12-27-2012, 12:26 PM | #21 | |
Join Date: Aug 2007
Location: Rochester, MN
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Re: nWoD to GURPS - Changeling the Lost
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As for "automatic" and "always successful," I'm not sure there is such a thing in GURPS. Link it with an Affliction to lower Will and/or Mind Shield to increase the Glamour's effectiveness. |
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12-27-2012, 05:16 PM | #22 | |
Join Date: Sep 2004
Location: Canada
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Re: nWoD to GURPS - Changeling the Lost
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They're highly competent, very tough, and often world-walking (which is expensive in GURPS). And they all come with a big pile of supernatural powers. You can't handwave, unless you plan on NEVER crossing regular human PCs in the same game as some kind of Wod critter, and NEVER crossing a game with two kinds of WoD critter, and NEVER allowing an Ally, Enemy, Dependant, or Patron who is not your kind of critter (including not allowing humans). Because those points being handwaved matter.
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12-27-2012, 06:03 PM | #23 | |
Join Date: Jun 2008
Location: Milwaukee, WI
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Re: nWoD to GURPS - Changeling the Lost
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I wouldn't even know how to replicate Talecrafting (I am, in fact, playing a Talecrafter). getting +3 to all rolls in keeping with your tale is phenominal, easily worth +3 to +6 in GURPS. It takes a brilliant person from default research rolls (Int 4+Academics 0 (-3) untrained = 1 die) to expert researcher (7). So a high IQ person goes from default roll to IQ roll. It's almost inline with super luck or an affliction. It would require a pact with the GM and it would have the limitation, only on rolls in keeping with the tale (which is..what -10% sometimes to -80% sometimes, depending on the nature of the tale) Ultimately, there is too much vaguery in the rules to make a proper changeling by porting rules.
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Just Bought: Succesful Job Search! Currently Buying off: Fat *Sigh* and Poverty. Number of signatures inspired: 1 Word of God and Word of Kromm are pretty much the same thing in my book |
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12-28-2012, 12:29 AM | #24 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: nWoD to GURPS - Changeling the Lost
And there you have Kuroshima's golden rule of conversions, "less is more". Or KISS. Or convert the fluff, the feeling, not the rules. To do otherwise leads to madness (or, as in this case, if you are dealing with White Wolf, Delirium)
Assuming that you want a similar ability to Talecrafting, you can do it, though it won't be pretty. Talecrafting is a bonus if you are remain consistent with your tale? Modular Abilities only to pick custom talents, with other limitations. 3 levels, depending on if you can pick 5, or 15 point talents. |
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conversion, magic, nwod |
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