Monday, February 11, 2013

WPW Hack: Fate, Blood & Seven Sins Part 2

This is the second part of my vampire hack for White Picket Witches. This time it's about vampiric powers. The powers are all activated by successfully rolling with Age, usually against a difficulty of Great (+4). The difficulty represents that all vampires have access to the same powers, but older vampires are generally better at using the power of their blood than newly made vampires. The younger ones have to work harder (read: expend FATE points, set up scene aspects or boosts) to make their powers actually work.

Vampiric power often resides in the blood. To emulate this, a vampire character can take a consequence and apply the number of stress usually mitigated by the consequence as a bonus to his Age roll. As a consequence he should take an aspect that alludes to her being hungry, starving, thirsty or worse.

One important note: vampiric powers are inherently nocturnal. They do not work in daylight as long as the sun is in the sky. Your vampire may not burn in the sun, but he is weakened and cannot use his Age score.

Slight change: In the last post, I stated that each vampire starts with one extra at no cost. I think, all vampires should start with two extras at no cost. Simply because Age can't be really used to attack, defend or create an advantage.

Also, the powers listed here are just suggestions. If you or your group comes up with any other ideas, just take those.

Animal Magnetism

The vampire exudes predatory sexuality and lust. By succeeding on an Age roll at Great (+4) or better, he gains a +2 bonus on all rolls with Lust to Overcome or Create Advantages for the rest of the scene.

Claws & Fangs

The ability to grow claws and fangs is a staple of vampire literature. The wounds they inflict in physical combat become more serious. If they succeed on an Age roll against difficulty Great (+4) or better, the vampire grows claws and/or vicious fangs that inflict an additional two points of Stress (as Weapon:2) for the rest of the conflict.

Cold Commands

Some vampires can command lesser creatures to follow their very commmands. Whether by voice or eye contact, if you succeed with Age against a difficulty of Great (+4) or better, you can hand over a FATE point to a player character or non-player character. You ask them to take an action (Overcome, Create Advantage, Attack or Defend) that can be accomplished with one roll. If they take the action, they get to keep the FATE point. If they don't, the FATE point goes to the turf.

Dark Rebirth

This power is a nod to all the sequels where the vampire defeated previously returns. At the end of the session in which a vampire with this power was destroyed, the player rolls the Age of the character. If she succeeds at a Great (+4) or better roll, then the vampire returns from the grave. He looses the power and regains one refresh. The Rebirth power may only be bought again when the next major milestone has been reached.


Your character has achieved a remarkable feat: she can walk in daylight and still access some or all of her vampiric powers. At dawn she rolls Age against Fair (+2) difficulty. For each two points of shift she achieves on the roll, she can designate one of her powers to be useable during the day.

Dreams & Memories

Some vampires are able to project their thoughts into another person's mind. With Dreams & Memories, a vampire can reach into the very core of another being. If this done by telepathic command, sharing their dreams or whispering into their ear is up to the group or even the individual vampire. By succeeding on an Age roll at Great (+4) or better, they are allowed to change one of the aspects of their victims. This can be either the Canon Aspect, the Mortal Days, the Vampire Nights, a Consequence or the Intent Aspect. They are allowed to add or change up to two words of the aspect. The change remains in effect until the character rests the next time.

Heightened Perception

If the vampire succeeds at a roll with Age at Fair (+2) or better, then his senses become very acute for the rest of the scene. He get a +2 on any rolls involving the five senses, but his Defense against loud noises or other forms of sensory overload is reduced by two points.

Hypnotic Voice

The vampire can use his voice to confuse his opponent in a Face-Off. He makes it difficult to concentrate and retain cohesive thoughts. If he succeeds at a Great (+4) or better roll with Age, he can ignore two points of stress generated by a verbal attack (like Armor:2 against non-physical attacks).

Mind Reader

Some vampires are adept at reading another's thoughts and memories. If the vampire succeeds at a Great (+4) or better roll with Age, she may ask another character one question that can be answered with yes or no. The other character must answer truthfully. The truth being as he knows it.

Mists & Shadows

The Legendary (+8) Dracula was capable of transforming his body into an insubstantial mass of fog or shadow. This power allows a vampire to do the very same thing. If they succeed on a roll with Age at Fantastic (+6) or better, they turn into a wraith-like mist or shadow. For the rest of the scene, they cannot be attacked physically anymore, but sunlight will burn the vampire to ashes. Also, it is hard to notice the vampire, requiring a roll of Great (+4) or better. This power is beyond most fledgling vampires.


This power can be turned on a nameless NPC. By rolling Great (+4) or better on an Age roll, the vampire turns the nameless NPC into a Fair minion (see FATE Core). The minion gains a name and an aspect. If it is taken-out or overcome, the vampire looses any influence over him. When a Renfield survives his first session as a vampiric minion, the power can be used on him again and turn him into a Good minion. A vampire can have no more minions than his Age.


By succeeding on an Age roll at Great (+4) or better, the vampire can turn herself into a bat or wolf. She can choose the form at the moment of transformation. Her canon aspect changes into an appropriate aspect. As a bat she gains the Wall-Walker power (by virtue of being able to fly) and as a wolf she gains the Claws & Fangs power.

Swarm Shape

Some vampires can turn into a whole swarm of bats, rats, cats or spiders. This power emulates this. The vampire succeeds in a Great (+4) or better roll to affect the transformation. A swarm can either completely escape the Face-Off (without the initiator gaining the intent based aspect) or can be used to get additional stress boxes (one per shift generated). The player can choose which effect to gain upon transformation.

Ultra-sonic Scream

An ability that may point to bat-like ancestry. If the vampire succeeds at an Age roll with Great (+4) or better result, any shifts generated are applied as stress to any and all creatures involved in the Face-Off.

Vampiric Resilience

Most vampires are hard to take down. Resilience is the power that emulates that. On a Great (+4) roll with Age, the vampire can ignore two points physical stress from each blow (like Armor:2) for the rest of the scene.

Vampiric Strongness

The antiquated word describes the vampire's knack for supernatural strength. When a vampire rolls Great (+4) or better with Age, he gains a +2 bonus on any rolls related to raw strength for the rest of the scene. This bonus also extends to any and all physical attacks made with the sin of Wrath.

Vampiric Swiftness

Vampires are shown as being incredibly swift. On a Great (+4) or better roll, they get a +2 bonus to Defend against physical attacks in a Face-Off for the rest of the scene.


The vampire can walk on ceiling or scale walls with ease. If she succeeds at a Greater (+4) or better roll with Age, she can ignore ground-based and height-based obstacles to movement for the rest of the scene.

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