike a human humer who accidental- In a pcrfect hunt. the vampire stalks his prey carefully, moving slowly up
ly ¿taris a forest ftre. on his victim until he is within arm's rcach. withoul cvcr making a sound or
dismrbing a shadow that might alerl the prey to the huntcr’s presence Then,
The rettMon lor such extreme suacepü- when he’s set for the kill, the vampire rcaches out and, in a single fluid, almos!
hility is the copious and promiscuous gentle motion. grapples his victim, exposes the throat and sinks his t'angs into
shnnng oí vttae uhich occurs dunng the the carotid artery (some connoisseurs prefer a nuvrc Icisurcly nepast from the
Vitulderie. Since the Vauldenc is nuces- jugular vein). As soon as the hunter begins to fccd. the victim succumbs to the
sajy for the Vintuíum, and the Vinculum ccstasy of the Kiss. and ceases all stmggle until the conqueror is done with him
is the only glue capahle o í bimling the
fractknis society of the Sabbat together. If the GM wishes to fully simúlate the above process with the G U R P S
«imply noi sharing blood is not an option. rules, he may do so as follows:
Thercfore the Sabbat has tleveloped — 132 —
protocola to reduce the risk of míectious
disea.se. At blood feasts a Sabbat who’s
di «cosed or o canter must draw the ves-
sel's vitae wüh a shorp objcct and poui it
mío a cup m gdbtat befare dnnking. and
he mmt do the same when feeding from
his herd oí Ihc herd of any othet Sabbat
He con paruke of the vautóerie. huí rvtay
not contnbule hí* own vitae to it. He is
cncourogcd to takc as much sustennnee as
he can ai blood feaots or from memben* of
ihe p&cks herxl - simabons where he can
tafely draw blood wiihoot dúrcci cantact
He i* eucouraged to use any stores of
hanked blood that Ibe pack might have
access to Finatiy, if he musí take lo the
stieeLs to hunt, he is actively cncouraged
to leave hi% prey dead it’s considercd
more ntcrciíul. in tbe long ron.
Cimtinued on nexi fxtifc . . ,
Permutations
The Stalk Tairtted Vitae & tlye
The stalking of the prey will usually require the Stcalth skiil - probably Sabbat
more than a single roll, and possibly one oí inore Trucking (or at least sjght per- (Continued)
ccptioni rolls as wcll# lo stay on the cbosen viclim’s truil (of course, certain dis
ciplines have powers that will obvíate üic necd for sume Sieoilh or Tracking Ttie Sabbat has dcveloped maity tesu,
rolls>. Allemalcly. the vampire cari sel an ambush which will bring ihe victim both scicntific and mysitial. for discaso
into his reach wiihout alerting him lo ihe huntcr's presencc. This tactíc will
require a Camouflagc mil. and sometímes a Traps roll as well. of ihe blood, and there ore ccrtain Sabbui
Mltachcd to every major Sabbat templo
Of course. the stalk should be mure then just coid. abstract rolls. A trap or who speciah?* in admimstcnng these
ambush should be dcscribcd in detall by the player. and its construction role-
played. A stalk is a much more cxciling roleplaying cxpcricnce. as the GM lC*ls Such vampire physkian.s unuallv
come from a medical or scicnltfK; bock-
ground in namal tife. and thcy occupy an
ambigú.mv position in Sabbat wciety, On
describes the prey’s progress and surroundings, and Üic PC strives lo move ever the one hand. thcy are honorcd for lile
cióse, without giving himself away. all the lime dcaling with anything the GM
decides to throw his way . . . unexpected detours. inconvcnient passcrvby atwl indispensable Service they provlde the
the simple hand of fute. MCI On the other there is a ccrtain atigtna
The “S o ft” A ttack beca use the Sabbat. at a fúndame nial
Whcn the vampiro has his prey within reach in an appropriutely solitary
kvel. is oxhumed of this sulneiahtlit). und
spot, he moves in for the kill. Usually this will require three sepárate rolls - a this díame i&takeu out on (hoce who are
roll vs. Brawling or an equivalen! hand-to-hand combal skiII to grapple the vic- moví intimately associated with the weak-
um, a ST roll to maneuver the victim into the proper position for feeding, and ncw Fcw Sabbat will ofter any insult to a
another roll vs. Brawling (or any other appropriate skill) to actually sink his physictan, but they ai%o get invitad to for
teeth into the victim's ncck. Note that while this attack requires thrcc rolls to
complete successfully, it ts srill a single attack and takes only onc second to fewer ritae than other Sabbat of similar
rank.
Nonethcles*. many packs make it a
policy to have each memher checked reg
ularl> Ior vampinc distase or a passive
tnfection Somc pack* have such chcikv
ús often as futir or five times a ycar
accomplish.
The consequences of failurc on any of the rolls above vary depending on
exactly where the process breaks down. If any of the above rolls is failed. the
vampire’s attack is over he cannot even uttempt the next roll in the sequencc
in the same tum.
❖ If the fírst Brawling roll is missed, the vampire grabs for the victim. bul futís
to gct a grip. Begínning on the next tum. the victim is uwurc of the hunter
and completely free to make any normal attacks or deíenses.
* If the second roll is failed, the vampire grabbcd the victim firmly, hut was
unable to twist him into a position where the throat was exposed and vul
nerable. On the next tum the vampire will have to win a quick contest of ST
against the victim with the victim at +3. If the vampire wins this contest, he
may go ahead and make a roll vs. Brawling to inake the bite, bul the victim
will be twisting and tuming ín the vampire s grip - he may make a Dodge
roll to defend against the bite. and if he Dodgcs the whole process begins
again the next tum. If tlic prey wins the contest, he slips out of the vam
piras grip entirely, and on the next tum will be completely free lo make
any normal attacks ordefense.
•V If ihe second Brawling attack is missed, the victim is held and the throat is
exposed, but the vampire was nol able to gct his teeth into the victiitTs
ncck. The next tum will begin with a quick contest of ST as above. except
that the victim is alrcady in an exposed position. and so does not get a +3 in
the contcst. If the victim loses the contest. he may still üy to dodge the bite
as describcd above.
If the attack routinc describcd above is successful. and the prey succumhs
to tlie ecstasy of the FCiss, the victim will take no damage whatsoever other then
that associated with Blood Point dramage. and the wound tan he licked shut
whcn tkic vampire has fcd. Icaving noextemal marks on the victim at all.
II the vampire has munuged to keep his prey completely unawarc of his
presencc, all he needs to do ts make the thrcc rolls above - the victim gets no
— 133 — Permutations
Uite Attacks active defenses whatsoever. However. if the victim is avvare of the vampire at
the time ihe hunter attacks. thc process becomes infinitely more difficult the
The human hody fet designed to defcnd victim can use uny available active defense against the tím Brawling attack. thc
ST roll becomes a Quick Contesi of ST which the vampire must win. and thc
ilscll hy gnuping and rendíng with the victim may try to Dndgc the second Brawling aitack.
honds. not by bitíng and tcaring with thc The “H a rd ” A tta ck
If they don’t manage to succeed with the “soft" attack on the finí try. or II
teeth. Whilc thc hite oí thc vampira is
the prey is aware of ihem, many Kindred prefer to shift lo this more vtolent
cjuite » bit more cffective in combar thcn option (some vampires use the “Hard" attack most ot the time anyway, just
bccause it is more violen!).
thc hite of a normal human, cven vampires
Once again. this routine is a single. 1-second attack which rcquires the
ftnd ihat liten bcsl weapons against ¿n vampire to make several rolls in tlie proper order. The prey will only get to
attack thc vampire on the same tum if eithcr his Speed is higher than the vam-
acUvcly dcíending upponent are thelr p ír e \ or thc attack routine fails.
hand> and Icrt First, the vampire makes a fang attack as described in thc sidebar, doing
normal damage and with all penalties intnct. If that attack succecds. and the
Noncthelew, ihc vampira** fangs are vampire rolls sufficicnt damage to do at Icast 1 hit of actual damage to the vic-
tim. the vampire makes a second Brawling roll to grapple the victim and hold
íar from úsele** io baitlc - hite attacks him in place. If thc second attack succceds. thc vampire need only win a quick
contest of ST against his opponent to position him so that the vampire's teeth
may he used ií the arm* and kg* oír nth can retain their purchasc in the throat. If all threc of these attacks are successful
the vampire has thc prey at his merey. and lite next tum he will be subjcct to the
ctwixc occuptcd. or umply to suipnra thc ecstasy of thc Kiss. Of couree the victim gets all normal active defenses against
the two Brawling rolls. If any of thc rolls are failcd, or thc victim successfully
npponcnt with an uncspcctcd tactic. defends against either attack. thc whole routine fails and the wholc process
starts over with the next tum (however. if thc fung attack succeedcd the victim
Alt nf ihr bclow apply only to will take normal damage from that attack. even if the vampire fails onc of the
other two rolls).
vumpira* thcy will not wock for normal
The biggest drawback to the above routine is that ií thc initial fang attack
humaru. did more then one point of damage to the prey, the wound cannot be lickcd shut
falso remember that if a 1-point wound is licked shuU thc victim does not ge!
The bife oí a vampirc does cutting that hit point hack). and it will be obvious to anybody who sees thc victim
afterwards that something was tearing ot his throat. probably with sharp teeth
damage ju per thc Biting Damage tahle oo (physicians and forensic scíentists, of course, can determine with certainty that
the damage was done by fangs).
p. HM(l. A vampira may roll a hite attack
The Domination
against nny offensive lland to lland skill - Once the vampire has his fangs in the throat of his prey and has begun to
Brawling. Karate. Judo. Wiestlmg feed, the victim usually fails helpless under the sway of the huntcr's will.
However. as noted in G l !R P S V am pire* it is possible for certain exceptionally
However, alt hite attack* against an strong-wiLled individuáis lo resist the ecstasy of the Kiss. To enhancc the drama
of this stniggle, thc GM may piay it out as a long Contest of Will betwecn thc
aciivcly defetiding foe (i.c.. a foc who*s vampire and the prey. with the victim at -5 to stait. For cach tum that thc con-
test goes on. the vampire may continué to feed. but the victim can takc no phys-
aware of the vampira** attack, and nol ical action The victim looses an additional cumulative -1 to Will for every
Blood Point the vampire drinks. If the vampire wins the contest, the prey suc-
rcvtriíned or gruppledl a» describcd on p. cumbs completely to the ecstasy of the Km, and can take no acüons whatsoev-
er until the vampire has finished feeding. However. if the prey should somehow
133) are ot 3 lo hit Th« penalty is purcly win the contest, he immediately acquires tile ability to resist the vampire physi-
cally. This means that on each subsequeni tum, the victim will get a chance to
phy$iological thc simeture of thc human engage thc vampire in a Quick Contest of ST (though thc victim will be ai *I in
this contest for cvcry Blood Point he’s already lost) and a Dodge roll lo squirm
mouth does nol makc for an effieient away from thc vampire’s fangs (no modifíer for lost Blood Points).
wciipon llie *3 penalty does not apply i! — 134 —
thc vampiro i» nttackmg using thc "soft”
aitack tgrapptc'rcpoaition bitc) desen bed
in thc maintrxr, bul doe* apply in all other
attempt* to use the fangs offensively.
C o m in u ed an nexí p a g e .
Permutations
Ií the victim wins thc Quick Contest of ST, he breaks free of thc vampire's Bite Attacks (Continued)
grip entirely, and thc vampire wil) have to do another attack or attack routine
íroni scralch. lf he make* fhe Dodge roll. the vampire no longer has his fangs in Vampiras tend to instinctively try 10
his neck. On the next lurn the vampire cannot feed, but musí instead make a bite a vein 01 artery. even when theit
new Brawling roll to regain punchase on the throat - the victim can attcmpt to intent i&to wound ralher (tan feed Tile
Dodge this roll as well. praferred target Is. of course. the throat,
with it¡»carotid aricrv and jugubtr vein. ff
Once a victim has successfully resisted the ecstasy of the Kiss, he is cora- thc throat is. inaccesible. thc vampira
plctcly immune to it as regards that vampiro only, for thc rest of the night. might also try to attack the radial artery in
ihe wml or the femoral artery in the leg.
H o w M u ch is E n o u g h ?
Of course, it is neither necessary ñor desirablc for thc GM to play out every These spots are not casy LorgcU The
throat is at -7 tn hit (tilia modifter inelude*
hunt of every PC in the above detail. Often, no rolls will be required ai all - the the -3 for a biting attack) and the wnst and
GM can simply tell the player, “You feed.** before moving on to the real meal of leg artcrics are each al 5 (again. this
the night’s roleplaying. Other times the hum can be absiractcd down to a single ineludes thc -3 biling rnodifien.
Stealth roll followed by a successful Brawling roll. The level of detail above Furthermora, the arteries are all surround
should be reserved for special hunts against exceptional prey. And. of course. ed by bone. gtving these target» a *1 lo
no attack rolls are ever necessary against a willing vessel. PD. FmaJly. all cxtcrn.il DR from clothing
nr armor is doubled against biling attacks.
Neck Prvtection and any covering whatsoever - cvcn the
It should be obvious that the fangs of a vampire are not designed to pené lightcM fabnc - gives thc target u DR of I
(Natural DR and Tüugbom are not dou
trate armor. By prefcrencc. a vampire will usually only try one of the above bled, but prutect normilly). Again, diese
attack routines on a victim whose neck is completely exposed - i.e., one wear- penalties do not apply when tile vampira
ing a collarless or open-ncckcd shirt. lf the throat is covered by a collar or some us using the *‘solT’attack routine dcscribcd
other form of clothing, the vampire will normally have lo expose ihe throat on p. 133.
before feeding. an act that will usually make it impossible for him to begin his
attack routine from a position of surprise. However. ií ihc attack succeed* rn hit
ring thc correct artery, thc rcsults can be
If the vampire is trying a “soft** attack. his fangs can penétrate light cloih- dcvasiating. Biting damnge to thc radial or
ing, that is. clothing which provides no DR whatsocvcr. However. this makes it femoral artery which penetrales armor is
harder for him to get the correct punchase on the victim’s ncck. Any clothing doubled. biling damage to the throat
whatsoever will give the vampire a -2 penalty to his final Brawling roll (thc which penetrales DR is rripled.
“bite” roll). Furthcrmorc. on a críücal hit. the artery
(or the jugulnr vein - for diese purposes
If the neck covering provides any DR whatsoever. the “soft” attack becomes no distinction is made hetween it and the
imposstblc. It is also rcasonahlc for thc GM to rule that certain fashions provide carotid artery) is torn open. inflictiag
some DR against vampire bifes» even if the overall outfit has no DR - examples «ddirional. ongoing damage. A victim
might inelude many necktics. dog collars or wide choker nceklaces. with an open artery is the wrist or leg wiU
lose on udditional hit point every 2 turns,
The Toughncss disadvantage oflfcrs littlc proteelion against “soft*' vampiric and a victim with u ion throat wül lose a
attacks. For Toughness to have any effect, the victim must be actively strug- hit point every turo This km pendas «mil
the victim rcceives a successful first aid
— 135 — mil. or until he dies. The vampira doc* not
have to tear out thc victim s throat if he
don not wish to do so, even on a cntical
h»;.
If thc vampira is íccding from a victim
who has MK’cumhcd to the ecsiasy of the
Kiss. it is extremely casy for him lo tear
out the pray’s throat The GM may simply
allow the vampire to do so atuom&tically.
or íf an attack roll is made the vampira
should only fatl lo np out thc throui on a
critical f&ilure (cvcn a fuilcd attcmpt to rip
out the throat of an unrasi.sting victim.
however, will \till do normal fang damage
for thc vampira’s ST).
Continuedon next pase. . .
Permutations
tí'
Bite Attacks (Continued) gling against the bite - if the victim ís unrcsisling the vampire can penétrate
the skin mure slowly and deliberately, rnaking Toughness irrelevant. A victim
A vampiro can use his tangs to anide with Toughness + 1 gets +3 10 all active defenses to resist tlie vampirc’s bite.
ot he can use thcm to feed, bul he cazrnot With Toughness +2 he gets +5 lo all active defenses. However. if the vampire
normally use them for hoth at once (bul artackcd from 5urpri.se, and made both of his first two rolls in a “so ff attack,
%ec Ihe ’*hard" uttuck on p. IM for an the prey is not considcrcd to be actively resisting, and Toughness does not pro-
importan! exccplion to this rule). tect.
Howcvei. un any íang u lia tk that does al
leasl 5 hit poinii of damage to the victim. Whether or not a “hard" attack gets through a neck covenng de peruis
the vampire can slurp down a single cntircly on how many points of damage the bite does (remember the doubling
Rlood Point ni pasving (flus w tutsed on of DR against fang attacks - sce sidebar). If the vampire gets through all the
ihc potertey of human blood - Lugrine* DR and does at Icast ene point ofactual damage lo the prey, he is considered to
and other vampiros imghi .supply a Blood have successfully complclcd thc first third of the roulinc.
Point with somcwhat Icss damage. an;
malí anild jmibjbl) not supply one ai all It is also possiblc for thc vampire to attack his victimas clothing simply by
stating that’s what hc’s trying lo do. Lf attacking thc clothing, thc vampire
rheir blood is too diftuse). makes a normal Brawling roll with none of llie penallies normally associated
Bites which do more then I point of with fang attacks. If the attack succeeds the prey himsclf takes no damage, but
if thc damage rolled exceeds the DR of thc throat covering. the clothing is
damage catino* be hcked shu.1 (and note ripped awáy, completcly exposing the throat for thc next tum. If the damage
dial if a I-point wound i* Hcked shul. thai rolled is equal lo or less than the DR of the covering, thc attack has no effect. A
does not restore thc victim s iost hit clothing attack can be used as the first third of a “hard” attack routinc. but of
point). Bmng attacks do not cause thc vic- course the victim will be able to actively resist the vampire on thc next rum.
tim lo suteumb tt>thc ccsta.sy of thc Kisv whether the routine succeeds or fails.
It may be po&Mblc for a vampire to Fang to Fang Combat
bypass some of thc above pcnaltie* by
changing his forro ihrough use of thc When attacking another Cainite, a vampire will seldom try to use cither of
Protean or Vici&silude disciplines. For the above attack routines. Thcre’s litile point, since all vampires are irnmune to
eximplc, if the vampiro Icngthencd and the ecstasy of the Kiss, and the main point of both routines is to gct the victim
thickcncd his fangs, thui might regate thc in a posilion of mental helplessness hefore he can mount an effective defense.
doubling of external DR. ur tf he rcconfig-
ured his jaw into more of a muzzle, that Likewise, a vampire in single combar against another will seldom try a fang
rnight regate the -3 to ull biting attacks attack. Even in the case of attempted diablerie. the attacker usually prefers to
The cffeclivcness of such modifications is bcat his opponent to the point of Torpor, then drain him when he’s down and
tefe tp thc GM Ncedles-s to say, any modi- helples.s. To attack another Kindrcd with fangs is considered a sign of contempt
ficatiom which mercase the cffcctivcncss - it‘s saying, ‘"you’re so weak and incompctcnt that you cannot defend yourself
of thc biting aitick will also give thc vam from even so crude an attack as ibis.”
piro an obviously inhuman appcarancc
whlJc thcy ore ín cffcct Except when absolutely necessary, or in thc most highly ritualized circum-
stanccs, two vampires fighting to thc Final Dcaih will not conducl the entirc
Optional Rule: battle emptv-handed. Again, it*.s usually considered more prudent to “soften
your opponent up*‘ a bit with non-Aggravatcd damage first, and then at the end
Buyirtg Routines move in to make thc kill with fang or claw.
If the GM fiad* it potctsúally unbalanc- Aggravated vs. Non-Aggravated
ing to allow thc PC» to carry oui thc com Assume that any time a vampire attacks another with fangs. the attack does
piex attack routines dcscribed in thc main-
text aller having only paúl tor the Aggravated damage. A vampire does Aggravated damage with his liands only if
Brawling *kiil. he may chargc charactcr he possesses thc Protean discipline to thc sccond Icvcl of power (the Wolf's
point* for boíl) the “ío ff attack toutiue Claws power).
and che hurd~ A com of 6 points for each
routine known is recommended.
Those w )k > own GURPS Marital Arts
will observe thtit the above costa are baved
on the casis of three-maneuver combma-
dons in üuu book.
Permutations — 136 —
Adventure Seeds
Family Reunión hccomc aware that thc Giovanni are behind the riiual, it
could result in scrious repercussions for Clan Giovanni
One of the PC* discovers a new haven in ihe foun- world-wide. Thereforc, it is necessary that the Giovanni
dation of a ncw downtown otticc building. This cover their tracks and tic up locase ends. The loosest end.
haven is not only secura and comfortable, il al$o at thc moment. is thc ¡ncoitvenieni vampira cyewitness
gives the occupant a feeling oí power and potency (thc
GM may wish to go so far as lo allow tlic PC lo mercase that got away.
his máximum Blood Pool by 1 as long as he stays in the
new refuge> The haven can be exited through the sewers. Luckily for thc PC, most of ihc Giovanni at the ritual
huí thera’s also a more convenient if somewhat less secure were sttll human, with a fcw zombie grunts along for
exil through the air conditiomng system of the building secunty. Howevcr. within 48 hours an chic Ciiovanni trou-
itself The first room that this route comes upon is some- blc-shooring unit consisting of at Icast thrce vampiras and
what cniginatic - a large, empty, featureless chamber with severa! dangerous ghouls will arrive in town, their mission
one dour kept always iocked. to find and eliminara thc witncss. If this unit fails. the
Giovanni might turn to the Assamitcs for help All the
One night, after awakening, the new tenant is sur- time, as the PC (and his allies) is flecing his pursuers. thc
prised by the sounds of a wholc crowd of peoplc in the GM can be allowing him to picce together thc truth about
mysterious cham ber When he goes to the vent to see who’s after him. and why.
what’s going un. h e ’II see thai cverybody is wearing
strange robes As thc situación unfolds. it becomes obvi-
ous that the people in thc chamber are enacting a sacrifi
cial ritual. As the ritual progresses, some sort of demonio
prcscnce maniícsls itself in the room. Once the bloody
pait of the ritual is over. the persons in the room conduct
some sort of business (which thc eavesdropping PC can-
not overhear) with the demon, who then departs.
Whcn thc vampire in thc heating duets tries to leave
thc arca, howcvcr. he discovers he can't move or use his
disciplines - hc's held prisoner by some sort of magicai
wurd estabhshcd by thc occupants o f the cham ber.
Furtherrnorc. thcy scem to ha ve been somehow made
aware of his presencc. When thcy come to lay hands upon
him. howevcr. thc spcll is broken and thc vampiro is able
to fight frec. If he makes his escape through thc ventila-
non system. scvcral hideous zombics are sent crawling
after him.
From that m oment on. the PC is m arked.
Unbeknownst to him. thc building is owned by onc of the
front Corporation* of the Giovanni familv, who bought the
land and erected the new high-rise on it preciscly so that
(bey could cnact the ritual that thc PC just witncssed. It
seems that thc building stands on a powerful conflucncc
of natural forcé», which the Giovanni necrom anccrs
wished to harness to help control the demon thcy so
recently summoned
Now Giovanni security has been breached. The slip-
up should not he fatal - after all. the witness might have
scen the ritual and thc demon, but he has no idea the
Giovanni are behind it. However, for the Giovanni to con
son with infernal forces is a clear violalion of their
ancicnt nuce with ihe Camarilla, and if thc local Kindred
— 137 — Adventure Seeds
Blood D ebt The Bottle
This scenario can be introducá! if one or more of The pnnee (or archbishop) ot thc PCs* city finds
thc PCs get themsclvcs into a surc dcath situa thc following note pinned to his chest when he
ron, where nothing but a purc deus ex machina awakens onc cvcmng.
can save them.
Help amves in the form of a local eider, one of thc “Delivcr Kashta lo us before the dark of the moon, or
city’s primogen, who wtpes out the PCs’ enemies wilh we will poison your city at the roots and bum it when it
casual tínality. Their savior then leaves the PCs with an withcrs.
off-hand reminder of the debí of prestación they now owe
him. His only requesi for the moment, however, is ihai "With uunost smcerity,
they not mention his help lo anybody. After dial, he com- "The Followers o f Set.”
pletely vanishes from the PCs’ Uves for severa! weeks or Of course the prince would find such an ultimátum
months. All attempts to cali on orcontact their benefactor alarming under thc hest of circumstances, but all the more
are rebuffed (let them stew). so in this case, since he has never heard of ‘‘Kashta,’' and
has no idea where to find he/she/it.
Evenrually, he comes to PCs with one simple request, The firsl the PCs hear about the situation is an enig-
which he tells them will completely erase their debt of matic order thal goes out to all local vampiras for anyone
honor forever He merely wants the PCs to destroy him. whn has ever heard of anyone or anything called Kashta.
When this general cali for Information proves fruit-
Not really, o f course. What he rcally has in mind is Icss, thc prince clects lo make thc PCs his special eonfi-
staging his own Final Death. He has becoroc increasingly dcntial opcnitives in this situation He takes them into his
unsatisfied with vampiric Ufe, and now wishes lo go into confidcncc (with Mera wamings of dire consequcnces if
retreat somewhere remóte tn pursuc Golconda. First, how they reveal to anyone cisc the truc faets of the case, espe-
ever. he feels thal the only way he can completely and cially thc involvement of the Setites). Their assignment is
final ly sever himself from his centuries of participation in to find out who or what Kashta is, and if possible acquira
liie Camarilla and the Jyhad is to stage his own destruetion. Kashta so th.it rbe prince can determine whether or not to
tum it over to the Setites,
He does not have a plan. T haf s the PCs' joh - one of
tlic reasons he wishes to retire is that his prcoccupation
with spiritual matters lias grown to thc point where he no
kmger feels any energy or inspiración for Machiavcllian
plots. He does. howcvcr, have a dcadlinc. He wants to be
“dead" by thc onset of winter (or the spring equinox, or St.
Swithin’s day, or some other appfüpriatc date a few months
after the campaign present). His only other preconditions
are that there be reliable wítnesses to his "desiruction” and
that he “die” at the hands of the PCs. He is reasonable.
sympathetic and paticnt with the PCs' cfforts to ensure that
they not be held culpable for murder or diableric in the eyes
of the prince. tile other primogen, the elder's childcr or his
favorites, and all the other powerful vampiros who normal-
ly become agitated when younger vampiros are responsible
for the destruetion of an eider. Hc’s not, however. particu-
larly hclpful. except for his willingness to passively go
along with whatever reasonable plan the PCs propose. Of
course, if they try to evade their responsibility, or pulí the
wool over the elder’s eyes. thcy’re liable to discover that his
indolente and disassociation was not quite as total or crip-
pling as his manner rnight suggest.
From that point, i f s totally in the PCs' hands. They
have to come up with the plan and cany it out. Once ifs
over. they’11 discover just exactly how the GM raied their
preparations when certain pañíes begin their investigation
of the eider’* death. Of course, if they fail in their mis-
sion, or beiray the elder's secrei, they’II probably find that
the eider is motivated to throw off his preoccupations and
retura to activily . . . in pursuit of vengeance.
Adventure Seeds — 138 —
As ¡t happens, Kashta is (or was) a Setite eider who honored. As casually as possible, thc prince inqutres how
became so completcly cnmcshcd in thc Palh of Typhon many Daughters will be participating in thc performance.
tKai he was transformcd into somcthing cven less human The rcply is 14 - a doublc septet. Midsummcr’s cve is
ihan a vampire. However, while most adepts of the Path of threc weeks away. When asked. the Daughtcr informs thc
Typhon bloat into some kind of monstrous form, Kashta prince that rehearsals will begin in three nights* time.
shriveled. Hc’s presenily ahout four inches tall. His childer
placed him in a bottlc filled with the blood of the innocent, At this point the PCs are callcd in. Thcy are informed
and kept him in their temple for several centuries. that the prince requires them to coordínate the event. They
are to see to the comfort of the Daughters of Cacophony,
A few decades ago, Kashta vanished. He was stolen ensure that the event comes off without a hitch, and gen
by an eider Ravnos, a master thíef seeking to executc the eral ly protcct thc Masquerade. If the PCs menlion canccl-
greatest feat of burglary evcr. He succecdcd - thc Setites ing the conccrt, the prince says that he once kncw a prince
to thís day have no idea who took Ka.shta or how. The who tried to forbid a performance of the Daughters of
Ravnos. having no need of the tiny eider once the magnif- Cacophony . . . then he shivers a little and fails silent.
icent deed was done, traded him to Orfis, a medium-level
dcinon of some Earthly authority. What the Ravnos traded A day or two later, the Daughters begtn to arrive. The
for is unknown - ti might well he nothing but some sílly PCs discover that two of the Daughters are Anarchs from
and harmless trinket that he could hold up when he told the West Coast and. to their dismay. that three others are
the story of his great exploiL Sabbat. The final Daughtcr to arrive is a mysterious
Kindred who flies in from South Africa. She is, apparent-
Orfis was unablc to take the eider Cainite (even in his ly. the leader of the ensemble.
present debased fonn) to his infernal home, so he left the
bottlc with some human followers of his, in the PCs city. The director demands that thc PCs procure a ccrtain
The Setites have discovered through mystical means that very public building for the performance, and furthermorc
Kashta is in the city, bul have no idea how he gol there or that they procure it every night for at least a weck prior to
who s holding him. Their ultimátum is a tactic designed the concert for rehearsal. She also te11s them that the cho-
to get the Camarilla to do their detective work foT them If nis will be too busy rehearsing to hunt. For the next three
the deadiine is missed, the Setites have everv intention on weeks. the PCs will have to hunt for 14 additional vam
making good their threat. piras. And. of course, rehearsal makes one very hungry.
The PCs' first job will be to discover what Kashta By the week before the performance the PCs should
mighl be. The besl way to find out is to seek that informa- feel that they have the siluatiun al lcasl somewhat in hand.
don from the Setites themseives. Any temple other (han Then a pack of six Sabbat vampiras swaggers brazcnly into
the one that issued the ultimátum will provide the basic town, followed in quick succession by a nervous group of
faets of Kashta's identity and curren! State . . . for a pnce. four Anarchs, then a second pack of eight Sabbat (lilis one
If the PCs have some very good contacts am ong (he frankly paranoid whetie the first was arrogan!), then a van
Ravnos, that might also he a potcntial sourcc of infnrma- load of seven Ravnos, all annoyingly cheerful and unctu-
tion. The Baali may also know somcthing of Orfis’ trea- ously and persistcntly cagcr to ‘'help^1thc PCs, and finally
sure. although thcy will not yicld such information will- threc mysterious Kindred from Kuropc. of curiously archa-
ingly. If all clse fails. and thc dcudlinc is approaching, thc ic specch and dress. who sccm very. very watchful. All of
GM can introduce a mysterious Kindred with an enigmat- these groups are carrying neatly engraved invitations and
¡c hinl leading to some necessary Information (a messen- cxplain that they’rc thera for tlic show. The Prince, in his
ger of thc Children of Osiris. although the PCs should not infinite wisdom, decrees that the best solution to the prob-
know that). Once thcyTc on thc trail thcy'II still have to lem is to keep everybody entertained and well fed until
gct thc bottlc from its dcmonic owncr and his mystically- after thc performance. This is, of coursc. also the PCs’ job.
potent human dcvotccs. If thc GM fccls that th afs still not And don*t forget, pm tert the Masquerade.
cnough peni, he can introduce a handful of Baali. sum-
moned by Orfis to protcct his property. Assuming that thc night of the performance actually
arrives without any sort of riot or pogrom, thc conccrt
C h ó rale itsclf will go off without a hitch - at least as far as thc
Daughters ara concemed. O f coursc, their idea of a suc-
One of thc fcw Daughters of Cacophony in the cessful program might indude every vampira at the con
PCs' city (perhaps thc only one) comes to the cert wandering blissfully off into the counlryside to hunt
pnnee with a ncatly engraved invitation lo a w ildflow crs, only to com e to their senses 15 m inutes
Chórale on midsummcr’s cvc. Undcr further qucstioning, before sunrise, or with every cat in the city racing madly
she expiaras that her sisters and shc will be performing a to the concert hall, their owners and animal-control ofifi-
ncw piccc. Upon chccking thc location on thc invitation cers in tow, or with every piece of glass or crystal in a
the prince remarks that he seems to have been chosen to five-mile radius in shards. Whatever the end result. it’s the
bost this cvent. Yes, thc Üaughter rcplics, he has been so PCs* job lo clean up afterwards.
— 139 — A dventure Seeds
CONVERSION S
The White Wolf Yampire books The
Players Guide and The Players Cuide
to the Sabbat contain a weallh of new
options for Yampire characters. This chapter
contains notes on adapting these new options
into GURPS ternis.
C.anrersions
Merits and Flaws M erits
j f / \ M the possible cxccpuon of the new ciaos, the single Acute Sense o f Tosté
([ (l most significan! addilion to the original Vampire Corresponds to the GURPS advantage Acule Tiste &
outolde of Üic original book is the Merits and Smell.
Flaws introducid in tbc Ptayers Cuides
Acute Hearing
Below are notes íor convening Merits and Flaws into Corresponda directly to the GURPS advantage of the saíne
GURPS terms. Many of the Merits and Flaws are already very
similar to existing GURPS advantages and disadvanrage*. ñame.
whilc others correspond to riew advantages or disadvantages
dcscribed in Chapter I New advantages and disadvantages are Acute Sense o f Smell
rcfcrcnced below by puge number. If an advantage or disadvan- Corresponda to the GURPS advantage Acule Tasto &
tage docs not get a page number. it can be found in either the
Basic Set oí GURPS Vampire. Smell.
As a general rule, each point in the cosí of a Merit or Flaw Acute Vision
txjuab 5 points in GURPS. Thus, a 3-point Ment or Haw is Corresponda directly to the GURPS advantage of the same
worth positive or negative 15 points as i GURPS advantage or
disadvantage There are several significan! cxceptions to this ñame.
rule of thumb. whicb are noted below. but in general the cosí of
a Merit or Flaw's conversión should be kept as cióse as possible A m b id extro u s
lo 5x the original Vampire point cost Correspond* directly to the GURPS advantage
The notes below are only suggestiorw. There may well be Ambidexterity.
other ways lo simúlate a given Merit or Haw in a GURPS char-
actcr. and the player is encouraged lo conven his Merits or Approved Friendship
Haw* crcatively. For cxomple, the most obvious way to conven Buy as an Ally. The fací that your friendship is approved
the 2-point Merit Natural Linguist to GURPS is to takc by the Sabbat is a special effect in GURPS tenas. If it wercn’t
Languagc Taient 4*5 for 10 points, but the player might alvo approved. that would be an additional disadvantage. Scc Sccrct
decide it's moic in tune with his character conccption to buy Friendship, p. 148.
Lmguisttcs at IQ (4 points). and Languagc Taient 4*3 for 6
points Baby Face
Corresponds directly to the new GURPS advantage of the
Howevcr, the GM is cautioned against unscrupulou* play
era who may try to "m¡n*max" their charactcr by convcrting same ñame describcd on p 14.
their Mento or Haws so as to give their charactcr the highest
ptmible point total, rather than convcrting to produce Ihe most Berserker
occurate re-creation of their onginul Vampire character The Tlm Merit gives the vampire the ability to Frenzy at will.
guidelines for controlling point dUTerences found on p 1H6 of
GURPS Vampire are even more essential when convcrting It corresponds to the new advantage Frenzy Trigger, sce p.
charactcr* with numerous Merits and Flaws. 16.
Boon
Corresponda directly to the GURPS advantage Contacto.
Calm Heart
Corresponds directly to the Unfazcablc
advantage.
Catlike Balance
Corresponds directly to the GURPS
Advantage Perfect Balance, describcd on p. 17.
Note that this is onc case where the GURPS point
valué of the advantage is greater titán 5x the co*t
oí the conresponding Ment.
Charmcd Existence
Corresponds to the GURPS advantage Luck,
at the 30-point valué.
Cburch Ties
Corresponds directly to the GURPS ndvan-
tage Contacta.
Clan Friendship
Corresponda directly to the GURPS advan
tage Rcputntion. Spccifically, Clan Friendship can
be bought as Reputation +4 (Spccific Clan) Alt
the Time.
Conversions — 142 —
Code o f Honor Eidetic Memory
Although tile GURPS Code of Honor ts a disadvantage, the Correspondí most directly to the 30-point versión of the
Vampire Code of Honor i»; a Meht. because it allows a bonus tc> GURPS advantage Eidctíc Memory. Howevcr. if the GM does
not wish the character to conven such a low-value Mcnt to such
Sclf-Control folls whcn thc character is ¡n dungcr of violating a high-valuc advantage. he muy require thc player to conven
ihc code. A ncw advantage. Higher Purpose, has been creatcd to this Mcrit to a simple 4*1 to IQ,
corrcspond to this Mcrit; scc p. 16.
Contntort Sense Enchanting Voice
Corresponda directly to the GURPS advantage of the same Corresponds dircctly to the GURPS Voice advantage.
ñame. Faerie A ffinity
Correspondí dircctly to thc new GURPS advrtntnge of thc
Computer Aptitude
Correspondí most closely lo thc GURPS advantage same ñame dcscribcd on p. 15.
Muüicrnatical Ability Family M em ber
Buy as an Ally.
Concentration
Can be represented by an extra 3-5 points of normal Strong Fast Leam er
This Meril is probably best convcrtcd to a -*-1 to IQ. but
Will. Tlie L’níu/eable advantage indudes Ibis Meril, as wcll as
other bcncficml efíecta. note that if a vampire has both this Merit and the Eidetic
Memory Mcrit. the two together convert pcrfectly to thc lowcr-
Corporate Ties cosl Eidetic Memory advantage.
Corresponds dircctly lo the GURPS advantage Contacta.
Corporation CEO Guardian Angel
The player should distribute 25 points among Wealth, Correspondí directly to thc GURPS Ally advantage. The
Allics and Contacta - the fact that these advantage* are related player should only allócate 30 points to this advantage - thc
lo his corporate position is a spccial cffect in GURPS term.s. GM should design u supenuitural Ally oí tbc approprialc point
valué, kceping iU nature secret trom the PC unless discovered
Crack Driver in piay.
The characler should invest at ieast 6 addttionaJ points in
Higher Purpose
his Driving skilK. For purposes of conversión to GURIES, eftectively itíenti-
Danger Sense cal lo thc Code of Honor Merit, abave. It therefore correspondí
Correspondí directly lo ihe GURPS advantage of the same directly lo Ihe new GURPS advantage Higher Purpose,
dcscribed on p. 16.
ñame.
Daredet/il Huge Size
Corresponds directly to the new GURPS advantage The PC should purchase thc Gigantism disadvantage, then
Daredcvil dcscribed on p 15. distribute 30 points uhe 10 points obtained from Gigantism plus
the 20 point conversión valúe of this Merit) betwcen ST and
Destiny HT.
Correspondí dircctly to thc GURPS advantjvie dcscribed
lnnate M agical Ability
on p. 15. This is a catch-all “wild-card" Merit wilh no set effeets.
D o u ble-Jointed Each lnnate Magical Ability will convert diffcrcmly, and thc
Corresponds directly to the GURIES advantage of the same exact nature of the conversión is Icfl to the GM. GMs with
GURPS Magic may wish to consider thc posstbility of convcrt-
ñame. ing this Meril to a knack
Dual Nature Inoffensive to Animáis
This Meril does nol conven dircctly into GURPS. It is rcc- Correspondí directly to the new GURPS advantage of the
ommended ihat characters wilh this Mcnt purchase an uddition- sume ñame desenbed on p. 16.
al 5 to 10 points of Strong Will
Early Riser Iron Will
Correspondí directly to the new GURPS advantage Early Should be converied to 10 to 15 points to be distributed
Riser dcscribed on p 15. cqually among üie differem vurietics of Strong Will.
Eat Food Jack ofTrades
Corresponds dircctly to thc ncw GURPS advantage of thc Docs not transíate dircctly into GURPS. but this Mcrit can
same ñame dcscribed on p 15. be simuliued by reserving 25 points until the end of character
crcaüon. and distnhuting thera bctwccn 25 to 50 skills not oth-
Effrcient Digestión envise possessed by the character. spending no more than u sin
Corresponda dircctly to thc new GURPS advantage of thc
gle point oo each skill. This point-pool should ñor be used for
same ñame desenbed on p. 15. comba! skills. psionics skills or spclls
— 143 — Conuersions
M ansión
Can be bought as a 10 point Unusual Background
Characters who begin the campaign Filthy Rich do not need to
spend addittonal points to have a mansión at the starl of the
campaign.
M ecbanical Aptitude
The character should invest at least 6 additional points in
his mcchanical and engineering ski lis.
M edia Ties
Corresponds directiy to the GURPS advantagc Contacté.
M édium
Corresponda directiy to thc ncw GURPS advaniage of the
same ñame describcd on p. 16.
Misplaced Heart
Corresponds dircctly to thc oew GURPS advantagc of the
same ñame dcscribed on p. 11.
M ystic Ability
This Mcrit is best simulated as a low-lcvel single-skill ESP
powcr Prccogmtion with thc limitation Random Manifestador,
(see p. 18).
Natural Leader
Corresponds to thc GURPS Charisma advantagc. Natural
Leader* should also pul ai least half a point into the Leadership
skill
Natural Lingutst
Corresponds directiy to ihe GURPS advantagc Language
Talen!.
Judicial Ties N ig h tclu b
Corresponds directiy lo the GURPS advantage Comacts. A nightclub owner should buy at least +1 Reputation (pro-
Ligbt Sleeper prietor of a hot spot), and should eilher have ahove-average
The character may take 2 points of Alertncss or ihc Dangcr Wcalth or pay íor a 5-point Unusual Background
Sensc advantage. as he prefers, to simúlate this Mcrit. Nine Ltves
Corresponds directiy lo ihc ncw GURPS advantagc Nine
Lightrting Calculator
Corrcspoods direcüy to thc GURPS advantagc oí ihc same Lives describcd on p. 17.
ñame. Occult Library
This Merit can be simulated with a 10-point Unusual
Luck
Corresponda dircctly lo thc GURFS advantagc oí thc same Background, reprc&enting a targe library of exotic occult malc
riáis that the character inherited or acquired before the begin-
ñame, ai ihe 15-point valué ning of the campaign. This library will inelude at least a fcw
esoteric volumes (like üic Book o f Nod) that are completely
Lunar Influence unavailahle through normal commercial or academic channcls
Corresponda directiy to thc ncw GURPS advantagc oí thc Character* who are Wealthy or Filthy Rich may purcha.se the
Occult Library UB for 5 points (the UB is for the csotcric or
same ñame dcscribed on p 16. "lost" voluntes - the normal stuff the character just bought
M agic Resistance Oracular Ability
Corresponda dircctly lo the GURPS advantagc of thc same Corresponds directiy lo the GURPS advantagc Oracle
ñame. dcscribed on p. 17.
Magic Sensitivity Pack Distinction
Corresponda direcüy lo thc ncw GURPS advantagc Second Buy as Reputation +4 (Small Group - pack), for 6 points.
Sight describcd on p. 17. Paxvn
Buy your pawn as an Ally of thc appropnate point valué.
Conversions — 144 —
Pitiable Silence
Corresponda dircctly lo thc ncw GURPS advantage oí thc Corresponds directly to the GURPS advantage Silence
same ñame described on p. 17. described on p. 18
Pólice Ties Special G ift
Corresponda dircctly lo thc GURPS advantage Contaos. The gift should be purchased as an Unusual Background oí
Political Ties thc appropriatc point vaJuc.
Corresponds dircctly lo tbe GURPS advantage Contaos.
Special Rapport
Precognition Corresponds dircctly to the GURPS advantage Special
Corresponds to thc GURPS psionic powcr ESP The most
Rapport described on p 18.
direo conversión ís to boy thc singlc-skill powcr Prccognition
ut krvel 8 ur 9 (16 or 18 points) and spend the remaining 2 or 4 Spirit M entor
poinls on ESP akill. A Spirñ Mentor should be bought normally as an Ally (or
Prestigious Sire perhaps a Patrón).
This is siniply u specific case o í the Social Status advan
Time Sense
Ugc The fací that your status within thc Camarilla (Sabbat. Corresponds directly to thc GURPS advantage Absolutc
clan, whatever) is due to the deeds of your sirc is a special
cfFect in GURPS térros. Timing,
Reputation True Faith
Corresponds dircctly to the GURPS advamage oí thc same Corresponds directly to thc ncw GURPS advantage
ñame. Enduring Faith, desenbed on p. 15.
Sanctity True Love
Corresponds dircctly to the ncw GURPS advantage Truc Love is a special form of the new Higher Purpose
Sanctitv drscribcd on p. 17. combined with al leas! Charisma advantage, ilcscribed on p Ib.
4*1.
(J n b o n d a b l e
Self Confident Corresponds directly to the new GURPS advantage of the
This Meril essentially gives the characlerthc ability to bcat
same ñame described on p. 18.
the odds through sheer will. Thu.s, it is best represented by Luek
at the 15-point level. plus 5 or 10 additional points dtstnbutcd Uttderworld Ties
in Strong Will. Corresponda directly to the GURPS advantage Contactó.
W erewolf Compan ion
Buy us an Ally
— 145 — Conversions
Conversions Flaws
Absent-M inüed
Corresponds direetly lo ihc GVRPS disadvaMuge oí the
same ñame.
A d d ictio n
CorTcsponds direetly lo ihc GVRPS disadvantage of ihc
sanie ñame.
Allergic
Corresponds direcily to ihe ncw GVRPS disadvantage
Allergic Susceptibility. desenbed on p, I4).
A m nesia
Corresponds direcüy tu Ihc GVRPS disadvantage of the
same ñame deseribed on p, 19. SpecificaUy» Ihe Flaw corre
sponda most closcly tu the Pailíal Amnesia disadvantage (ihe
-10 poim Icvel).
A nacb ronistn
Corresponds direetly to the ncw GVRPS disadvanUge of
ihe same ñame dcscribed on p. 19
BíuI Sighí
Corresponda direetly to the GVRPS disadvantage of the
same ñame.
Blind
Corresponda direetly lo ihc GVRPS disadvantage
Blmdncss.
C an't Cross Runntng Water
Comsspnnds direetly to the ncw GVRPS disadvantage of
the same ñame described on p. 19
C<2s t N o Reflection
Cornoponds direetly lo Ihc ncw GVRPS disadvantage oí
the same ñame described on p. 20.
C h tld
Correspondí» direetly to the ncw GVRPS disadvantage
Vampiric Child, found on p. 23.
Clan Enm ity
Depending on ihc clan involved and the detail.s of Ihe caro-
paign. this could be ctthcr an Encmy or a Btul Reputation.
Color Blindness
Corrcsponds direetly tu the GVRPS disadvantage of the
same ñame.
C o m pulsión
Corrcsponds direetly to the G VRPS disadvantage
Compulsivo Behavior.
C o n fu sed
Corrcsponds direetly lo the new GVRPS disadvantage of
the same ñame describcd on p 20.
Cursed
lilis Flaw wül usualIy transíate to the GVRPS disadvan-
lage Personal Curse describcd on p. 22 However some Curses
mighl be better representad as other disadvantages.
— 146 —
Dark Fate Inept
Corresponda to ihe new GURPS disadvantuge Dcstiny; This Flaw does not transíate dircctly into GURPS. An
Dark Fafe. descrihed on p. 20. Incpl charactcr will smiply convcrt lo GURPS with fcwcr skills
hought al a lowcr level than usual in the appropriale arcas.
Dark Secret
Corresponda dirccüy lo the GURPS disadvantage Secrci. Infantous Sire
For GURPS purposes. this is considerad a Social Stigma.
Deaf
Corresponda directly lo ihe GURPS disadvantagc ¡nfertile Vitae
Corresponds directly to thc new GURPS disadvantagc oí
Deafness.
thc sanie ñame descrihed on p. 20.
Deep Sleeper
Corresponda dircctly to thc new GURPS dísudvanuige oí Iusarte Sire
Depending on thc charactcr’s exaci eircumManccv this
the same ñame found on p. 20,
could be a Social Sagina, an Enemy (thc insane sire) or a com-
D eform iiy binalion of thc two disadvantügcs.
If the Dcformity can’t he accuraieiy represented by one oí
Intolerante
ihc GURPS physical disadvantages (a useless leg corresponds Depending on thc nature of the ttiing difiliked. and thc vam
lo Lame, a useless arm to One Arm or One Hand, depending on
thc extent oí thc disability) il is considcrcd purcly cusmetic and pira*s spcciñc rcuction to the thirig. ibis Flaw can be converted
represented by Ugly Appearance. to a Phobia, un Intolcrancc (al thc -5-point valué), or cvcn a
Compulsive Behavior or Odious Personal Habit,
Dialfolie Sire
Corresponda directly to thc new GURPS Disadvantagc Lame
descrihed on p. 20. Corresponds directly to the GURPS disadvantagc oí thc
same ñame at the 15 potril level
Disease Carrier
Corresponda dircctly to thc new GURPS disadvantagc of Lazy
Corresponds dircctly to ihe GURPS disudvantagc Lazmcss.
the same ñame descrihed on p. 20.
Light-Sensitive
Disfigured Corresponds directly to the new GURPS disadvuntage of
Corresponda to Ugly Appearance.
thc same ñame dcacribed on p. 21
Driving Goal
Depending on thc naturc of thc goal, this could he repre Low Self-Image
Corresponds directly to the new GURPS disadvuntugc oí
sented by Vow, Code of Honor, Compulsive Behavior or some
combinación thereof. the same ñame descrihed on p. 21
Eerie Presente Lunacy
Corresponds directly to the new GURPS disadvantagc ol Corresponds dirccüy lo the new GURPS disadvantagc of
thc same ñame described on p. 20. thc same ñame descrihed on p. 21
Enemy Magia Susceptibility
Corresponds directly to thc GURPS disadvuntage ol thc Corresponds dirccüy to thc new GURPS disadvantagc of the
same ñame. same ñame descrihed on p. 21. The Flaw Magic Susceptibility
wül conven to thc disadvantage Magic Susceptibility -2.
Hard o f Hearing
Corresponda directly to the GURPS disadvaniuge oí thc M istaken Identity
Corresponds dircctly to the new GURPS disadvantagc oí
same ñame.
the same ñame descrihed on p. 21.
Hatred
Corresponda most closely lo thc Compulsive Behavior dis M onstrous
This can be represented by either Appearance: Hideous or
advantage, possibly with an íntolcrancc thrown in as well.
Appearance: Monstrous depending on how sevcrely the tharac-
H a u n ted ter s appearance affeets those around him.
Buy the ghost as an Enemy.
Mute
H u n ted
Buy the hunter as an Enemy. Coiresponds dircctly to the GURPS disudvantage oí the
same ñame.
llliterate
Corresponds directly lo the GURPS disadvantagc N ightm ares
Corresponds dircctly to the new GURPS disadvuntage of
liliteracy.
Ihc same ñame found on p. 21.
— 147 — Conversions
.
Notoricty O verconfident
Bcsl representad by Bad Rcputation among the local Corresponda dircctly lo ihc GURPS disadvantage of the
Kindvrd. nr pcrhapv a Social Sligma. sume ñame.
One Arm Pack Disgrace
Correspondió direcüy to ihc GURPS disadvantage o í the NormalIy ihis. will corrcspond to Bml Reputación.
same ñame* Pack Enettty
Corresponda to ihe Encmy disadvantage.
One Eye
Corresponda dircctly lo ihe GURPS disadvantage of Ihe Pack Punishment
This will normaily correspond to the Vow disadvantage.
sume ñame.
Pack Rival
Buy tlic rival as un Pneniy.
Paraplegic
Corresponds díreclly to Ihe Lame disadvantage at ihe -35
poinl levcl
Pertnanent W ound
Corrcsporuis dircctly lo ihe ncw GURPS disadvantage of
rhe same ñame descrihed on p 21.
Phobia
Corresponda dircctly lo thc GURPS disadxantagc of thc
same ñame. The original cost of the ílaw determines the severi
ty of the disadvantage.
Prey Exclusión
Probably best represented as a Vow, but Compulsiva
Bchavior or Codc of Honor might nlso be uppropriate.
Probationary S e d M ember
Corrc.sponds dircctly to thc ncw GURPS disadvantage
Probationary Sahhat Member. dcscribed on p. 22.
Repelle*! by Crosses
Corresponds dircctly to thc ncw GURPS disadvantage of
thc same ñame described on p 23.
Repulsed by Garlic
Corresponds dircctly to ihe ncw GURPS disudvuntugc
Repellad by Garlic ikscnbed on p 23.
Secret Friendship
Buy as a Sccrct.
Selective Digestión
Corresponda dircctly to the ncw GURPS disadvantage of
thc same mime dcscribed on p. 23.
Sbort Fuse
Corresponds díreclly to the GURPS disadvantage Bad
Tempcr.
Sbort
Below-average height is not considcred a significan! disad*
vantnge in GURPS. If the character ís ruremety short. he may
of coursc takc ihe Dwarfism disadvantage. but the GM is free lo
disallow ibis, if he íeels the point-cost diffcrencc betwcen
Dwortism (-15 pomtsi nnd thc conversión valué of Sbort (*5
points) might be unbulancing. II thc Sbort characlcr is not a
dwurf. chis Flaw is simply losi m the conversión.
Conversions — 148 —