SG: Vampire Power Appendix

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These rules can be used to model worlds designed for other game systems, such as that designed by White Wolf. Suggestions on how to model specific bloodlines, clans and covenants follows.


Clans, Bloodlines and Covenants[edit]

Modeling clans is simple. Simply add the name of the clan (and bloodline, if used) to your character’s High Concept. So let’s say you are wanting to borrow some characters from a White Wolf product. You can model their behavior and advantages simply by adding their clan and bloodline names to the high concept aspect. Invoke the aspect to gain advantages in line with the concept of the clan. The aspect can also be compelled to subject the character to disadvantages for which the clan and bloodline is known. Clans and bloodlines often provide some mechanical benefit. Invoking them to modify appropriate dice rolls is a clean way to provide the flavor of the clan or bloodline’s benefits, while a compel is an excellent way to limit the character in a way the provides flavor and Fate points at the same time.


Modeling covenants is likewise also simply done in an aspect. Invoke the aspect in situations where being a member of the organization is to your benefit. Your standing in the covenant can be described in that same aspect, if standing is important to the character.


Describing Disciplines in Fate[edit]

The rule of thumb is that, if it can already be done in Fate with proper use of aspects and skills already present in the game, then don’t bother coming up with new mechanics. Simply point out the skills or necessary aspects to capture the flavor of the action. Create stunts as needed to add potency to certain actions or to allow use of a skill where it would normally be disallowed or difficult. Don’t feel constrained to replicating every single level of each five-part Discipline. Many times some things are added to Disciplines that don’t make a lot of sense being there, except to take up space. Concentrate on what is important and make it accessible to the character.


Converting Characters[edit]

For main NPCs, or even PCs, you can use the above methods to describe the character’s clan, covenant, and if used, bloodline. Vice and Virtue are great starting points for aspects, and knowing the character’s origin story will help you define the origin aspect for the Fate version. Skills won’t be hard to identify because both this version of Fate and the White Wolf system share many of similarities in terms of what skills are called and what activities they cover. Convert Disciplines as described above. Merits are covered by Fate skills or aspects, or possibly stunts.

If you are adapting supporting NPCs on the fly, take an even simpler approach. Just jot down some aspects that describe the character, note what he or she is best at, the peak skills, and then add stunts when you need to if it seems like the character should have them. You aren’t going to break anything in the game by doing this, and you might save yourself heaps of time and headache.


Example Bloodline Disciplines[edit]

The following pages contain special skills created as an Extra inspired by special bloodline disciplines from White Wolf's Vampire RPG. Gaining access to them have very special requirements, just as they did in the game that inspired them. You can use them as inspiration if you wish to undertake a similar conversion.



Next: Blurring the Lines