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Mechanics
Search … This is, obviously, a catch-all for things I haven’t covered yet but which come up in game. As
always, I’m trying to strike a balance between Fate Core mechanics and Vampire the
Masquerade themes and “feel” for lack of a better word.

RECENT POSTS
Advancement
RPG Mechanics Round-Up #8
At the end of each session, PCs can either add or change an Aspect or swap the position of two
adjacent Skills on their pyramid. PCs cannot change a high concept Aspect without GM
Profiles in Positive Masculinity:
Bassem Youssef
approval.

Positive Masculinity…In A When an Issue is resolved in the story, that marks a minor Milestone. At each minor Milestone,
Shaving Commercial? every PC gains a bonus Skill at +1. If they already have the maximum number of Skills at +1,
they can move one Skill from +1 to +2, and on upward as appropriate. After 5 minor Milestones,
D&D 5E Hack: No Cash this will result in a Skill being raised from +4 to +5.

A Card Mechanic for


Western RPGs
Blood Bonds
To be blood bound to someone is to lose a part of one’s self and be subsumed by one’s domitor.
If you are blood bound, erase one of your Aspects (besides your high concept or clan flaw
Aspect) and replace it with “Bound to X” with your domitor’s name. This Aspect counts as a
consequence that your domitor can tag at will without spending a Fate point, but otherwise
functions as any other Aspect – mostly for compels of course.

If you ever break the blood bond, you can replace it with a new Aspect.

Fighting
Because vampires are vampires, they can normally defend against bullets with either Athletics
or Physique.

Aggravated damage is a possible moderate or severe physical consequence. Vampires cannot


use Physique to defend against damage from Protean claws, fangs, fire and sunlight. Fire and
sunlight deal double damage to vampires, causing as much mental stress as physical stress.

In order to bite in close combat, a vampire must first grapple her prey with Physique. She then
bites with Fight, and her fangs do +1 damage

Frenzy
A vampire can always choose to frenzy rather than take a mental consequence – a brief frenzy
in place of a minor consequence up to a severe frenzy to avoid a severe consequence. While
frenzying, the GM can compel the character without offering a Fate point, but the player still has
ARCHIVES
to spend a Fate point to resist the compel. There are still the three types of frenzy – fear, hunger
and rage – which will color the kinds of compels the GM can offer.
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When you frenzy, clear all physical stress. During the frenzy, you also have armor 1 and your
melee attacks deal 1 additional damage.

During your frenzy, if you drink blood this can still let you ‘treat’ a hunger-related consequence. META

When a character is ‘taken out’ with mental stress, she frenzies against her will. Obviously, this
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frenzy will always be a severe one. This is why “riding the wave” can be preferable to some
vampires, especially if they are less concerned with doing horrible things. Log in

After a session in which you frenzied, you might want to change an Aspect to reflect what Entries RSS
happened, or reduce your Empathy or Will and raise another Skill in its place.
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Hunting WordPress.com

As described previously, my current system for hunting calls on the players to make two Skill
rolls in order to be successful. If they succeed with a cost or concession, it is often related to
breaking the Masquerade or possibly encountering danger or a rival. Often, the first Skill roll has
to do with finding their prey (Empathy, Notice, Streetwise) and the second has to do with how
they get them to do what they want (Charisma, Fight, Manipulation, Resources, etc.)

Each night they wake up “Hungry” and must hunt against an obstacle of +2 to treat that minor
consequence. If they are already Hungry and wake up the next night, the hunger becomes a
moderate consequence, and they must hunt against an obstacle of +4. If their hunger becomes
severe, the obstacle becomes a +6, and they are almost certain to kill someone, because if you
kill someone and drain all of their blood, that is one surefire way to clear all hunger
consequences.

Kindred Society
Any given Elysium will have at least a couple of Aspects. One of them is based on who the
Keeper is, and the other is based on the location itself.

Every Sabbat pack has a reputation Aspect that applies to other Sabbat as well as any non-
Sabbat who have the misfortune to have heard of them.

It’s hard to get the attention of powerful elders and influential Kindred, especially without the
help of a Harpy or other socially connected vampire. Vampires are secretive and
understandably paranoid. Some sample Contacts difficulties:

+2 the Prince’s Seneschal, your local Sabbat bishop, a Harpy outside of Elysium,
your Clan Whip, a Black Hand cell in your city, an Anarch or Independent, or any
vampire outside your Sect who is in your city
+3 a Black Hand cell leader, an Assamite for hire, a member of the Archbishop’s
pack, your Clan Primogen,
+4 the Prince, the Archbishop, one of the Primogen outside your own Clan,

The enmity clause: if you fail in a Contacts roll, you might end up finding just the right kind of
person, but unfortunately, this particular person doesn’t like you

Recovery and Regeneration


Vampires are assumed to always be slowly regenerating dead tissue and healing injuries. Blood
is often required to ‘treat’ physical consequences, however, and can also help with hunger-
related mental consequences of course. (Hunting to treat a minor consequence is against a
obstacle of +2; to treat a moderate consequence is against a +4, severe is +6, etc.) We’ll use a
somewhat simplified version of the recovery rules in Fate Core.

At the end of a conflict scene, clear all stress boxes.


At the end of a scene, clear any minor, treated consequences.
At the end of the session, a treated severe consequence becomes moderate, and a
treated moderate consequence becomes minor.
Untreated consequences stay where they are.
As in the core rules, some consequences are treated other than with blood – with
Empathy, Knowledge, etc. Whatever makes sense for the consequence.

Ritae
Function like necromantic and thaumaturgic rituals. Sabbat pack priests should probably spend
one Refresh to get an Extra representing their knowledge of the basic Ritae.

Spending Blood
In a recent game, I let a player spend blood by making their character more hungry (minor
consequence upgraded to moderate) in exchange for having a +2 on Athletics, Fight or
Physique rolls for the scene (player chooses one).

Staking
Like, torpor, staking is an option for “taken out” in a conflict between vampires, as long as one of
them has a stake handy. If the player hasn’t mentioned carrying the stake, then she can spend
a Fate point to declare that she remembered to bring one. Either she can use the stake to deal
physical stress until her victim is taken out, or she can beat the vampire into submission and
then stake her to take her out. As a weapon a stake is awkward, and so grants no damage
bonus.

Torpor
Torpor is one option for “taken out” in a conflict between vampires, and therefore might happen
more often than normal. A vampire who is fed vampire blood awakens from torpor relatively
quickly – and is also now one step blood bound to whomever woke them. Otherwise, the higher
the vampire’s Will the sooner they will come out.

And that’s it for now. I’m really enjoying my online Fate Core Vampire game, and using
the rules I’ve posted, you can run your own. As always, comments welcome.

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