Friday, 27 September 2013


I've been toying around with the idea of a Fate Accelerated game involving vampires for a few days; thought i'd post up what i've jotted down so far.

Please note: The notes below are in no way complete and will probably change considerably before I consider them finished.

*** Aspects ***

5 in total

1) High concept - May be whatever the player wishes.
2) Trouble - Is determined by the player.
3) Vampire - character must have a vampire aspect to be considered a kindred.
4) Clan - Pick one Aspect which determines a vampires clan.
5) May be whatever the player wishes.

*** Approaches ***

Vampire characters have the normal approaches (with the standard levels).

* Careful
* Clever
* Flashy
* Forceful
* Quick
* Sneaky

In addition they have the following approach (rated at Average (+1))

* Vampire

The vampire approach represents a vampire using it's innate powers of undeath and the raw power in it's blood to overcome an obstacle; as a vampire ages this Approach increases thusly:

+1 Average Neonate/recent embracee
+2 Fair
+3 Good
+4 Great Ancilla
+5 Superb
+6 Fantastic Elder
+7 Epic
+8 Legendary Methuselah

*** Disciplines ***

Disciplines are special type of Stunt purchasable only by vampire characters; a vampire may have a maximum number of discipline Stunts equal to 2 + their vampire Approach (3 at character gen).

I have not detailed vampire powers yet, however my current thoughts are that by spending blood points a vampire will be able to either add their Vampire Aspect to a roll or activate some other sort of Stunt-like effect.


*** Blood ***

In addition to Fate Points (which are used as normal), vampires also have a pool of Blood Points (recommend using red tokens to differentiate these); this blood tokens are used to power disciplines.

A character begins play each session with a number of blood points equal to their Vampire Approach +2 (three for starting vampires), the number can be raised above this level by feeding.

Blood tokens can also be used with the characters Vampire Aspect on almost any roll to gain a +2 or a re-roll (as with a fate point), however, when a player character does this they are calling on the innate power of their blood and exposing their vampiric nature; they gain the Aspect "Inhuman Creature of the Night" for the rest of the scene and the one following (this can be compelled as normal). PLEASE NOTE: Using a blood point to power a Discipline Stunt does not cause this effect, although using a discipline infront of mortals may cause its own problems.

When a vampire feeds on an individual during a scene they gain 1 Blood Point.

If a vampire is ever reduced to 0 blood points then he automatically gains the Aspects "Inhuman Creature of the Night" and "Frenzied Bloodlust" and is reduced to the level of an animal that just seeks to sate its bloodlust, these Aspects are lost only once the vampires BPs are raised through feeding.

*** Vampire Weaknesses ***

All vampires begin with the Aspect "Vulnerable to Sunlight" and they are actually attacked by Sunlight (using the normal attack roll method) whenever exposed; the modifier to the Sunlight's attack roll is the defending vampires Vampire Approach (representing that as vampires become more divorced from their humanity their curse affects them to a greater extent.

Each time a vampire raises their Vampire Approach they must take an additional vampiric weakness Aspect, a few examples are listed below:
  • Compulsive counter
  • Repelled by crosses
  • Unable to cross running water
  • Unable to enter holy ground