GURPS: Vampire Companion
Updated to Current Ed. of Vampire
Chapter 2 - Elder Vampires
- p.33 - In the Old Country Tzimisce, add the following:
"Legend says that the Disciplines of the Old Country Tzimisce are Animalism, Auspex and Dominate. They regard Vicissitude as an abomination, and will kill any "infected" with it that they encounter. Of course, this is could be confusion with the Old Clan Tzimisce."
Under Advanced Disciplines - see also my Advanced Disciplines section.
- p.41 - Thaumaturgy. Several new Thaumaturgical Paths are listed in the New Disciplines section.
Chapter 3 - New Clans and Bloodlines
- See also the New Bloodlines section.
- p.46 - In 1998/99, the Assamites somehow broke the Tremere curse, and their clan Weakness reverted to that of the Assamite antitribu; i.e. Alcoholism (-20 points), with modifiers pertaining to Blood. They then swiftly returned to their diabolistic ways.
- p.49 - The Giovanni family were embraced by the Cappadocian Clan circa the twelfth century. Augustus Giovanni, the head of the family, managed to track down the 3rd-generation progenitor of the clan, and dialborised him, becoming a Methuselah. Augustus is 3rd generation, rather than 4th as stated. He lies in Torpor, and the Giovanni have killed all the Capadocians. (In theory. See Harbingers of Skulls.)
Not all Giovanni vampires have the name "Giovanni", as the family has interbred with and engulfed a handful of smaller Italian families over the centuries. All the vampires from these sub-families are still descended from Augustus though. On a very rare occasion, someone outside the families will be embraced if they show incredible potential, but this happens so rarely that it is not allowable to starting characters.
- p.50 - Under Character Creation:
All Giovanni must take at least one level of Magical Aptitude, as it is this that allows the practise of Necromancy.
Under Weaknesses:
In addition to Theft of Vitality, the Embrace of the Giovanni does not cause the usual pleasure fof the Kiss; instead it is freezing cold and painful. Anyone so bitten will not stop struggling while the vampire feeds, and will require pinning.
- p.54 - The Ravnos Weakness "Compulsive Behaviour" need not be for something criminal, though it is usually is.
The Ravnos Methuselah awoke and was destroyed in 1999, causing a storm of random Chimerstry and spontaneous combustion throughout the clan. Following this, the Ravnos are vastly depleted (perhaps a scant few hundred survive), and now count as a bloodline.
- p.58 - A clan is a bloodline with a surviving 3rd generation progenitor. Unless there is a Antediluvian of the consanguinity, it will never be a clan. Therefore the Salubri are not a clan in all but number; they have lost their founder.
- p.61 - When Tremere diablerised Saulot, the Tremere became a clan and the Salubri a bloodline.
- p.62 - Under Weaknesses:
The Salubri do not grow a third eye until they have reached level two in Obeah.
- p.63 - Under Character Creation:
All Samedi must take at least one level of Magical Aptitude, as it is this that allows the practise of Necromancy.
Chapter 4 - The Sabbat
- p.68 - Replace the first line of the Sidebar with
"The current Regent of the Sabbat is a 5th-generation Toreador antitribu named Melinda Galbraith."
Replace the final line of the Sidebar with
"Two Regents have been Lasombra, one other was Tzimisce."
- p.70 - Strong Will and the Sabbat. This has changed somewhat. The different kinds of Strong Will possessed by a Vampire are determined by their chosen path, rather than sect alliance. See below for notes on which path uses which virtues.
- p.79 - The Sabbat Paths of Enlightenment. Most young Sabbat can be assumed to be on the Path of Humanity, using "regular" Strong Will; i.e. - Conscience, Self-Control & Courage. After they have been in the sect for a while they take to different, more suitable Paths.
The Path of Caine espouses the virtues of Conviction and Instincts.
- p.80 - The Path of Cathari espouses the virtues of Conviction and Instincts.
- p.81 - The Path of Death and the Soul espouses the virtues of Conviction and Self-Control.
- p.82 - The Path of Evil Revelations. For completeness, this path espouses the virtues of Conviction and Instincts. It has the following Dos and Donts:
The biggest problem that the Sabbat has with this Path is that Corrupters (as followers of this Path are known) subjugate themselves to the demons, and then seek to drag other Cainites down with them. As the basic tenet of the sect is freedom, this bondage is completely unacceptable.
The Path of Harmony has now evolved into the Path of the Feral Heart, though a few (very few) Sabbat still follow its original tenets. The Path of Harmony espouses the virtues of Conscience and Instincts. The Path of the Feral Heart espouses the virtues of Conviction and Instincts.
- p.83 - The Path of Honourable Accord espouses the virtues of Conscience and Self-Control. Note that these are not as humans understand them; to the followers of this path, humans are beneath honour.
- p.84 - The Path of Power and the Inner Voice espouses the virtues of Conviction and Instincts.
- p.88 - Gangrel antitribu may opt to loose levels of Charisma in lieu of Appearance when a beastial feature develops. Provided they have any Charisma in the first place.
- p.90 - The Malkavian antitribu are only required to take a 10-point mental disadvantage, though they may take more, and many do. However, all Will rolls made to resist this disadvantage are at -2 (+10% to points value). For example, a Malkavian Antitribu who takes Overconfidence will get 11 points for it, but will roll against IQ at a -2 to overcome it.
- p.92 - Panders must take Sabbat Status -1. This does not make them Recruits, and it can be improved after character creation, but the standard Pander is not really given much respect, and tends to get the shit work. They do not have to take a Sense of Duty to the sect, though many do anyway. Additionally, they may not start with better than 9th generation.
- p.95 - The Weakness of the Toreador antitribu is Sadism (-15 points). This is not just physical; if the vampire sees a chance to publicly humiliate someone, for example, they must roll to avoid doing it, and so on.
In 1998/99 the Tremere antitribu all die. All of them. No-one knows who is responsible for this, though fingers are pointed at the Assamites, the Salubri antitribu and the Tremere parent clan. Following this, Thaumaturgy becomes rare and highly valued in the Sabbat.
Chapter 5 - Disciplines
- See also the New Disciplines and Advanced Disciplines sections.
- p.106 - Necromancy is now learned in a similar fashion as Thaumaturgy, in GURPS terms, and has several different paths. See New Disciplines for more details.
- p.110 - Call the Lamprey. A vampire using this power may actually become Blood Bonded to his prey is he uses it too often (3 times within 6 months), under standard ruling for the Bond.
Chapter 6 - Permutations
- p.139 - In the final paragraph of The Bottle adventure seed, reference is made to the Baali and the Children of Osiris. Neither of these bloodlines/sects are detailed in the Vampire Campanion, or indeed ever mentioned outside of this seed. They are however presented in my New Bloodlines section.
Chapter 7 - Conversions
- p.154 - Under "Converting New Clans", note changes in Clan Disciplines and Weaknesses as listed above.
Under Attributes: Extended Conversion Table. Yeah right.
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