|
|
|
#3 |
|
Join Date: Sep 2004
Location: Canada
|
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...
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 12-26-2012 at 10:41 AM. |
|
|
|
| Tags |
| conversion, magic, nwod |
| Thread Tools | |
| Display Modes | |
|
|