SG: Physical Powers
These powers describe things a vampire can do with her own body. Her unnatural physical state is perhaps quite malleable to a vampire’s will, when properly focused with a skill.
This power allows the vampire to alter his body to an extent. It’s used to adopt animal forms or to gain temporary animalistic traits that benefit the vampire. The main use of this power is to place aspects upon the character. The difficulty to do this begins at Mediocre (+0) but may increase depending on how radical the change is. In general, changing something to enhance a sense is simple. Placing aspects such as Wolfish Ears can grant a bonus to Notice or Investigation rolls to detect sounds, for example. Spines or claws might sprout from the vampire to provide an aspect that can be invoked to cause more damage in hand to hand combat, or to improve a defense roll.
- Overcome: Shape Changing isn’t usually used for overcome actions.
- Create an Advantage: Use this skill to place animal-like aspects on yourself.
- Attack: This skill isn’t used to attack
- Defend: This skill can’t be used to defend.
- Animal Shape
- Choose a specific animal. By marking off one mental or physical (player choice) stress box, you can transform instantly into that animal. You can reorganize your skills to prioritize physical and sensory skills over mental or social skills, but the shape of your skill pyramid or columns must remain the same. You can maintain this form for one scene, and then continue the power from scene to scene by checking off an additional stress box for each scene. You may not recover this stress until you return to your normal form or until you lap up fresh blood. Alternately, you can spend a Fate point to keep your animal form until you wish to return to your normal form or sunrise, whichever occurs first. This stunt can be purchased multiple times in order to gain the ability to transform into different animals.
- Night Eyes
- The dark holds no secrets from you. You can see as well at night as an owl. If there is any light whatsoever present, you can ignore any penalties or overcome any darkness-related difficulties.
- Primal Claws
- You are capable of growing deadly claws. It costs one point of physical stress and lasts until the end of the current scene. These claws grant you +2 stress in damage upon a successful hit. (They work like a Weapon:2 bonus described in other versions of Fate.)
This is not a skill, but a group of stunts that reflect the vampire’s superhuman speed. The skill under which the stunt falls follows the name of the stunt.
- Instant Reactions
- (Notice). Spend one stress box (mental or physical at the player’s option) to add +3 to Notice for the purpose of determining initiative. This stunt can be purchased multiple times, but the cost to use Instant Reactions is never more than one physical stress per exchange.
- Unnatural Speed
- (Athletics). You move so fast, it’s hard for the eye to follow! Add +3 to Athletics rolls where movement is a factor. This can also help defense actions! Each use of Unnatural Speed costs you one point of physical stress. This stunt can be purchased more than once in order to gain a bigger bonus, but the cost to use Unnatural Speed is never more than one physical or mental stress per dice roll.
This is not a skill, but a group of stunts that reflect exceptional strength and toughness. These stunts all fall under the Physique skill but are only available to vampire characters.
Although these stunts can be purchased multiple times in order to get a bigger bonus, it’s recommended that GMs limit PCs to no more than just a couple times. Otherwise, the characters quickly become extremely powerful.
- Supernatural Strength
- Pay one point of physical stress to obtain the following bonuses. Gain +2 to Physique rolls to break inanimate objects. Or, pay a Fate point instead to break any inanimate object without rolling dice. In this case, assume a normal success was achieved. Supernatural strength can also be used to gain a +2 bonus to damage a target after a successful Brawl or Melee attack (Weapon:2). This bonus can add to the bonus provided by Primal Claws. The bonus lasts for the rest of the scene. This stunt may be purchased more than once so that the bonuses stack, but the cost remains at just 1 point of physical stress.
- Pay one point of mental stress in order to gain an extra physical stress box and Armor:1 for the rest of the scene. The armor absorbs one point of physical stress inflicted in an attack. This stunt may be purchased multiple times, each time adding another physical stress box. Another point of armor is added for every two times this stunt is purchased. This stunt may be purchased more than once so that the bonuses stack, but the cost remains at just 1 point of mental stress.
- For example, Todd Aristo vampire purchases Resilience three times. His Physique is Good (+3), so he has four stress boxes. When he spends a point of mental stress, he gains +3 physical stress boxes, thus adding a five stress box, a six stress box, and a seven stress box. In addition he gets Armor:2 against any physical attack. He would have to buy this stunt five or six times in order to get Armor:3!
Next: Dark Magic