Here is my Vampire: The Requiem Fate conversion. I have not play tested these rules yet, but should be testing them out next week. That said, wanted to crowd source the document for feedback, in case there were things I missed out on, or could improve on.
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- Yep, too crunchy for my liking for a FC conversion.
12 aspects is... yeah, crazy is the perfect word. If you have 4 players, game aspects, situation aspects and 2-3 vampire NPCs, that's nearly a hundred aspects on the table!
Most brains can only handle 7 pieces of information in real time, so you'll probably just end up with a lot of overseen/waived aspects. I'd consider going back to the basic 5 aspects per character. I think there's a lot of implicit stuff that is common knowledge and don't need aspects IMHO. I mean, everybody knows that vampire must feed on blood and gets toasted by the sun (... well, everybody BUT Stephenie Meyer, I guess lol). Or like mentioned, I guess you can make them Game aspect if you really want to have them around.
The way I'd make it would be something like this :
Concept (to be consistent with Vampire nomenclature)
Flaw (to be consistent with Vampire nomenclature)
One other Aspect (either phase trio of whatever)
I'd have Masquerade and Requiem as game aspects.
I'd have Humanity make mental attacks (so basically, when you derive too much from humanity, you get "mentally attacked" and defend with whatever mental resistance skill. On failed defense, you gain mental stress and/or consequences).
I'd get rid of potency and vitae. Potency (which is the age of the vampire) can be represented in the High Concept.
For Vitae, deep down, there's only really 3 interesting states : No need for blood, in need of blood and completely out of blood. I guess that would be well represented by Fate Points. Instead of calling them Fate Point, you call them Vitae and that's it. Since most starting characters have 3, you have the 3 states right away. That respects also the basic rules for powering stunts (disciplines) with FP.
If you really want to enforce the beast taken over when you run out of blood, you could have a rule that state that if you ever run out of FP, you automatically gain a consequence Blood Rage (or whatever you call it). That way, the GM (or the player) can compel it and GM can use the free invoke against the player to represent the vampire being taken over by the beast.
I'd have discipline just as standard FP powered stunts.
Basically, they are just
That means that some of them would need some adjusted "humph" or tune down (feels like Vigor is too powerful, for example).
Oh, I'd also consider having a list of skills. It could be the same skills as FC raw but you could rename them to retain the flavor of the original game.Sep 27, 2013
- I like your ideas. Yes, I think general vampiric aspects could be campaign aspects.
I am not sure about FATE points as blood points/vitae. But I like your approach with: no blood, low blood, full blood. I feel there's something in there I could use.Sep 28, 2013
- Did you ever test this/get a close-to-final version done? I'd love to see it.Mar 16, 2014
- I am still working on it, and it is not abandoned. Work has been crazy the past couple months and has eaten up any time to consistently work on it. Look for a release near April.Mar 16, 2014
- Update! I will have the next iteration out for this before Gencon. This new version is a big overhaul from the previous.Aug 5, 2014
- yessssAug 5, 2014
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