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samd6 09-13-2012 12:25 PM

Help with magicaly enforced contracts
 
I did a forum dive, but didn't really find anything on this. I'm trying to do an NWoD+fanelines-> GURPS conversion, and most of it is pretty straight forward. The only thing giving me trouble is the core power of Changelings: the ability to make magicaly-enforced oaths and contracts in play. (Geniuses are a little tricky, but modular abilities and gadgeter(aspected) should be enough)

What does the hivemind reccomend for creating magicaly-enforced oaths in play?

Jerander 09-13-2012 12:27 PM

Re: Help with magicaly enforced contracts
 
Quote:

Originally Posted by samd6 (Post 1442479)
I did a forum dive, but didn't really find anything on this. I'm trying to do an NWoD+fanelines-> GURPS conversion, and most of it is pretty straight forward. The only thing giving me trouble is the core power of Changelings: the ability to make magicaly-enforced oaths and contracts in play. (Geniuses are a little tricky, but modular abilities and gadgeter(aspected) should be enough)

What does the hivemind reccomend for creating magicaly-enforced oaths in play?

I believe this was discussed in regards to contracts with demons in another thread. I'll look around and see if I can find it.

Jerander 09-13-2012 12:30 PM

Re: Help with magicaly enforced contracts
 
Here, check out this thread. I haven't reread it, but I think it addresses what you're looking for.

whswhs 09-13-2012 12:32 PM

Re: Help with magicaly enforced contracts
 
Quote:

Originally Posted by samd6 (Post 1442479)
I did a forum dive, but didn't really find anything on this. I'm trying to do an NWoD+fanelines-> GURPS conversion, and most of it is pretty straight forward. The only thing giving me trouble is the core power of Changelings: the ability to make magicaly-enforced oaths and contracts in play. (Geniuses are a little tricky, but modular abilities and gadgeter(aspected) should be enough)

What does the hivemind reccomend for creating magicaly-enforced oaths in play?

There are rules for this in GURPS Fantasy, actually. See pp. 147-148. Basically, each party gains a Destiny to fulfill the oath (the two Destinies must be equally balanced); it may be impossible to violate the Destiny, or doing so may result in gaining a disadvantage with twice its point value. It isn't really treated as a "power," in quite the sense you mean; it's more a feature of the campaign environment.

Bill Stoddard

samd6 09-13-2012 02:25 PM

Re: Help with magicaly enforced contracts
 
Really? It's just taking Extra Option(supernaturally enforced oaths) [1]?

I guess I'm trying to model something different and may have worded it badly
Part of the idea behind the oaths was that while they bound a character to do something, they also gave the character power.

Each oath is made of three parts, a time limit (after which the oath expires harmlessly, but cannot be shorter than a day), a boon, and something the character must do.

Does Affliction (Variable Advantage(N-point meta-trait)+Nz%, only on people who have knowingly made a bargain with me-y%, no resistance roll +300%, malediction 1 +50%, Extended Duration (Permanent or less, specified when used), limited use (can only have so many active at one time)) sound like it might work?

ericthered 09-13-2012 04:25 PM

Re: Help with magicaly enforced contracts
 
What do the boons and tasks look like, and who dictates them? could you give an example

robkelk 09-13-2012 05:53 PM

Re: Help with magicaly enforced contracts
 
Quote:

Originally Posted by samd6 (Post 1442479)
I did a forum dive, but didn't really find anything on this. I'm trying to do an NWoD+fanelines-> GURPS conversion, and most of it is pretty straight forward. The only thing giving me trouble is the core power of Changelings: the ability to make magicaly-enforced oaths and contracts in play. (Geniuses are a little tricky, but modular abilities and gadgeter(aspected) should be enough)

What does the hivemind reccomend for creating magicaly-enforced oaths in play?

What is the penalty for violating the contact? Is it even possible to violate the contract?

samd6 09-13-2012 06:05 PM

Re: Help with magicaly enforced contracts
 
If I'm porting a lot of the system over wholesale, then yes, there were ways to violate oaths/ break contract, but they included sanctions against those who did so.

An example of tasks is least alliance (I will not harm you or yours, nor speak ill), greater alliance (I will give my life for you if needed, provide aid and comfort to you and yours, and do everything in my power to help if you ask), fealty, regular minor payments.

Boons can range from small bonuses to skills to granting fairly powerful advantages.

Sanctions for breaking the oaths range from a magical face-punching (minor) to death (really major)

The terms (Tasks, boons, sanctions, and duration) are agreed to by the people who swear the oath, but it holds no power unless one of them is a changeling or similar creature. I can try posting some of the sample oaths in generic terms later.

David Johnston2 09-13-2012 08:25 PM

Re: Help with magicaly enforced contracts
 
Quote:

Originally Posted by samd6 (Post 1442552)
Does Affliction (Variable Advantage(N-point meta-trait)+Nz%, only on people who have knowingly made a bargain with me-y%, no resistance roll +300%, malediction 1 +50%, Extended Duration (Permanent or less, specified when used), limited use (can only have so many active at one time)) sound like it might work?

Ugh. Ugly. So very very ugly. Just have the recipient of the boon buy an advantage with the Pact limitation.

Lamech 09-13-2012 10:27 PM

Re: Help with magicaly enforced contracts
 
Okay, here's the quick and easy way to do it.
Affliction: Unusual Background: Changeling contract+X%, permanent+150% Cumulative+400%, Selectivity+10% (So you don't need the whole duration). Melee range, blood agent ect-Y%

The contract lets them buy a specific meta-trait. (Which costs 0 points.) Must be approved by the DM. This costs say... 60 points, but the changeling contracts are pretty damn powerful.
Edit: Oh add cursed+75% (upon breaking contract) for the horrible side effects of screwing it up. The end condition of permanent is the contract being broken followed by the curse ending.


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