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.
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 approval.
When an Issue is resolved in the story, that marks a minor Milestone. At each minor Milestone, 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, this will result in a Skill being raised from +4 to +5.
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.
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
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 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.
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.
When a character is ‘taken out’ with mental stress, she frenzies against her will. Obviously, this 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.
After a session in which you frenzied, you might want to change an Aspect to reflect what happened, or reduce your Empathy or Will and raise another Skill in its place.
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.
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.
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.
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).
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 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.