The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by gontzal, 2022-01-04 06:51:21

GURPS Vampire Companion OCR

GURPS Vampire Companion OCR

Keywords: GURPS Vampire

Shy New Abilities
Corresponds directly to the GURPS disadvantage Shyness.
Talents
Sire's Resentm ent
Thi* is usuülly best represented by ihc Encmy disadvart- The following talents from the Fluyen (mide eorrespond
directly to the GURPS skiII of thc same ñame, using thc Rating
tagc. but m somc circumstanccs the Bad Rcputation disadvan* to Skill Conversión chart found un p VTMI75: Carouslng.
tagc might be more appropriate (ihe aire takes no direct action Interrogarion. Scrounging, Swimming, Throwing,
agnmM thc charactcr. but sprcuds rumors about him bchind hís Veñtribqutsm.
back).
Artistic Expression
Slaw Healing Converts to either Artist or Sculpting skill, depending on
Contspootb directly to thc new GURPS disadvanugc of
thc charactcr'* prefenred médium.
the same ñame dcscribcd on p. 23.
D iplom acy
Soft-Hearted
Can be bought as a special case of thc Phabía: Squeamish Corresponda to Diplomacy skill. The character's

disadvantagc. Diplomacy skill is cqual to the higher of the following: either

Special Responsibility conveit thc Diplomacy talcnt normally based on thc table on p
This will normally correspond to the Duty di>advanlage.
VTM175. then add +1 per dot in thc Vampire skill Debate (il
Speech Im pedim ent
Buy as thc Stuttenng disadvanlagc. regardless of whcthcr possessed) or find the character's Diplomacy skill based on his

Ule impediment ¡s un actual stutter or not. Tile specific naturc of Manipulaban attributc and add + 1 per dot tuken m both the
thc impediment is considerad a special eííecL
Diplomacy lakni and thc Debate skill.

D ream m g 1

Concsponds to thc ncw skill of the same ñame found on p
24.

Taint o f Carruption Fortune Telling
Corresponds directly ro the new GURPS disadvantage oí Correspondí» to thc new skill Fortune Telling found on p

thc same ñame dcscribcd on p. 23. 25.

Territorial Haggltng
Probably best represented by the Compulstve BchaviordLs- Converts to thc Mercharu skilL

advantagc. Instruction

Thitt-Blooded Converts lo tile Teuching skill.
Correspondí» directly to the new GURPS disudvuntage of
Intrigue
thc same ñame dcscribcd on p. 23. In GURPS terms this skill is Polines (Caínite).

Tudsted Upbringing M asquerade
This is usual ly best represented as thc Oclusión disadvan- Corresponds to the new skill of the sume ñame found on p

tagc - thc charactcr belleves things about the Camarilla or the 26.
Kindrcd which urc not truc.

Uncducated M im icry
This conven» to having fcwcr skills; see Inept, p. 147. Corresponda to the new skill of the sume ñame lound on p.

Unskilled 27.
Thl* converts lo having fcwcr skillv. scc Inept, p. 147.
Panbandling
Vengeance Corresponda to the new skill of the same nwne found on p.
Frobahly hest represented by thc Vow disadvatttage,
27.
llthough Codc of Honor or Compulsivc Bchavior might liso be
approprialc. Poetic Expression
Converts lo thc Poctry skill.

Vulnerability to Silver Public Speaking
Correspondí» directly to thc GURPS disadvantage of the Converts to lhe Burd skill.

same ñame dcscribcd on p. 23. Sean
In GURPS terms this talenl is a furiel ion of Alertnesv
Ward
Usually conespondí» to the Dependent disudvantage. Cliaractcrs with Sean I or 2 should buy une additionul lcvcl of
Alcrtness, those with Sean 3 or 4 sh»niKJ buy lwo levéis of
W eak-W illed Alertnes.s. and thosc with Sean 5 should buy Alcrtness *3. II the
lilis Flaw does not transíate exactly into GURPS. but can chamctcr has both thc Sean and Alcrtncss talent.s, tlic I*muses
to Alertness are cumuladvc.
be reasonably converted lo thc disadvamage Weak Will 2.

— 149 — Conversions

Search B rew in g /D istillin g
Buy as Profesional Skill: Brcwcrtor Vintner, or Distillcr).
In GURPS térras this talcnt is u function of sight perccp-
lion The charactcr should buy Acule Vision + J for each dol in Bribery
Search. lf the charactcr docs not airead) have the Strcctwi&e talcnt,

Seduction this converts directly to the Strrctwisc skill lf the charactcr has
both the Bnbery skill and the Streetwise talcnt, he First finds his
Convem lo the Scx Appeal skill. GURPS Streetwise skill level based on the higher of the two
Vampire abilities. then adds +1 for cach dot in the other ability.
Sense Deception Huís, a charactcr with 4 dots in Bribery and three in Streetwise
would have a GURPS Streetwise skill of 19 - the 4 dotó in
Convertí lo Ihe Dciect Lie* skill. If üie charactcr has both Bribery converi u> u 16. and the 3 in Streetwise add 3 more to
the Sense Deception lalenl and the Empalhy talcrit, he should that.
buy the Psychnlogy skill as indicated by his level of the
Empalhy taíent (see p. VTM176K buy the Dciect Lies skill as D ebate
indicated by his level of Scnsc Decepción, and also take the Corresponds to Diplomacy skill The oharacter's
Empalhy advantage
Diplomacy skill is equal lo lile higher ol ihe íollowing: cithcr
Stylc conven the Debate skill normally based on the lablc on p.
The firsl two dotó in this¡ talcnt conven to the Savoir-Faire VTM 175, then add -t-1 per dol in tile Yampire skill Diplomacy
(if possessed) or find lite charactcra&Diplomacy skill hased on
skill as normal. The third dot converts to the Fashion Scnsc his Manipularon atlribulc and add +1 |>ei dot taken in both the
udvamage. and the fourth and fifih dotó conven to Savoir-Faire Diplomacy talcnt and the Debate skill.
ai levéis 14 and 16 rcspccúvcly Thus a charactcr with Stylc 5
woukl conven to one with Savoir-Faire-16 and Fashion Seosc.

Skills ¡íscapology
Converts to the Escape skill.
The íollowing skills from the Player's Cuide correspond
directly to the GURPS skill of the same ñame, using ihe Kating Fire Fating
to Skill Conversión chan found on p. VTM 175 Acrobática. Converts to the new skill of the same ñame on p. 24
Blacksmirh, Camouflage. Carpentryt Ciimbing, Cooking.
Dancing, Demolitions (GURPS skill Demolición). Disguise, Fire W alking
Falconrx, Fast-Draw. Fast-Talk, First Aid. Fishing, Forgen. Converts to the new skill of the same ñame on p. 24.
Gartibiing, Herhaiism. Hypnotism. Jeweler, Leatherworking,
Lip Readtng, Lockpicking. Mechante. Parachuring, Gante Playing
Photography. Pickpocket. Piíot, Pnitery, Research. Ride,
Sculxi, Singing, Skiing, Sietght of Ha/ul, Traps. Converts to the hobby skill Stratcgy Gaming at the indicat­
ed level. For each dot in this skill, the charactcr may choosc
Anim al Training two sepárate gomes which he has mastered to his indicated skill
Conveas to the Animal Handlmg skill level If he has four or five dots in this skill, fhc charactcr may
take the GURPS skill Stratcgy-12 in licu of onc spectftc gome.
Arcbery Thus a charactcr with 4 dots in Game Playing might conven to
Converts to cithcr the GURPS skill Bow or Crossbow. If the hobby skill Stratcgy Gaming-16 in seven sepurate games,
plus the skill Strategy-12
the charactrr wanls to conven this skill to both GURPS skills,
he may divide ki. provided he has al Icast two dotó in the origi­ G unsm ith in g
nal skill. A charactcr wiih two dotó in Archery can take Bow Converts to the Armoury skill
10/Crosshow 10 With Ihrce dots he may take Bow
10/Crossbow 12 or vicc versa. With four dots he may take Bow Heavy Weapons
10/Crossbow 14 or vicc versa, or Bow 12/Crossbow 12. With Converts to the Gunncry skill. Appropriate specuiluauons
fíve dots he may take Bow 10/Crossbow 16, Bow !2/Crussbow
14 or vicc versa. inelude machine gun. rockct Liuricher or recoillew rifle

Artillcry H un tin g
Convem toGunner: Artillery. Converts to the Tracking skill. If the charactcr also has the

Blittd Fighting Yampire skill Tracking. he First finds his GURPS Tracking
Converts U) Che ncw skill of the same mime found on p. 24. skill based on the higher of the two Yampire abilitics, üieu lie
adds 4-1 for each dot in the other ability . See Bribery, above.

Boat Handling Joum alism
The first dot in this skill converts to the GURPS skill
Converts to the Boating skill
Profesional Skill: Joumalism-10. The second dot converts to
Body Alteration both Profesional Skill Joumalism-12 and Writing-12. Al high-
cr levcls the Profes-siomil Skill rcmains at )2t and the Writing
A single dot in this skill crirrcsponds to Profesional Skill: skill continúes to advancc as normal.
Taltoo Artist-10 Two dots corre&pond to Profesional Skill:
Tattno Artlat-12 and ArtisM2 For each subsequent dol, both M editation
skills are converted according to the ehurt on p. VTM175.
Converts to the skill of the same ñame found on p. 26.

Conversions — 150 —

Pólice Procedure Tracking
The first 2 dots in this skill correspond lo Profesional Convcrts to thc Tracking skill. If thc charactcr ateo has thc

Skill: Gop at Ihc normal conversión levéis The ncxt 3 dots cor Vampire skill Hunting, he first fmds bis GURPS Tracking skill
respond to che Crimiltology skill ai levck 10, 12 aini 14 re.spec- hased ihi thc higher of thc lwo Vampire abilitics. then he ¿idds
lively. Thus a eharuccer with 4 dots in Pólice Procedure will 4-1 for each dot in the other ability. See Bribery, p. 150.
conven lo Profesional Skill: Cop-I2, Criminology-12. If Ihe
saíne charactcr has bolh u high Pólice Procedure skill ami ihe Knowledges
Criminology knowlcdge, he firsi convcrts whíchevcr of che iwo
ubilitics would give him che higbcr skill, then adds 4-1 for cach The following knowledges from thc Player’s Guide corre-
dol in the other. Ilowever, Pólice Procedure counts onl> che spond directly to thc GURPS skill of thc same ñame, using the
third. fourth and fiflh dots, so that Pólice Procedure 3 lo 5 adds Rating lo Skill Conversión chati found on p VTMI75:
only 4-1 to 4-3 lo Criminology. A.ceountlngt Aíchemy, Anthropology, Archaeoingy,
Architecture, Area Knowtedge. Aslrtnwtny. Chemistrw
Psycboanalysis Economicé, Electronics, Engmcenng, Foreraíes. Geoíogy,
Corrcsponds lo thc Psychology skill. 11 thc charactcr ateo Herctldrw History, Lirerature, M athematns, Metallurg\ .
Meteorology, Naturali*t, Phxstcs„ Theofagy»
has the Vampire talcnt Empathy or the Knowlcdge Psychology,
he first fineta his Psychology skill based on the highest of the The following knowledges are all Npcciali/atiom of thc
three Vampire abililies, then adds 41 for each dot in both of the Huldcn Lore advantage described on p. 26: Black Hand
other abilities. Thus, a charactcr with 4 dots in Empathy and 2 Knowlcdge, Cariiahllii Lore. City Seereís. Clan Knowlcdge.
each in Psycboanalysis and Psychology wmild have a total Faene Lore, K\tulred l/ne, ÍJtpou Lore, Mage Lore, Sabbat
Psychology sctirc of 20 (16 - the conversión valúe of Empathy Une, Spirit Lore. Wywi Une.
- plus iwo for Psychology and two more for Psychoanalysls).
Art History
Srttike Cbarmittg This is an optional spccuilizalion oí thc History skill. Art
Convcrts to the new skill of lite same ñame found on p. 27.
History knowlcdge convertí norninlly to History: Art History
Speed Reading at thc indicated levcl, but remember that thc charactcr’s «core
Converte to the new skill or the same ñame found on p. 27. in general history is 6 less than hts score in the optional spe-
ciulization (scc p B59) If the charactcr has both thc Vampire
Tightropc Walkirtg knowlcdge History and Art History. he should first conven
Converis lo the new skill of the same ñame fouml on p. 27. his History knowlcdgc normal!y, then add + I for cach dot in
Art History, then take the optional speciaiization Art History.
Torture Thus a charactcr with three dots in History and lwo in Art
This can be regarded as an opcional spccialí/ation of thc history would have History-15 and History: Art History-21
(three dots in History convcrts lo 14. 4*2 for two dots in Art
Physiology skill. Torture convcrts normally to Physiology: History' for 16. luir the optional specializalion brings the gen­
Torture, bul rcmcrnbet that the general skill Physiology is equal eral skill to 15 and thc ¿tira of speciali/alion to 21 as per p
to the score in the optional specialization -6 (see p. B59). B59).

— 151 — Cunversions

Astrology Sewer Lore
In GURPS terms this is Astronomy (TL4). Ii converts nor- This is difieren! From thc other Hidden Lore skills in that it

mally. has u prerequisiie. For conversión purposes. thc ñrst two dots in
Sewer Lore correspond to Area Knowledge. Local Sewers at
Biology levéis 12 and 14, respectively, whtie dots 3. 4 ami 5 impon
Any character convcmng the Biology knowledge musí spe- Hidden Lore: Sewer Lore at levéis 10. 12 and 14 respectively.
Thus a charactcr with 4 dots in Sewer Lore converts to have
rializc as described on p. BGÜ. Area Knowlcdge: Local Sewers-14 and Hidden Lore; Sewer
Lore-12.
Computer Hacktng
Convcris to the skill of the sume nume described on p. 24. Toxicology
In GURPS terms, this is an optional specialization of the
C rim inology
Converis lo thc GURPS skill of the same ñame, bul if the Biochcmistry skill. The charactcr converts this knowlcdge to
Biochemistry: Toxicology normally, hut remembet that his gen­
same character has bolh a Pólice Procedure skill of three dots or eral Biochcmistry skill leve! is 6 íess than thc specializcd skill
more (see p. 151) and die Criminology knowlcdge. he firsl con­ level (see p. B59). If the character has both Biology knowlcdge
vertí whichcvcr of ihe two abiliiics would give him the higher and Toxicology knowlcdge. he converts Toxicology to
skill, ihen adds + 1 for cach dot in the other However Pólice Biochemistry: Toxicology normally, and converts his Biology
Procedure counls only lite third, fourth and fiftii dots, so that knowledgc into one oí the other possiblc spccialities of Biology
Pólice Procedure 3 lo 5 addx only 41 lo 4*3 to Criminology, and listed on p. B60. In addition, cach level oí Toxicology gives a
Pólice Procedure onc or two provides no bonus whatsocvcr. -♦-1 bunus to any existing skill in Polsons.

Cryptography Backgrounds
Converts to Cryptanaly&ls skill described on p. 24.
Altérnate Identity
M iütary Science This is based on a combination of the Altérnate Identity
This knowlcdge corresponds to both thc Stratcgy and
advantuge described on p. 14, and onc's Kindrcd Status within
Tactics skills. and converts as followt: one dot converts to Ihe sect or clan one is infiltraling. A single dot in this back-
Tactics-10. two dots to Tactics-10 and Stratcgy-lü. three dots lo ground converts to Altérnate Identity and Status -1, two dots to
Táctica-12 and Stralegy-10, four dots to Tactics-12 and Altérnale Identity and Slutus 0. and so on up to Altérnate
Stratcgy-12, and five dots to Straiegy or Tactics iplavers Identity and Status 3 for five dots.
choicc) 14 and the other at 12.
Black H and M embership
Psychology Converts directly to the advamage of thc same ñame
Corresponds to thc Psychology skill. If thc character also
described on p. 14. In GURPS terms this is cffcctivcly Mílitary
has thc Vampire talcnt Empathy or the skill PsychoanaJysis. he Rank: Black Hand.
first funis his Psychology skill based on the highest of the three
Vampire ubilitics, then udüs ♦ 1for e4ich dot in both of the other Pack Recognitíon
abilities. See Psychoanalysis;, p 151. In GURPS terms this ts one*;» Repu(¿tiion within thc pack.

Each dot corresponds to Reputation +1 within the pack.

Conversions — 152 —

Personality Archetypes

As in GURPS Vampirt, the advantages and disadvantages
givcn below are simply suggeslions. The player is free to
ignore Them if he fiixls them inappropriate ío his specific char-
octer.

A u to c ra t
Advantages: Chamma, Strong Will
Disadvantages: Compulsive Behavior (Control Freak),

Intolcrance (Nonconformists)

A utist
Advantages: None.
Disadvantages: Sccret, Paranoia. Odious Personal Habit

(AlooO

Avant-G arde
Advantages: Fashion Sense. Repuiation among the arty set
Disadvantages’ Intolcrance (Snob)

C a v a lie r
Advantages: Combat Reflcxes, Daredevil, Reputation
Disadvantages: Code of Honor, Impulsiveness

C om petitor
Advantages: Strong Will, Reputadon. Wcalth
Disadvantages: Jeulousy

C onfidant Pedagogue
Advantages: Empathy Advantages: Rcputation (Expea)
Disadvantages: Sccret ísomebody ebe's) Disadvantages: Odious Personal Habit (Pedantic Boor)

C ritic Penitent
Advantages' Alertness Advantages: Sanctity
Disadvantages: Odious Personal Habit (Jerk) Disadvantages: Low Sclf-lmagc

H onest-Abe Perfectionist
Advantages: Reputation: Dcpcndable and Trustworthy Advantages: Rcputation
Disadvantages: Honesty, Trulhfulness Disadvantages: Compulsive Behavior, Odious Personal

Jobsw orth Habit (fussbudget)
Advantages: Early Riser. Rcputation (Reliable)
Disadvantagt: Compulsive Behavior (Inflexible Routine), Plotter
Advantages: Common Sense
Sense of Duty Disadvantages: None

M anipulator Poltroon
Advantages: Charisrna
Disadvantages: Sadism Advantages: Intuítion
Disadvantages: Cowardicc
Masocbist
Praise-Seeker
Advantages: Hlgh Pain Thrcshold Advantages: Pitiablc
Disadvantages: Rcputation (Whipping Boy) Disadvantages: Low Sclf-Imagc

M ediator Sycopbant
Advantages: Common Sense Advantages, Patrón
Disadvantages: Code of Honor t Remain Neutral/Stay Disadvantages: Cowardice

Bought) Thrill-Seeker
Adwntages: Daredevil
O ptim ist Disadvantages: Compulsive Behavior
Advantages: Luck
Disadvantages: Delusion (Things Aren't as Bad as they

Sccm)

— 153 — Conversions

Converting New Clans Converting Bloodlines

The followíng disadvantages are mandatory for thc non- Daufihters o f Cacophonx: The inner music which thc
Camanllii clans. Sabbut Antitribu urc listed only if their clan Daughters constantly hear gives thera thc cquivalent of the
weaknes* diffcts from thal of their nou-Sabbut cognates.
Absent-Minded disadvantage (-15 points) and thc Hard of
Assamites: Mus! Uikc a -10 pomt Vow to tithc Vio of thc Heanng disadvantage (-10 points)
blood they take in puymenl to their elders They are also unable
to drink dircctly the blood of other Kindred. This is Scicctivc Stmurdi: Samedi must takc either thc Appearance: Hidcous
Digestión with a special enhancement <see p. 23) for -15 poinlv or Appearance* Monstruos disadvantages (mínimum -20 points).

Asstumte Antilribu: Sabbat Assamites have a wcakness fot Saluhri. Salubri have un Inhuman l'calurc íor -5 points
the blood of other Cainites This is treated as the Alcohofísm (their third cyc). They are unable to drink the blood of unwill-
disadvantage (-20 points) from thc Basic Set, except that the ing victims - this is Scicctivc Digestión with a Spccial
Assamiic musí make a Wiil roil any time he tastes the blood of Enhancement for -15 points. Pinally, all Salubn takc a 10 pomt
a vampire (outside of the Vauklcric), and if he fails he Frcnzics. vow to pursuc Golconda.
Apart from thesc “bingc.s" thc nceds of the Assamíte‘s addic-
tion are considered to be mcl by lite Vnuldcric. Converting Elders

Foüwers of Set: Scttitcs have a limitcd form of the Light In Vampire: The Masquerade it *.\ po.vsiblc for eider
Sensirive disadvantage worth -15 points. Scc p. 21. Cainites lo possess abilities far beyond thosc possessed by ñor
mal Kindred. Manv of thc 4th thmugh 7th generation elders
Ganqrel Antitnbu: Note that City Gangrcl have a different deseribed in thc adventures and supplements for Vampire have
set of clun skills than Country and Camarilla Gaiigrel. The only Attributcs. Abilities and other traits that far excecd the five iat-
other diltcrence between Camarilla Gangrel and Sabbat ing levelv nonnally av.tilable to PC vampire* ITiese notes are
Gangrcl is cósatela - city Gangrcl tend to ossume the feature.s
oí city antmuls like dogs, rats and housecats as they lose presented tu ntakc it ca-sicr for íi GURPS Vampire GM lo con­
ven such vampires. whether they come from Whítc W olfs
humanily. adventures or supplemcnt>. or are original crcations imponed
Giovanni: All Gtovanm must takc Ihc Theft of Vitality dis from a formcrcampaign.

advantage (scc p. 23). When converting PCs fnmi one systcm lo the other. point
Lnsombra: All l-asombra must take the Casi No Reflection balance is a constant trouble spot Not so when converting
elders When converting an eider NPC to GVRPS thc GM
disadvantage (scc p. 20).
Maikavian Antitnbu: Sabbat Maikavian* are even worse should concéntrate on sccing that the GURPS charactcr is an
accuralc portrait of thc original Whitc Wolf charactcr, without
litan thosc of thc Camarilla. They musí takc at Icast two sepa­ worrying about ihe botlom-linc point total. Most of the time, in
róte mental disadvaniages from the list on p. VTM 123. each facU there will \>e no rcason whatsoever to even add up an
worth at leasi -10 points. elder s total points, apart from shecr abstrael curiosEty.

Pandees: Panden» believe they must valídate themselves Eider vampires should be niystcrious and frightening enti­
through courageouv deeds. All Panders are expected to have a nes to the PCs. so thesc notes do not scck lo prccisdy quantify
15-point Sense of Duty to the Panders. This Sense of Duly every possible niiancc of eider design. If tlve GM fccls that bis
compeK ti* Panders lo alwuys at the furefmnt of uny dan- eider nceds some ability beyond the scopc of this conversión
gerous situation, to further cstahlish the worth of the clan II a syslctn. or even beyond the scopc of thc written GURPS rules
Pandee does not have this Sense of Duty. or caminí fakc it con- entirely. he should fcel frcc to create that abilily out of thc
vtttcingly. he is regarded us a parasite on the Sabbat, and whole cloth. even if that ineíiiis violattng sornc ol the principies
acquires a -2 Sect Status worth 10 points. and a -2 Social of normal Storyteller to GURPS conversión.

Stigmu worth another 10 points. Attributes
Ravnos Ravnos ore tompcllcd to trickery and deception
The ratings on the tahle below caui be used to extend both
Each Ravnos must take one Compuisive Behavior worth at Icast
-10 towards a specifie form of ¡Llega) activity. This can inelude thc ST Conversión Tahle from p. VTM 173 and thc Rating to
Klcptomania, but violen! d im es (including Pyromania and Skill Conversión Tablc from VTM 175.
Sadism) are rare - Ravnos are irickstcrs. not destróyer*.
Extended Conversión iable
Toreador Antitribu: Sabbat Toreador have thc same unique
form of Absent-Mindedness for -10 points, but the specific • • • • • • ........................................................ 20
cffccis are a bit diítcrcm - Toreador Antitnbu are pronc to fas-
cinution. bul not only to beauty. Ccrtuin Toreador are chiven to • • • • — • .................................................... 22
distmetion by grotesquene or even by human sutíenng The PC • • • • • • • • ............................................... 23
may chosc whether his charactcr is susceptible to aitistic beau­
ty. grotesquerie. pain or «orne combination thereof (but even if — — — — ..............................................24
the charactcr is prone to distmetion in more than one catcgory.
he still only gets -10 points for the disadvantage). • • • • • • • • • • ......... 25

Tremen Antilribu: Sabbat Tremeré must take the curse of Appearance
thc mystical brand dcscribcd on p. 96. They also have Social There are basically two ways to go with super-high uppcar-
Stigma -I within ihe Sabbat (and are forbidden from holding
Sabbat status of more than I ). ancc. The GM should pick the one most appropriate to thc char­
actcr being creaced.
Tzimisce: Tzimisccs must rest in at Icast two handfuls of
dirt from their hoincland (scc p. 56). Trcat this as a -15 point Tire pragmatic method is to simply add f I Charisma for
Addiction cvcry dot above 5 (in addition to any lcvcls of GURPS
Charisma airead y gained from thc Chansma Attnbute). The
Ventrue antitribu: Note that the clan disciplines of the more csolcric method is lo assumc that thc charactcr with
Sabbat Ventrue are sontcwhat dlfferent from those of Camarilla super-high Appearance is actual1y possessed of a supcmatural
Ventrue. beauty far beyond raundane Vcrv Bcautiful Appearance - thc
cxact game effeets of such numinous beauty are left to thc GM.

Cotwersinns — 154 —

AbiUties If. for cxample. if thc Troincrc of a ccrtain city wisbed to
cnact a ritual so that no Sahbat vampiro could enter that cuy.
Use thc Extended Conversión Tahle ahove lo find ihe they might be ablc to créate a magical shicld which no Cainilc
GURPS skill levéis which correspood to high-rated ahilities under the influencc of a Vínculum could pass wilhout heing
wrackcd with horrible pain. However. such a ritual might
Background require te ven vampires, all mages, wtth the chief heing a
Magcry 3 eider of 5ih gcncration or lower, il might require
Buckgrounds are perhaps ihe arca where il is easiest for an seven consecutivo nights to enact. ending on thc night of the
eider lo slip beyond thc boundaries of ihe GURPS rules. The ncw moon: and it might require thc skull of ;tn antediluvian and
OM is encouraged io be Creative and imaginativo ín converting the ntual sacrifico of a wholc pack of at leas! Fivc Sahbat vam
extra-high backgrounds. pites, none above thc 13th gcncration. Once cstablished. the
spell would only last until somc Thaumaturgist from the Sabbat
Farne fígured out a way lo counler the spcll tund magic.il con*traces of
A Gamite with a Faroe rating of more than 5 may be consid- that sort, as with everything else, are easicr to tcar down than to
build up), after which the whole thing would start over again
crcd a Icgcndary hero of thc Kindred - comparable lo thc kine’s For all thoxe reasons, it is probably better dial thc Camarilla oí
King Arthur or C'onfucius. bul still active and able to internet the city rcly on vigilancc lo keep the Sahhat out, rather than
with ilie rcsi of vampiro vociety Note that just hecause the vam­ tuming to the Tremare for a Thraimanirgical panacea.
piro is regarded os a great bero, it does noi ncccssanly follow
that lie really performed his Icgcndary decds exactly as ihe leg- Converting Paths
end records, or indecd ihat he ever did thcm ai ali. The advanced Thatimamrgical paths found in thc The

This legendary fame docs noi conven procisely lo any onc Vampire Players Guide can be regarded, in GURPS terms. as
GURPS advantage, bul can be rcasonubly rccordcd as an "mini-collcgcs” availablc only to vampires (or. perhaps. rnagi-
Unuxual Background cally-giftcd ghouls. but not ordinary human magas).

Herd To leam one of thc paths. the vampiro must have First mas-
tered all thc spclls ol ihc Blood College. The fivc sf^clls oí cach
At very high ratmgs ihe eider’s Herd will conven lo truc paih must he learned in arder. For each spell m n palta. Ihe
Alliev or perhaps cvcn fanatical devolees willtng to xacrifice spells prcccding it are al) regarded as ils prcrcquisites.
everything for their vampiric lord and master. The exact num
bcr and degrcc oí commiiment of Ihc Herd \%left lo thc GM. A fn gcncrul. tlie actual convención of individual puth apella to
Herd rating of 10 could reasonably be construcd as anything up GURPS is left lo the GM. However. somc path spclls corre­
to a snudl. highly-traincd army that fanalically worships thc spond to spells which ¡ilrvady exist in GURPS. A vampire th3u-
eider as a god maturgist who has mastered the Blood College can always leam
the first spell in any path, even if the normal GURPS versión of
Converting Advanced Thaumaturgy that spcll has prcrcquisitcs which the thaumaturgist docs not
know. In such a case thc Blood College itselí serves as an altér­
Specific udvunced powers for most ol thc vampiric nale prcrequisitc path to thc spell. Although it is roasonable for a
Disciplines are given on pp 35-41. bul Thaumaturgy ix the character with advanced Thaumaturgy to try lo devise new
exception. In GURPS Vampire il is recumtnendcd that once Paths, abusive players may try to cstabli&h a path snlely to avoid
thc Thaumaturgist has mastered the HIihkJ College of magic spending points on prcrequtsite spells. Therefore thc GM has
(see p VTM 109) he simply be allowcd to move on to freely absolute llnal say on when a new path can be create^l and what
selcct spclls from thc Basic Set, GURPS Mugir or GURPS spclls it will inelude. The GM can also limit access to high level
Grimoire. path spells by maktng somc of the spclls Mcntal/Very Htinl
skills or roquinng higher levels of Magcry. Needless to say. thc
However the Vampire supplemcnts from Whitc Wolf con* path should always star! with thc Icaxt powcrful spcll with each
tnm a number of spclls and rituals which do not correspond pro- fbllowing spell heing progressively nKH*e potcnt.
ctsely to presentís cxtsting GURPS spells. Dtie to space con-
stramts it is not posstble to provide precise convcnuons for cach If a path spcll inidway up the path corrcsponds to a normal
individual spell, bul tbese notes are dcsigncd lo give the GM GURPS spcll, the thaumaturgist my leam the spcll using thc
ccriain uscful gunielmes for convening thc spcll on his own. GURPS prcrequisites, but he cannot then proveed up thc path
without first lcaming ali the path spclls which precede thc
Converting Rituals known spcll.
A ritual is a spcll. just like any other spcll in GURPS. The
For cxample. Dehydrate. the third thaummurgical powcr
only difforonce is that rituals are not tcchmcally pan of any one along thc Path of Ncptunc,x Might, conestmods cxactly to the
college. and Ihey cannot he casi on a momcnt’s notice Most nt- GURPS spcll of the same ñame from GURPS Magic. However.
uak do have prerequisitex to other les* poten! rituals (thc most if thc vampire Icitms Dchydnitc from the GURPS dcfuults lAt
common ritual prerequisite). or to higher levéis of MagicaJ least 5 water spclls, includtftg Destroy Water), he cunnot pro-
Aptitudc, or to a normal spcll which pcrtains dircctly to the riru cccd to Icarn Flowing Wall, the fourth spell in thc Path of
al The more difficult thc ntual. the more prerequisites it will Neptune's Might. until he first leams Eyes of the Sea and Jai! of
have. More difficult rituals are alvo more likcly to be Water, thc fina twu spells in that paLh.
Mental/Very Hard ruther than Mcntal/Hard skill*.

However. unlike normal skills. prcrcquiaitcs are a scc-
ondary halaiKtng factor in rituals. The prunary means of hal-
aiKing rituals is through time and rexources. Rituals takc a long
time to casi, and they usually require somc sort of preparation
in terms of ceremonial objcctv assistants or sacri fices. The
more powcrful the ritual the longer it will takc (cxtremcly pow-
erful rituals will stictcb out over severa] nights from start to fin-
ish). thc more vampiros must particípate, and more copious and
raro material* or victima will be requued

— 155 Corwerstons

BIBLIOGRAPHY

W hite Wolf's Books Clanbook: Rmjah by Steve CYow
Clonbook: Malkuvian by Daniel Greenbcrg.
Steve Jackson Gamc* will pubUsh two books adapting cach Clanbook: Sosferatu by Roben Match.
oí the five games oí White Wolf Gante Studto's Storyteller Ckutbook: Toreador by Steve Hmwn
System lo GURPS - Vampire: The Masquerade. Werewoff: The Also in the Clanbook tradition is The Anarch Cookbook:
Apocalypse, Mage: The Ascensión, Wraith and Changeling As A Friendly Cuide to Vampire Puliticx, by Bill Bridgcs with
this book goes lo prcas thc fin! book of GURPS Werewolf by Kerry Thomlcy.
Bob Schrocck is out, GURPS Mage ts m progresa, and Wruith
and Changeling are still in dcvclopmcnt al White Wolf Adveniures and Settings

This book. GURPS Vampire Com panion, should be Alien Hunger by leff Berry: This adventure was designed
regarded as less of a complction of the GURPS Vampire gamc as a “quick start ’ introduction to thc Vampire gamc, hur
ihen as a sampler and a staning point. White Wolf has pub* GURPS Vampire players will ftnd il intcrcsung for its informa
lished a plcihora of additional Vampire supplimenlv MHircc- tion on the Camarilla of Derivar.
books, and adveniures. and becausc of the Storyteller System 's
cmphusis on plot. charactcr and atrnosphere over and uhove mlr Ashes to Ashex by Stewart Wieck: The PCs musí prove
mechantes. all of these supplimcntal matenals are as useful to a their inmicencc when tbey*re ateused of cuusing the Princc of
GURPS GM as tbey un: to a Storyteller System storyteller. Chicago lo vanish.

Sote. Books listed bclow which do not have a specific Awakening/Diablerie. México by Nigel Findley: The PCs
author citod ore compilations. iixorpoming the work and ideas musí enter a rnysuuilly guarded Mayan ruin m a qucsl for thc
of three or more difícrent wnters. vitac ol u slccping Mcthuscleh.

The Vampire Players Cuide: More rhan any other single fílood Bond by Ken Cliffe: This is u loose sequel to Ashes
book. this volunte provtded thc meat of thc GURPS Vampire to Ashes involving a Sahbat incursión inlOChicago.
Companion. Much of this book is cither rules specitlc to the
Storyteller systcm or material which is adapted in this book. bul Chicago By Sight: Second Edition by Andrew Grecnbcrg
GURPS GMs will find other Ítems oí interest here, purticularly with Steve Crow: A comprehensive guidc to the city of Chicago
a number of fascinating cssays on cffectively roleplaying in thr — hy far the most minutéis dctailed community of Kindrcd so
World of Darkness far dcscribed

The Storyteiien Handbook Virtual!y a one-volunte crash Milwaukee By Sight by Dustm Browdcr: In addition to tlnr
Course m constrocting and cffectively presenting u Vampire usual penis of Camarilla politics. Milwaukee is also a city in
campuign. Constan! danger of 1 upinc attack.

The Players Cuide to The Sahbat Although the GURPS The Succubus Club A detuiled discription of Chicago*si
Vampire Companion has done its best to presen! a complete hottest vampire nightspot. and sevrral adveniures set there
introduction to the worid of rhe Sahbat. this book p r c s e n t s the
culture and history of thc Sabhat in far more deuil llicn wc Bloody Hearts/Diablerie: fíriiain: hy Dustiu Bruuder
wcre able to herc. Dark Cotony: Vamphes in New England. by Betli Fischi and
John Coopcr.
Storytellers Cuide to The Sabbat. More secrets of thc Berlín by Sight: Gcrmanv's largest city. By Jim Moure
Sabbut. advice for thc GM. and a pletho- Children of the Inquisition: by Daniel Greenberg
ra of adventure sccd* and settings.
The Book o f Nod: A very
The Humen Hunted This book is a high-mixx!. no-game-mechames
guidc to running a vampire humen cam- papcrback, with lots of good
puign. with complete and dctailed dcscrip- backgnaind dciail and «y le. By
tions of the FBI. NSA. CDC. thc Sam Chupp and Andrew
Arcanum. thc InquiMlion. and other*. Greenberg.

Masquerade This is a systetn for Tile World of
(ive tundead?) vampire roleplaying.
Masquerade is thc first reléase in White Darkness
Wolf* “Mtnd’s Eye Theater' linc which
will cvcritually adapt thc whole World This series of books
of Darkness for LRP. throws some light on thc far
flung edges of thc vantpires’
Clanbooks worid.

Each book in thc “Clanbooks” A World o f Darkness An
series gnes into great detai! on the histo­ around-thc-world tour of
ry, myth, culture and constituancy oí a Kindrcd socicty, including
single clan of Ihc Kindrcd Evcntually. overviews oí Bntain, Europc.
White Wolf plans to reléase clanbooks Jordán. Hong Kong, Haití and
for all 13 clan*. As this book gocs to San Francisco*s Vampire Club.
presa. Clanbooks currently available
inelude: Stummy: A book devoted
to the other race of mystic
unmoitals. A brilliant addition
to the World oí Durkness.

Bibliograpby — 156 —

Sources of Inspiration

Betow are a few ouistanding books,
film* ami record* rclatmg lo Vampires and

thc gothic/punk sen&ibility which the OM

may fmd useful or inspirational in preparing
his GLRPS Vampire campaign.

Inspirational Reading Inspirational Viewing

Camilla. Shcridan LcFanu — The first Films rnarked with u (•) aro particularly recommended.
crolic vumpirc ihnller AbsoluteJy csxcnúal These films fall imo two hroad categories — eilber they'rc thc
readtng. imiespensible elassie* oí the vampiro genre, or they'rc good
films which are particularly cvocativc of thc World of Darkness
Oraosla. Bram Stoker — Don’l rely on or Goihic/Punk attitude.
the movics. ihts fxxik needs lo be road
Andy WarhoPs Dracuia
Sunglasses After Dark, In the lilood. Angel Heart
Nancy Collins — Punk vampires on the Blaaslo
mean Street*.
*Bram Stoker's Dracuia
Oark Dance. Sabella. Kill the Ovad, Red Brides o f Dracuia
as Dlood. Taniih Lee — Dark meditations on
death and unlife by onc of fantasy's best Capta in Kronos: Vampire Hunter
almosphcric writers. Count Torga, Vampire
Dance o f the Damned
ínterview With the Vampire. The •Dracuia (1931)
Vampire Lestat. (Juren o f thc Damned. The Tale of the Body Dracuia (19731
Thlef. Anne Rice — Nol since Bram Stoker has an author Dracuia (19791
brought Ihc scnsuul scductivcnevss oí ihe vampiros so acutely Dracuia Has Ruten From the Grave
imo ihc popular consciousness. Dracuia — Prínce o f Darkness
Dracuia ’s Dúughter
Vampire Junction. S.P. Sotntow — A tale of rock and mil, The Featiess Vampire Killers
Vampiros and Gilíes de Rais, Auschwitz and the Marquis de Frigia Night
Sadc. +Gathic
Horror o f Dracuia
Those Who Hunt the Night. Barbara Hambly In
Viciorian England. a good man is forced to come to the aid oí House o f Dracuia
Londoif* vampiros, forming a strange bond with the undead Hou.se o f Frankenstein
and gainmg a curious understanding of iheir ways. *The Hunger
Kts.% o f the Vampire
'Salem’s Lot. Stcphen King The modem master of hor­ Lair o f the White Worm
rar** dassic novel of a small lown overrun by vampires. Also The l/ts t Man on Fsirth
look for King’s short storics 'The Níghtfiycr" and "Popsie." Ufeforce
*The Lost tíoys
Alio revommended: Hotel Transylvama, The Palace, Path
of the Eclipse. Darker Jeweis, Ont of the House o f Ufe. Fíames Dist fo r a Vampire
ofByzpntium, Blood Gantes. Chelsca Quinti Yarbro Mark o f the Vampire
*M a rtin
The Dracuia Tapes, An Oíd Friend o f the Family, The Mary, M an, Bloody Mary
Holmes'Dracuia File. Thom, Dominion. Fred Saberhagen *Near Dark

Fevrt Dreant Gcorgc R.R Martin *Nasferatu
The Penxum Book o f Vampire Stories. Alan Ryan (ed.) Nosjera tu The Vampire
i Am Ir yetul Richard Mathcson Ih e Omega Man
The Gnlden Lucius Shepard
Ijost Sftuis Poppy Z Brilc *The Reflecting Skin
VampireS.. John Sieakly Retum o f the Vampire
The Vampyre. John Polidori
Blood Brothers, Deadspas^n, Deadspeak, The Lust Arrie.
Necroseope. The Source. VamphyrL Brian Lumlcy
Children of the Night Mercedes Luckey

C om ic B ooks
Tomh of Dracuia (Marvcl) — In this elasste series, intrepid

hunicrs stalkcd thc Lord of (he Undead.
Heltblazer. Swamp Thing, Sandman (DC) — Far away

from thc bnghl aciion of Superman or Groen Lantem, DC's
Vértigo line stakes out íts own ”world oí darkness "

Strontium Doy and Strontium Bttch (Fleetway) —
Futurista: punk vampires and wcrewolves from the UK.

Also Revommended: Blood' A Tale (Marvel/Epic), I:
Vampire (DC). Vampirella (Warrcn)

— 157 Bihliography

Retum to Setirm 'v U>r Alien Sex Fiend
9Salem 's Loi ♦Bauhaus
Sean o f Oráculo The Biilhday Parí y
Seven Brothers Meet Oráculo Black Sabbalh
Son oj Oráculo filian Eno
Ovina oj h.nl Tlie Ruinarían Women's Choros
Vampire Clannad
Vampire Círcus
Vampire Hunter O *The Cramps
Vampire Lovers Crime in the City Soluiion
Vampire Princesa Miyu Coctcau Twim
Vampire s Kiss ♦Concrete Blonde (Bloodieulng. V/atkmg in London)
Vainpyr The Cure
The Daruned
B ad Vam pire M avies Daniclic Dax
If yciu need a break iraní tlic angst and almospherics of thc Danzig
Dcad Can Dance
straight-faced World of Darkness. any oí thc film»» beles* are ree- Dtamanda Galas
ommended as an anudóle Noi aQ the "had films’*below are real- Einslcrzende Ncubauicn
ly badly made. Some (Buffy the Vampire Slayer. Lo\e ut First Enya
Bife) are decenilymadc films thal just mkc a purtieularly sílly Ficlds of the Nephilim
view of thc vampire coneept. Othcrs. however, (Billy the Kid vs. «15 Grave
Oráculo: '/altan. Hounet ofDmcula) are real1y huí bad inovies. Front 242
The Gyoto Monta
Ahhot and tostello Meet Frankenstein llaysi Fantayzcc
Billy the Kid vs. Oráculo ♦Joy División
Blood of Oráculo s Casile Killing Jokc
Buffy the Vampire Slayer The Mckons
Oráculo vs. Frankcnstein Metallka
Lave oí First Hite New Ordcr
Mamma Drot ulo Nick Cave
My Best Friend it a Vampire Nme Inch Nails
Nocturna *PaUi Smith
Once Bitten Pogues
Scrcam. Blanda. Scream Queensryche
The Terror ♦Roben Johnson
To Üie For I <* // *Rok\ Erickson
Vampire Sien o) the Lnst Planrt Rolling Stones
Zallan, Hound of Oráculo ScreamiV Jay Hawkins
Sex Pistóte
Televisión Siouxie and the Banshees
Oark Shadowst — the urchtyptea) gothic supemarural soap Sisters of Mercy
Skinny Puppy
opera, starring thc huunled vampire Barnabas Collins. Sonic Youth
Kolchak. the Night Stalktr— Tough-taiking repórter stalks Swans
Televisión
vampiros. spirits and demons in modem San Francisco. They Might Be Oíante {Apollo IH)
The X Files — Genuinely disturbing look into a world fhis Mortal Coil
Type O Negative
where ihe mo$t paranoid thcorics oí thc par-anormal are a!1 míe. Velvet Underground/lxnj Keed
Forever Knight — A vampire becomcs a cop by níght. WraithchQd America

Inspirational Listeníng M ood Music

The bands and artisls below are popular and ahemative This te a list of instrumental compositions which thc GM
musteians whose work is cvocative of the World of Darkness. might Ftnd appropriate for creating the proper mood For his
Bands marked with a (*) are particulariy csscntial. If thc band Vampire gantes.
has done u speeifie álbum particulariy appropriate 10 Vampire
thal álbum is nnmed ¡n parentheses. othcrwise the whole body Orff. Carmina Huraño; any Gregorian chlints; Soundtrack
of work of thc hand \s general!y appropriate. lo La Femme N ikita; Saint Sacns, Oanse M acabrc;
Schoenberg. Verklarte Ñachí. Mussorgsky. Night on Bold
Mountain\ Bartok, Bluebeord'. Giscllc. Adolphe Adams:
Puccini. La Vilie: Pcter Gabriel, Paxsion (soundtrack to The
U n í Temptation o f Christ); James Horncr, soundtrack to
Aliens; Verdi. Réquiem.

Bibliography — 158 —

INDEX

A Clans, 43-56; disadvanta^es. 31; F
rtew» 154. Faene Affínity advantage. 15
Advanced Disciplines, 31, 33. Faenes. 15, 26.
AdVíiiHages. 14-18. Clarifications. 13. Faith, 15, 127.
Adventure sccds. 137. Combat 132. 136. Fang to fang combat. 136.
Allcrgic Susccptibility disadvaniage. Computer Ilacking skill. 24. Festivo dedo Extinta, 69*
Conluscd disad vantage. 20. Fire Dance, 69.
19. Conversión*, 141-155. Fire Eating skill. 24.
Altérnate Idcnlity advantage. 14. Crcation oles, 66. Fire Walking skill, 24.
Amnesia disadvantage. 19. Cryptanalysis skill. 24. Flaws, 142, 146.
Anachronism disadvantage. 19. Curses, 22. Followers of Set, 44,47, 114.
Animalism Discipline. 35. Fortitude Discipline. 39.
Animáis. 14. D Fortune Telling skill. 25.
Appcarance: M onstrous disadvan Fren/v, 3 1.
Daredevil advantage, 15. Frcn/y Triggcr advantage, 16.
tage. 19. D aughtcrs o f Cacophony, 59. 105.
Assamites. 44, 45, 112; A nutnhu, 86 0
Auciorius Ritae. 69. 139.
Auspex Discipline, 36. Deep Sloeper disadvantage, 20. Gangrel Antitribu. 88.
Dcmentation Discipline. 103. Giuvanni. 44. 49. 106. 137.
B Demons, 26. Golconda, 30. 138.
Derangements, 103.
Baby Face advantage, 14. Destmy advantage. 15. H
Backgrounds, 152. Dcstiny: Dark Fate disadvantage, 20.
Bite attacks. 134 Diabolic Sia* disadvantage, 20. Hidden Lorc skill. 25.
Black Hand. 26. 77 Disadvantages. 19-23. Higher Parpóse advantage. 16.
Black Hand Mcmhership advantage, Disciplines, 99-1 19; advanced, 31. Humanity, 30.
Hunters, 126.
14. 33.
Blind Fighting skill. 24. Diseasc, 129. 1
Blood. 129. Discase Carrier disadvantage, 20. lgnobliv Ritae. 7 1.
Blood bonds. 70. Domínate Discipline, 38, Lnconnu, 32.
Blood Fcast, 69 Domination. 38, 134. Inferlile Vitae disadvantage. 20.
Blood Points. 34. Dniining disadvantage. 31. Inhuman Feature disadvaiitugc, 21.
Bloodlines. 58 63. 154; Disciplines, Dreaming skill. 24. Inncr Circle. 68.
Dreams, 21, 24. lnoffensive to Animáis advantage,
100. Drugs, 129.
Bone Gnuwers, 85. 16.
Boons. 124. E Inquisition. 77-78.
Brujuh ArüitribUy 87. Instincts. 71.
Early Riser advaniage. 15.
c Eal Food advantage, 15. K
Eating and drmking. 14.
Callousness, 70. Eerie Presencc disadvantage, 20. Knowlcdges, 150.
Camarilla. 26, 70. Efficient DigcsLion advantage. 15.
Can't Cross Running NVater disad- Elders, 29-41. 138. 154.
F.nduring Fttith advantage, 15.
vantage, 19.
Casi No Reflection disadvantage. 20.
Celerity Discipline. 38.
CharactcTs. 13-27.
Oiinierstry Discipline. 101.
Clairvoyance, 18.

— 159 — Index

L Path o fC athan. 80. Selective Digestión disadvantage. 23.,
Path o f Death and the Soul, 81 Serpentis Discipline, 114.
Lasombra, 5 I, 89, 109. Path of Evíl Revelations, 82. Scrpenls of the Light, 93.
Licking wounds shut, 13. Path o f Harmony, 82. Selites. 44. 93. 114. 138.
Light Sensitive disadvam age. 21. Path of Honorable Accord, 83. Silence advantage, 18.
Low Self-lmage disadvantage. 21. Path of Paradox, 57. Skills, 24-27, 150.
Loyalists, 66. Path of Pow er and the Inner Voice, Slow Healing disadvantage, 23.
Lunacy disadvantage. 21 Snakc Chormmg skill, 27.
Lunar Influence advantage, 16, 84. S p ed al Rapport advantage, 18.
Lupines. 26; blood. 130. Path of Typhon, 57. Speed Reading skill. 27.
Path Rating, 79. Spirits, 26.
M Paths of Enlightenm ent, 57. 79. 155: Stalking, 133.
Mages, 26. Strong Will advantage, 70.
M a g ic .2 1 .2 6 ,4 1 , 126, 155. changing. 79 Sundeath disadvantage, 32.
Magic Susceptihility disadvam age, Pcrfcct Balance advantage, 17.
Pcrmanent Wound disadvantage. 21. T
21 Personal Curse disadvamage, 22.
Pcrsonality archetypes. 153 Taint of C orm ptton disadvamage, 23.
M alkavian Aniitribu, 90. 103 Pitiablc advantage, 17. Taintcd vitae. 129-131.
Masqueradc skill. 26. Potcncc Discipline, 40 Talents, 149.
Mcdiiation skill, 26. Prccognition. 18. Thanatology skill, 27.
M édium advantage, 17. Prcsencc Discipline, 40. Thanatosis Discipline. 116.
M clpom ince D iscipline. 105. Prestaüon, 122-123. Thaum aturgy. 4 1. 126. 155.
Merits, 142. Probationary Sabbat Member disad­ Thefl of Vitality disadvantage, 23.
Mimicry skill. 27. Thin Blooded disadvantage, 23.
M isplaccd Heart advantage. 17. vantage, 22. Tightrope Walking skill. 27.
Mistaken Idcntity disadvamage, 21. Protean Discipline. 41. Toreador Antitribu. 95.
Monomacy, 70, 76. Psionics, 18, 126. Tremeré Antitribu, 95.
Mystical items, 128. Psychic’s blood, 131. T rae Love. 16.

N 9 uTziraiscc. 3 3 ,5 5 , 96, 117.

Nccrormincy Discipline. 106. Quietus Discipline, 112. Unbondable advantage. 18.
New abilitics, 149.
New clans, 154. R V
Nightmarcs disadvantage. 21.
Nine Lives advantage. 17. Ravnos. 44. 53, 101; Antitribu, 92. Vampiric C hild disadvantage, 23.
Nosferalu Antitribu. 91. Rcgcnts, 68. Vampiric obligations. 122
Numina, 18, 125-127. Relies, 128. Vauldcrie, 70.
Repaym ent, 124. Ventrue Antitribu. 97.
o Rcpelled by Crosses disadvantage, Vicissitudc Discipline, 117.
Vinculum . 67; disadvantage, 23.
Obeah D iscipline, 108. 23. Virtual Gcncration, 31.
Obfuscate Discipline. 39. Rcpulscd by Garhc disadvantage, 23. Voodoo culis, 85
Obtcncbration D iscipline. 109. Rituals, 155. Vulncrability to Silver disadvantage,
Oracle advantage. 17. Rdtsehrcck, 31.
Ostracism , 125. 23.
s
P w
Sabbat. 14. 22. 23. 26. 44. 65. 132
Packs. 66; customs. 78; morule. 71. aUies, 85; Clans. 86-97; culture, 75 War pañíes, 70. 77
Pulla Grande. 70. gomes. 84; history. 73; justice. 85 W erewolves, 26. 130.
Pondere. 91. ranks. 67 :secrets. 78; territory, 74. Wild Hum, 70,77.
Ponhandling skill. 27. Wild talents, 127.
Path of Cainc. 79. Salubn, 61. 108. Wyrm, 26
Samedi, 63, 106, 116.
Index Sanctity advantage, 17.
Second Sight advantage, 17.
Sccts, 44.

— 160 —

CJ~he ilui k screams o f the living

JL touch noi your bittcr soul.

You are torn betxveen fenlty to your
eider masters and the surge o fpower
uithiti your young, vibrátil blood.

The black dogs of the Subbal are your

sworn enem ies. . . or tliey are your

hiddert leaders. /

Yon are Kindred. You are Childe o f
thc Damned.

er in Utuleath

he GURPS Vampire
Companion takes over where
GURPS Vampire left off. W ithin these pages, you will find new Disciplines, advanced
Disciplines for eider vam pires, and all the new clans and bloodlines from the Vampire
Playeras Guide and the P layer’s Guide to the Sabbat, including an entire ch ap ter on the
diabolical Sabbat, their history, motivations and tactics.

Also included are new rules for eider vanipires, including the m ysterious Inconnu, plus
new GURPS advantages and disadvantages to lielp players enhance and customize their
GURPS Vampire characters.

And inore . . . detailed rules for stalking and hunting, new conversión notes and four
original adventure seeds to help spark uni(|ue GURPS Vampire cam paigns.

W ritten by C hris W. M cCubbin o 80742 06069 2
Hased on the original ganie by ISBN l-SSb3M-5flS-3 S

M ark Rein*Hagen
Edited by Jeff Koke
Cover by Tiniothy Bradstreet
lllustrated bv Shea Ryan


Click to View FlipBook Version