Bruce Baugh has done some excellent work for a VtM or VtR hack of the game. Things I am going to build on:
The game uses the six standard approaches of FAE. The game itself will have three campaign aspects that can be invoked (including hostile invokes) and/or compelled:
- A Hunger Like Fire (representing the thirst for blood)
- The Suns Forgotten Kiss (representing the vulnerability of vampires to sunlight)
- A Beast I Am, Lest a Beast I Become (representing the beast and it's effects)
Setting Creation Part One
The GM picks some of the major players (prince, primogen, head of covenants). They also chose a city to set the game in (simply because the GM should be familiar with the city in question). Then the group sits down together and creates a current and an impending issue according to Fate Core. After that the group fleshes out parts of the city along the lines of Dresden Files city creation: select a location (fictional or real) or a city district, put an aspect to it and create a face for that location or district. It's recommended to let each player (including the GM) one location or district.
The characters are built according to FAE. They have up to five aspects, distribute values to the six approaches (1x good, 2x fair, 2x average, 1x mediocre), and select up to three stunts.
The five aspects cover the following:
- High Concept aspect (who are you? what is your character about?)
- Trouble aspect (what is an issue the character has?)
- Masquerade aspect (how does the character interact with mortal society?)
- Requiem aspect (what is the character's place in the Danse Macabre?)
- Clan aspect (fixed and based on the chosen clan of the character)
The character's clan and covenant must either be part of the high concept, the trouble and/or the requiem aspect. As part of the high concept or requiem aspects clan and covenant indicate a character in good standing with those two entities. As part of the trouble aspect, they indicate issues with clan and/or covenant. The player can decide where to put clan and covenant, they don't have to be part of the same aspect.
The clan aspect is derived from the clan of the character:
- Daeva: The ones to die for.
- Gangrel: The ones you can't kill.
- Mekhet: The ones you don't see.
- Nosferatu: The ones you fear.
- Ventrue: The ones you can't deny.
The characters get four stunts for free. Three are Discipline stunts designed around the theme of a discipline (either 1st or 2nd edition). Two of those must be from the clan disciplines of the chosen clan. The third can be from any discipline or a covenant specific one for the covenant of the character.
The fourth stunt is based on the chosen clan of the character (which takes heavy inspiration from the clan-specific stunts created by Bruce Baugh).
Examples for stunts and the clan-specific stunts will be listed in a later post.
Setting Creation Part Two
After creating the characters, you continue to flesh out the setting. This time using the section "Climbing the Ladder" from Vampire: The Requiem 2.0 (simply follow the instructions).
Vampires are able to use the power of their blood. Thus, a player can decide to take a blood thirst related consequence and gain a bonus to their next dice roll (+2 for taking a mild consequence, +4 for a moderate consequence, and +6 for a severe consequence). If a character is taken out by blood thirst related consequences or stress, they go in a frenzy. The GM is free to decide the results of that frenzy.
In order to get rid of a blood thirst related consequence, the vampire must hunt for blood. This is usually a three part challenge:
- Carefully or cleverly identifying the prey (usually at Fair difficulty)
- Flashily or sneakily approaching the prey (usually at Fair difficulty)
- Forcefully or quickly taking their blood (difficulty depends on type of consequence to be healed: mild consequence - fair, moderate consequence - great, severe consequence - fantastic)
Failing to identify or approach the prey the result in wasted time, as the character has to start the hunt again in another scene. Failing to take the blood usually results in some sort of discovery that forces the character to flee. They have not gained any blood, but also haven't been discovered. Minor costs for a tie include being observed, discovered or disturbed. Major costs to turn a failure into a success could be anything from a Masquerade breach to being found by hunters (see also page 96 in VtR 2.0 for further ideas on major and minor costs for a hunting challenge).
The hunt can also be used to heal physical consequences.
The next post in the short series will cover some examples for discipline stunts.