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Old 12-26-2012, 10:33 AM   #1
Bruno
 
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Default Re: nWoD to GURPS - Changeling the Lost

I could to shake down my husband for CtL details but he hasn't woken up yet - EDIT: from his book, here's what I can do to clarify:

"the latter" does refer to Glamour. It's not another game mechanic.

From the lexicon:
Contract: A mystical pact struck between the fae and a living embodiment of natural force, allowing the fae to call on supernatural powers.

Glamour: The raw supernatural energy that feeds the fae. It is tied to the strong emotions of the human heart.

Wyrd: The power of Faerie.

(Faerie: Arcadia, or more rarely, the inhabitants of Arcadia.
Arcadia: The domain of the True Fae and once-prison to all changelings.)

Contracts are organized into themes, such as Artifice, Darkness, Stone, your seasonal court (Spring, summer, fall, or winter), or what kind of fae you are (troll, etc). Each contract is basically a sequence of 5 ranked powers (you must take the first power before the second, the second before the third, and so forth).

There are also Goblin Contracts, which are basically "cheating" and will come back to bite you in the face eventually.

In GURPS, I would call Contracts simple 5 ability Powers arranged in prerequisite chains.



Wyrd controls how high a character can raise his attributes, skills, and contracts, his maximum Glamour capacity, the maximum amount of glamour he can spend per turn, and after a certain point, how crazy he is as he gets totally entangled in Arcadia.

Wyrd is an advantage, or a bundle of advantages. It's nonlinear. It's not an attribute any more than Magery is an attribute or Energy Reserve is an attribute - but like Magery and ER it has attribute-like qualities to it.

A character with a Wyrd of 1-5 can raise his attributes and skills to human maximum, but no further, after that one level of Wyrd lets him raise his things one level higher - and in WoD human stats range from 1-5 so that's a pretty big deal. I'd call it "everything capped at 18 or 20" (including skills) and at Wyrd 6 and up, a +5 to maximums for each level. This is a 0 point feature, or possibly at most a perk per level above 5 - caps are not a big thing in GURPS.

The bulk of Wyrd IS the Energy Reserve that Glamour goes in. Glamour isn't separate from Wyrd. Glamour is Special Recharge IIRC, so you're looking at 1 cp per Glamour; that makes level 1 Wyrd 10 points for 10 glamour, +1 for levels 2-6, and then +5/+10/+20/+50 as it goes very nonlinear.

I would call the increase in Glamour spendable per turn to be worth somewhere in the +5 to +20 points per level area, I'd have to sit down and look at how the powers work in detail...
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Last edited by Bruno; 12-26-2012 at 10:41 AM.
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Old 12-26-2012, 11:22 AM   #2
Jerander
 
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Default Re: nWoD to GURPS - Changeling the Lost

Quote:
Originally Posted by Bruno View Post
I could to shake down my husband for CtL details but he hasn't woken up yet - EDIT: from his book, here's what I can do to clarify:

"the latter" does refer to Glamour. It's not another game mechanic.

From the lexicon:
Contract: A mystical pact struck between the fae and a living embodiment of natural force, allowing the fae to call on supernatural powers.

Glamour: The raw supernatural energy that feeds the fae. It is tied to the strong emotions of the human heart.

Wyrd: The power of Faerie.

(Faerie: Arcadia, or more rarely, the inhabitants of Arcadia.
Arcadia: The domain of the True Fae and once-prison to all changelings.)

Contracts are organized into themes, such as Artifice, Darkness, Stone, your seasonal court (Spring, summer, fall, or winter), or what kind of fae you are (troll, etc). Each contract is basically a sequence of 5 ranked powers (you must take the first power before the second, the second before the third, and so forth).

There are also Goblin Contracts, which are basically "cheating" and will come back to bite you in the face eventually.

In GURPS, I would call Contracts simple 5 ability Powers arranged in prerequisite chains.



Wyrd controls how high a character can raise his attributes, skills, and contracts, his maximum Glamour capacity, the maximum amount of glamour he can spend per turn, and after a certain point, how crazy he is as he gets totally entangled in Arcadia.

Wyrd is an advantage, or a bundle of advantages. It's nonlinear. It's not an attribute any more than Magery is an attribute or Energy Reserve is an attribute - but like Magery and ER it has attribute-like qualities to it.

A character with a Wyrd of 1-5 can raise his attributes and skills to human maximum, but no further, after that one level of Wyrd lets him raise his things one level higher - and in WoD human stats range from 1-5 so that's a pretty big deal. I'd call it "everything capped at 18 or 20" (including skills) and at Wyrd 6 and up, a +5 to maximums for each level. This is a 0 point feature, or possibly at most a perk per level above 5 - caps are not a big thing in GURPS.

The bulk of Wyrd IS the Energy Reserve that Glamour goes in. Glamour isn't separate from Wyrd. Glamour is Special Recharge IIRC, so you're looking at 1 cp per Glamour; that makes level 1 Wyrd 10 points for 10 glamour, +1 for levels 2-6, and then +5/+10/+20/+50 as it goes very nonlinear.

I would call the increase in Glamour spendable per turn to be worth somewhere in the +5 to +20 points per level area, I'd have to sit down and look at how the powers work in detail...
In GURPS terms, it sounds like Contracts are Powers (with PMs, Power Talents, and abilities). Each Contract only has 5 abilities, set up as a prerequisite chain, so the price of the Talent should be small: [5] at most per Contract.

Wyrd sounds like an Unusual Background that unlocks higher levels of attributes, abilities, Power Talents, and Energy Reserves. Personally, if I were to make the price of anything non-linear, it'd be with the UB (Wyrd).

So each Fae would chose a Wyrd-level. This Wyrd-level would then determine the cap on Power Talent, Power abilities, attributes, Energy Reserve, etc.

The accumulated disadvantages could either be purchased to offset the price of a new level of Wyrd and/or a system of Corruption (from GURPS Horror).

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Old 12-26-2012, 11:45 AM   #3
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Default Re: nWoD to GURPS - Changeling the Lost

These parts are fairly strightforward,here is a thread about the magic oths that changelings can swear to each other.
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Old 12-26-2012, 12:32 PM   #4
Fwibos
 
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Default Re: nWoD to GURPS - Changeling the Lost

Honestly, as a person who loves them both, my first response is: DON'T.

Don't convert it. The system is not meant for realism, it's meant for drama, and the attempts of WoD to create realism (I am looking at you, Armory Reloaded) make things worse.

Get the feel right over the mechanics.

Frex:
I would look at what each contract does and what those are in GURPS.

Example:
Eternal Autumn 4: Ride the Falling Leaves

Ignoring all the flowery words:
You can fly at about 2/3rds your running speed
You only take damage from area effects
You are ignored as a pile of leaves.
It requires Mantle or Court Goodwill

I would build it thus:

Ride the Falling Leaves [10]Prereq: Autumn Mantle 3* or Autumn Goodwill 5**

Skill: Ride the Falling Leaves (DX/H)***

I type slowly so I am going to skip the flowery words

Transformation: Cost 4 ER (Glamour) -20%, PM: Autumn: -10%) [10]

Start with Body Air: [36]

Replace Flight with: Controlled Gliding, ~3-5 (2/3rds of 5-7) (Flight, Controlled Gliding -45%, Low Ceiling 30ft -10%, , Move -3) [-12]
Add Vulnerability: Fire x2 [-30] (Dry Leaves)
Add Infiltrartion to Diffuse [40]


Since you are a pile of leaves, you can essentially become "invisible" by pilimg up in a street curb. But that's kind of a feature. You a re still a single entity.

*Talent that Allows you a bonus to Autumn Powers [5/level]
** Allows you access to a power but not bonus [2/level]

*** In the book it's a physical act (uses phys stat)


So that's how I'd do it.

I would make Glamour an ER, with a cap of 10 + Wyrd.

You may want to Make Mantle 10/level, because it counts as status and rank in Changeling culture. Or you may want to make City status seperate.

Mantle can go up to 5, I guess, it's weird (wyrd?) talent.

I would make a new attribute: Wyrd. Starts at Base 8, costs 10 per level to raise. Limits spending of ER and Some powers will use it as it's skill base. If all do, increase it to 20/level. It's kind of a big deal.


Also: Keep in mind that in nWoD 5-6 is the same as a 10-13 in a skill. It's boring professional, and in nWoD equipment giuves bonuses while in gurps it takes away penalties.

For example

Mirrorskin: They get +3 to Man+Subterfuge to disguise themselves. This is the equivalent to a good disguise kit. In GURPS, this removes the penalty for lack of quipment. So look for an advantage in GURPS that follows that (Elastic Face, in this case)


Oh: One more: I'd give Fae Powers Galamour -5% and another -5% of tricks against them, notably cold iron.


if you want help, let me know. I may have to convert my current Character to GURPS on a lark.









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