Wednesday, 26 November 2014

[RPG] Quick & dirty Accelerated vampire rules - 2nd edition

I've got a friend coming to stay with myself and my wife Hannah for a week soon, Dave was one of the players in my short original test game for the quick & dirty vampire rules so it'll be interesting to see what he makes of the revised version.

These rules are based heavily on the super powered stunt rules, you can find them here in the excellent Fate SRD website.

Essentially the way the super-powered stunts will work is that players will purchase a stunt that allows them to automatically succeed at a certain task unless they are opposed by another person with an applicable stunt; if this happens then effectively whoever is willing to bid the most fate points triumphs.

As an additional wrinkle the successful use of a vampire stunt will give the GM (or the players if it is an NPC vampire) a free compel to use (ie. the compel does not award the person a fate point if accepted), that must be used to throw up some weakness of vampiric nature.

For example: If the player uses their potence vampire stunt to smash through a door, in the next scene the GM may use the free compel to suggest that the character is hungry due to the expenditure of vampiric force and that there just happens to be someone ripe for the taking in the scene.

A player can still choose to ignore this compel by paying a fate point as normal.

Please note: In the previous iteration of these rules, red fate chips were used to represent special uses of blood; in this version of the rules they are not strictly required, although using red fate chips in general looks cool for a vampire themed game :)

Vampire Stunts

These are the current vampire stunts that I have in mind:

  • Animalism - Automatically succeed at checks to calm/communicate intent to animals and tests to ride or guide animals.
  • Auspex - Automatically notice anything out of the ordinary or sense the presence of the supernatural, allows a player to ask questions about the recent past of a scene or object and have them answered truthfully.
  • Celerity - Automatically escape from a scene or act first in a test of speed.
  • Fortitude - Automatically ignore damage taken in a single turn.
  • Obfuscate - Automatically hide themselves from scrutiny even if standing in plain sight or automatically conceal an object no larger than themselves.
  • Potence - Automatically smash an inanimate object or take a foe out of action.
  • Presence - Automatically succeed on social and persuasion challenge.

I'm sure those who are familiar with the World of Darkness will recognise that my stunts are very influenced by the list of disciplines available in the WoD, this is no coincidence, i'm most familiar with those abilities and think they give a good gamut of powers for a prospective vampire game, I may expand the list of vampire stunts once I have tested them out a bit more.