Fate Core Vampire 4: Disciplines

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Disciplines

Of course the majority of the work I had to do for this Fate Core hack of Vampire the Masquerade was to adapt the vampiric Disciplines to Fate rules. Many thanks to Venture City, the setting book that presents Fate Core rules for cyberpunk superheroes, and which I had in mind as I did this work. In brief, each level of each Discipline is an Extra that costs 2 refresh. My goal, therefore, was to make each level of each Discipline better than an Extra or Stunt the character might take, keeping in mind the principles of Fate Core Extra and Stunt design.

Animalism

A character with any levels in Animalism is no more offensive to animals than a human would be.

  1. Feral Whispers: use social Skills, or Survival in place of social Skills, when dealing with animals.
  2. Quell the Beast: use Empathy to treat Beast-related conditions, or to bring someone out of a frenzy if you are able to touch them.
  3. Subsume the Spirit: use Empathy to place your consciousness inside an animal.
  4. Taunt the Caged Beast: (Elder) roll Charisma vs. Will to force your victim to frenzy.

Auspex

A character with Auspex receives a bonus to perceive Obfuscated characters equal to +1 per level of Auspex. 

  1. Heightened Senses: when activated, you gain a +2 to Notice rolls, but risk physical stress from loud noises, bright lights, etc.
  2. Aura Perception: use Empathy to read emotional resonance and Aspects of people, places and things.
  3. Telepathy: roll Investigation vs. Will to read thoughts and answer one question per level of success. (Ex: succeed by +2 means 2 questions)
  4. Mirror Reflex: (Elder) use Empathy in place of either Athletics or Fight (choose one) in combat for the purposes of defense.

Celerity

A character with Celerity who success with style in combat can use that boost for an additional action. 

  1. Basic: +2 to Athletics for speed and physical defense. Once taken, this ability is always active.
  2. Intermediate: an additional +2 to speed and physical defense, and it costs one Fate point to activate this or any higher ability for a scene.
  3. Advanced: another +2, for a total of +6.
  4. Flower of Death: (Elder) Make one melee attack against every opponent in your zone.

Chimerstry

You can use Chimerstry to create small, incidental illusions at will, but only as color. 

  1. Fata Morgana: roll Expression to create a single illusion for a scene. When someone interacts with it directly, they must roll their Will vs. your Manipulation to see through it.
  2. Permanence: spend a Fate point to make an illusion persist even after you leave the zone, though the illusion itself remains in the zone.
  3. Horrid Reality: you can roll Charisma to deal physical stress to a single victim through your illusion. Costs a Fate point if you have not already spent one on Permanence. The victim can defend with the Athletics or Physique, or Will if that is higher.
  4. Shared Nightmare: (Elder) Horrid Reality affects everyone in a given zone.

Dementation

Characters with Dementation can count on being able to “fail forward” on mental or social rolls with the consequence of temporarily worsening derangements. 

  1. The Haunting: roll Manipulation +2 vs. your victim’s Will to deal mental stress, which takes the form of hallucinations for one scene.
  2. Eyes of Chaos: roll Occult to understsand any complex system, taking the place of Investigation or sometimes even Empathy or Knowledge at the ST’s discretion.
  3. Total Insanity: roll Will vs. Will to attack everyone in your, dealing mental stress.
  4. Personal Scourge: (Elder) I don’t have rules for this yet, actually.

Dominate

Dominate enables a character to create an advantage through conditioning. This requires at least one scene of threats and abuse, and the advantage is “Conditioned to X” where X has to be something relatively specific (not just “obey.”)

  1.  Command: roll Manipulation +2 vs. Will to issue a single, terse command. If the victim resists, she takes mental stress. Victims resist at +2 against any commands that would mean personal harm or violating their core morality. Suicidal commands automatically fail.
  2. Forgetful Mind: roll Charisma vs. Will to rewrite a victim’s memories, starting with the most recent scene and going back further with greater degrees of success.
  3. Possession: roll Manipulation vs. Will to take over a mortal’s body.
  4. Mass Manipulation: (Elder) Command and Forgetful Mind can be used against everyone in your zone. Roll against the highest Will, or default to +2.

Fortitude

Any character with Fortitude can use Physique in place of Athletics to defend against physical attacks. 

  1. Basic: grants armor 2 against physical attacks.
  2. Intermediate: +2 bonus to Physique when used to defend.
  3. Advanced: provides an extra moderate consequence slot.
  4. Elder: spend a Fate point to cancel out all damage from a single attack. In addition, when you successfully defend with Physique, you destroy the weapon that struck you.

Necromancy

I’m going to mention, but skip, Necromancy and Thaumaturgy here and probably have those in a future post, since there are multiple paths and rituals to consider.

Obfuscate

You gain a bonus of +1 per level of Obfuscate to resist being seen by someone with Auspex. In addition, you can attempt to disappear when observed by spending a Fate point and rolling Stealth vs. the highest Notice score of all those observing you. Failure inflicts mental stress.

  1. Unseen Presence: you can turn invisible if unobserved. Roll Stealth vs. Notice to interact with your environment and remain invisible.
  2. Mask of a Thousand Faces: roll Manipulation vs. Empathy to disguise yourself as someone else.
  3. Cloak the Gathering: you extend your powers to one ally per degree of success (1 ally per +1). Costs one Fate point.
  4. Old Friend: (Elder) (V20 pg. 187) Haven’t written this one out yet.

Obtenebration

Shadow Play: a character with Obtenebration can use Occult to create an advantage related to manipulation of shadows.

  1. Shroud of Night: spend a Fate point to summon a cloud of writhing darkness that is a +4 barrier to all Notice checks in and through a given zone. OR Shroud of Night: spend a Fate point to summon writing darkness to fill a zone. That zone has the Aspects Dark and Suffocating, both of which you can tag once for free.
  2. Arms of the Abyss: roll Will vs. a difficulty of +1 to summon tentacles of shadow. Each boost grants an additional tentacle. The tentacles have a Physique of +3 and Fight of +2 and three physical stress boxes.
  3. Tenebrous Form: spend a Fate point to transform into a tentacled shadow monster for one scene. You can use Occult +2 in place of Fight for melee combat, and your tentacles do 2 damage. If you succeed with style, you get another attack. You also gain +2 to Charisma rolls to frighten others.
  4. Shadow Twin: (Elder) spend a Fate point to animate your shadow to rise up and fight for you for a scene. It has one Skill equal to your Occult and two Skills equal to your Manipulation. Both you and your shadow can act each turn.

Potence

Physique maps to Strength in VtM pretty well. Check out V20 pg. 261 for example feats of strength. 

  1. Basic: +2 to Physique for raw strength, and +1 to damage when unarmed or using a melee weapon.
  2. Intermediate: +4 to Physique and +2 damage.
  3. Advanced: +6 to Physique and +3 damage.
  4. Thunder Clap: (Elder) bring your hands together to create a shock wave that attacks everyone in your zone. This attack uses your Fight Skill and retains the +3 weapon damage from your Potence.

Presence

Awe: +2 to Charisma when you are playing to a crowd.

  1. Dread Gaze: you reveal your vampiric nature for a moment, and roll Manipulation +2 vs. Will. If you succeed, your victim must flee your presence or take mental stress.
  2. Entrancement: spend a Fate point and roll Charisma +2 versus your victim’s Will. If you succeed, they see you as a close friend and ally for the duration of the effect:
    • +1 one hour, +2 one night, +3 one week, +4 one month, +5 one year.
  3. Majesty: when someone in your zone or an adjacent zone attempts to inflict stress on you, they must first roll their Will vs. your Charisma. If they succeed, they can act next round. They can only act on the same round if they succeed with style and use the boost to gain another action.
  4. Summon: (Elder) roll your Contacts +2 versus your victim’s Will. They must either come to you as quickly as possible or take mental stress equal to your degree of success. If the roll fails, you cannot summon them again for the rest of the night.

Protean

At any time, you can activate Eyes of the Beast. Your eyes glow red-orange, but you also eliminate any penalties or obstacles due to darkness. Protean also makes it a bit more difficult for a Werewolf to sniff out your Wyrm-taint.

  1. Feral Claws: your unarmed attacks gain +2 damage which cannot be resisted with Physique unless your victim has Fortitude. (Currently I have no aggravated damage rules)
  2. Earth Meld: spend a Fate point and you can meld into any patch of ground you can find and sleep there for the night.
  3. Shape of the Beast: you can shapechange into a wolf or a bat. In bat form, you can fly and gain +2 to Athletics to fly and +2 to Notice for hearing. In wolf form you gain +2 to Athletics for running and +2 to Fight when biting, and your bite does +2 damage (not cumulative with Feral Claws).
  4. Earth Control: (Elder) you can now swim through the earth after your are Earth Melded, at about the same speed you could swim through water. Obstacles like metal, water and concrete stop your movement.

Quietus

At any time, you can spend a Fate point to add “Silence of Death” as an Aspect to a scene. It also grants you one free invocation. 

  1. Scorpion’s Touch: you take 1 physical stress (which heals at the end of the scene) to increase the damage of any bladed weapon by 2 for the scene.
  2. Dagon’s Call: for a scene after you touch your victim, you can spend a Fate point to initiate attacks against her. You roll your Will vs. her Physique, dealing physical stress as she drowns in her own blood.
  3. Taste of Death: you can use Shoot to split caustic blood at a target up to one zone away. This spit deals 4 damage.
  4. Poison the Well of Life: (Elder) spend a Fate point to poison a mortal’s blood so that any vampire who drinks from her suffers 6 physical stress, which can be taken up with the “Poisoned” consequence.

Serpentis

Tongue of the Asp: at any time, you can extend your forked tongue out of your mouth up to about eighteen inches and use it as a +1 damage weapon or to drink blood, just as you would use your fangs.

  1. Eyes of the Serpent: you can temporarily paralyze any mortal who meets your gaze. If threatened or attacked, the mortal can roll Will vs. your Charisma to break free, and she gets a +2 to this roll if she takes physical or mental stress.
  2.  Form of the Serpent: your skin provies armor 1 against physical stress and your bite deals +2 damage, and can be fatally poisonous for any mortal. You can also fit your slithery body through any hole that your head can fit through.
  3. Heart of Darkness: you remove your heart and hide it somewhere in a canopic jar. This provides you armor 2 against mental stress, immunity to staking, and one Hell of a liability.
  4. Heart Thief: (Elder) roll an attack using Fight vs. your victim’s Physique. If you succeed with style, you come away grasping their heart in your hand. Regardless, the attack deals physical stress.

Temporis

Any vampire with Temporis has an perfect internal clock, and can set multiple mental alarms.

  1. Recurring Contemplation: roll Manipulation vs. Will against a victim in your line of sight. If successful, you place them in a recurring fugure where they experience the same few minutes over and over again, until the scene ends or they are interrupted by something dramatic.
  2. Leaden Moment: spend a Fate point and roll Occult vs. Will to freeze a living target (objects are much easier). For one round per degree of success, they remain frozen in space and time.
  3. Clotho’s Gifts: spend a Fate point and roll Occult against an obstacle of +0. You automatically gain an additional action this round, as well as one more for every boost. Next round, if you spend another Fate point, you get the same number of bonus actions again.
  4. No Elder version for this yet.

(Skipping Thaumaturgy for now)

Vicissitude

You can roll Expression to impose a temporary change in appearance on a restrained or willing victim, or on yourself, for a scene.

  1. Fleshcraft: spend a Fate point and you can use Knowledge in place of Fight for one scene, twisting your opponent’s flesh. Your attacks deal +2 damage.
  2. Bonecraft: spend a Fate point to deal +3 instead of +2 damage using Knowledge in place of Fight. You can also alter yourself to deal +2 damage unarmed for the duration of the night, adding bone-spurs and so on. Lastly, you can make longer-lasting alterations on willing subjects, taking points of Physique and making them into armor or damage bonuses.
  3. Horrid Form: spend a Fate point to assume your Horrid form, gaining armor 2 against physical stress, +2 to Physique, and +2 unarmed damage from claws.
  4. Chiropteran Marauder: (Elder) as above, but you are also able to fly using Athletics, and strong enough to grab someone with your feet and carry them through the air.

Visceratika

Skin of the Chameleon grants a Gargoyle a +2 to Stealth when seeking to avoid being seen.

  1. Scry the Hearthstone: the Gargoyle spends a Fate point and can use Notice to detect anyone moving in a single building for up to one night.
  2. Bond With the Mountain: just as Protean’s Earth Meld, but applies to stone and concrete.
  3. Armor of Terra: the Gargoyle gains two additional stress boxes (for 5 total before Physique is taken into account) as her body hardens to stone.

Next Up: Necromancy and Thaumaturgy in Fate Core Vampire post 4.5

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