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Old 12-26-2012, 12:10 PM   #1
paradoxicalGentleman
 
Join Date: Dec 2012
Default Re: nWoD to GURPS - Changeling the Lost

I hope you understand that what you're getting into is pretty big, because CtL has lots of crazy stuff going on and it's not gonna be easy to translate all of it in GURPS terms.

That being said, I'm more than willing to try to help you out, even though I'm far from an expert. :)

What Bruno said is basically correct, but we should consider that Glamour powers not only Contracts, but also the following:
1. Tokens: magical objects that either come from Arcadia or stayed near it long enough to develop odd abilities.
2. Bedlam: basically making people feel the emotion bound to a Changeling’s court.
3. Strengthening or weakening the Mask: the mask is what an illusion that hides the Changeling’s magical features from mortals. With Glamour, you can either hide the fact that you’re a changeling from your fellow Lost or make everyone think that you dressed up as a satyr for Halloween.
4. Pledges: magical deals that will screw you up if you don’t keep your word and reward you if you do. A Changeling can infuse Glamour in his own words or someone else’s and make a pledge out of it; doing so without the other party’s agreement is considered an action far too close to a True Fae way of thinking and also generally a dick move. In my humble opinion this is the trickiest ability to convert in GURPS terms, even if I think we will make it some kind of Affliction…
5. Kith and Seeming powers: like many WoD critters, Changelings come in various subspecies. Each of them has different powers( I think we can work on them after we have understood how to work with Glamour, but if you would like to hear more, I will post details) Most of these powers are Glamour dependant.
6. Access to the Hedge: the Hedge is a cushion-reality between Arcadia and our world. It’s possible to get there without Glamour, but doing so requires a roll based on Wyrd, so low-powered Changeling probably wish to use some.
Glamour is also recharged in unusual ways:
1. Emotions: by syphoning emotions from human beings, Changelings replenish the Glamour (worth noting that this doesn’t harm the humans in any way). Problem is, how they get this emotion varies from time to time (telling a scary urban legend to a bunch of kids works, as does walking along at a funeral) so this is another tricky one.
2. Dreams: yes, Changelings can enter dreams. I told you this wasn’t going to be easy.
3. Pledges: if a pledge states the if you oblige it you get Glamour, you get Glamour. Simple as that.
4. Hedge Bounty: Remember the Hedge? That place has some magical fruits called Goblin Fruit. Some of them give Glamour when eaten. However, eating some without proper knowledge is not a very good idea, since some have… unpleasant effects.
To sum up, Glamour should cost more than 3 points apiece IMHO, since it’s both more versatile and easier to recharge. Anyone can tell how much we should make it cost?

EDIT: well, it appears someone else easily got the one I said was the trickiest part, making me look like a chum. Oh well, c'est la vie.
The idea posted in that other topic sunds good, but I think the effects should be tweaked a little to get something like this:
When the pledge takes hold, who made it gets an advantage, or some other benefit, and a one-shot Duty to the other party (the danger level of the Duty depends on the specifical pledge). These two things should balance each other in point terms. If one party breaks the pledge, he gets some sort of disadvantage. So...maybe we should build it like a Curse with Condition (only if one doesn't honor his or her word in this pledge)?

Last edited by paradoxicalGentleman; 12-26-2012 at 12:34 PM.
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Old 12-26-2012, 12:35 PM   #2
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Default Re: nWoD to GURPS - Changeling the Lost

Quote:
Originally Posted by paradoxicalGentleman View Post
What Bruno said is basically correct, but we should consider that Glamour powers not only Contracts, but also the following...
Glamour sounds like Energy Reserve. Just because it can do a lot more things doesn't make it any less so. Just means you'll have a lot of opportunities to burn through it.

Quote:
Originally Posted by paradoxicalGentleman View Post
1. Tokens: magical objects that either come from Arcadia or stayed near it long enough to develop odd abilities.
Abilities with Gadget limitations and Costs ER.

Quote:
Originally Posted by paradoxicalGentleman View Post
2. Bedlam: basically making people feel the emotion bound to a Changeling’s court.
Is this Mind Control with Emotions Only and Area Effect? And Costs ER.

Quote:
Originally Posted by paradoxicalGentleman View Post
3. Strengthening or weakening the Mask: the mask is what an illusion that hides the Changeling’s magical features from mortals. With Glamour, you can either hide the fact that you’re a changeling from your fellow Lost or make everyone think that you dressed up as a satyr for Halloween.
Morph with Cosmetic and Glamour? And Costs ER.

Quote:
Originally Posted by paradoxicalGentleman View Post
4. Pledges: magical deals that will screw you up if you don’t keep your word and reward you if you do. A Changeling can infuse Glamour in his own words or someone else’s and make a pledge out of it; doing so without the other party’s agreement is considered an action far too close to a True Fae way of thinking and also generally a dick move. In my humble opinion this is the trickiest ability to convert in GURPS terms, even if I think we will make it some kind of Affliction…
This is a tough one. Can any Fae imbue any words with potency to make a Pledge? On just Fae or Humans, too?

Quote:
Originally Posted by paradoxicalGentleman View Post
5. Kith and Seeming powers: like many WoD critters, Changelings come in various subspecies. Each of them has different powers( I think we can work on them after we have understood how to work with Glamour, but if you would like to hear more, I will post details) Most of these powers are Glamour dependant.
Standard Powers (PM, Talent, selected abilities). Costs ER would be in many of these abilities.

Quote:
Originally Posted by paradoxicalGentleman View Post
6. Access to the Hedge: the Hedge is a cushion-reality between Arcadia and our world. It’s possible to get there without Glamour, but doing so requires a roll based on Wyrd, so low-powered Changeling probably wish to use some.
Jumper (Spirit) with Reliable and Costs ER on Reliable.

Quote:
Originally Posted by paradoxicalGentleman View Post
1. Emotions: by syphoning emotions from human beings, Changelings replenish the Glamour (worth noting that this doesn’t harm the humans in any way). Problem is, how they get this emotion varies from time to time (telling a scary urban legend to a bunch of kids works, as does walking along at a funeral) so this is another tricky one.
Special Recharge if one of these is the only way they can recharge their Glamour. Can any Fae recharge their Glamour in any of these (and more) ways? Or is each subspecies limited to the extra ways their Glamour recharges? Does Glamour recharge automatically on its own as well, or just through these special methods?

Quote:
Originally Posted by paradoxicalGentleman View Post
2. Dreams: yes, Changelings can enter dreams. I told you this wasn’t going to be easy.
Jumper (Spirit) with Costs ER. Is this a way to recharge Glamour? Entering someone else's dreams?

Quote:
Originally Posted by paradoxicalGentleman View Post
3. Pledges: if a pledge states the if you oblige it you get Glamour, you get Glamour. Simple as that.
I don't understand what you just said here. You can spend Glamour to gain more Glamour? That sounds like infinite energy to me...

Quote:
Originally Posted by paradoxicalGentleman View Post
4. Hedge Bounty: Remember the Hedge? That place has some magical fruits called Goblin Fruit. Some of them give Glamour when eaten. However, eating some without proper knowledge is not a very good idea, since some have… unpleasant effects.
These are properties of the Hedge Bounty, not the character, so they don't need to be statted, just defined.
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Old 12-26-2012, 12:39 PM   #3
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Default Re: nWoD to GURPS - Changeling the Lost

Glamour is limited by Wyrd. I have found that glamour is used cheaply and is cheap to regain. It runs like water in a typical changeling. I'd price it at 2/level.
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Old 12-26-2012, 12:50 PM   #4
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Default Re: nWoD to GURPS - Changeling the Lost

ER (Glamour) should never cost more than 3 FP per level.
You can buy everything with Costs FP and power it all out of one pool, along with magic, chi abilities, and a zillion other things - and FP only costs 3/level.

The fact that you can power a bunch of stuff with Glamour is irrelevant - because you can't use it to stave off unconciousness from FP damage, from starvation and thirst, you can't use it for Extra Effort (in or out of combat) and you can't use it for anything other than Glamour-sourced powers means that it's a normal ER, not particularly awesome. - in WoD terms, Glamour doesn't help you at all for anything that requires Willpower, Gnosis, Rage, Blood, yadda yadda yadda - but in GURPS, you can spend FP on ALL of that unless your power is further limited by taking "ER only". And don't forget all the core mechanics in WoD that are powered by willpower without being supernatural stunts - that's FP too. Glamour doesn't do that, at least not without a Contract (which you're paying for separately).

Magical ER can be used on powers that do just about anything, it's still only 3/level. Glamour isn't any better than that.
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Old 12-26-2012, 09:02 PM   #5
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Default Re: nWoD to GURPS - Changeling the Lost

Based off of Lamech's earlier build

Pledgemaking[60]
Affliction: Unusual Background: Changeling Pledge+50%, permanent+150% Cumulative+400%, Selectivity+10% (So you don't need the whole duration). Melee range, Can only have X contracts active, additional time 3, only on willing targets-100%

UB:Changeling Pledge is 5 points, and accompanies a zero point met-trait that contains the effects of the pledge. *Both expire when the time is up.

A changeling cannot maintain more than a certain number of pledges, based on their wyrd score
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Old 12-27-2012, 07:04 AM   #6
paradoxicalGentleman
 
Join Date: Dec 2012
Default Re: nWoD to GURPS - Changeling the Lost

That sounds nice, but we should swap "only on willing subjects" with "only with subjects that SAY that they agree". It may sound like nitpicking, but the difference is important: if you can get someone to agree to "do you a favor to be specified at a later date" you can pretty much call on them to do anything you ask and it doesn't matter if they realize too late that the favor you're asking is something dangerous and/or illegal.
There's something else that we should consider: ALL of the aspects of the pledge must be described in order for the pledge to work, including santions for failing and boons for keeping your word. That being said, I don't think this changes much from as far as points go.
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Old 12-27-2012, 09:54 AM   #7
nick012000
 
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Default Re: nWoD to GURPS - Changeling the Lost

I'll point out that there's a lot more powers that Changelings possess that are detailed in the various sourcebooks. Some of them are things all changelings possess the ability to use (even if they might lack the skill to do so in a competent fashion), others are optional powers that changelings might develop over time.

Universal Powers:
Activating Seeming and Kith Powers (CtL Corebook): Every Changeling possesses a Seeming (a broad category of Changelings: Beast, Darkling, Elemental, Fairest, Ogre, or Wizened), and a Kith (a subdivision of their Seeming, like Hunterheart Beasts or Fireheart Elementals). Every Seeming has the ability to spend points of Glamour to gain bonuses to particular Attributes or Skills. This is only limited by the amount of Glamour you can spend each turn (for PC-typical Wyrd scores, this is equal to your Wyrd). Additionally, every Kith grants a certain power; some of these require Glamour expenditure as well.
Talecrafting (Swords at Dawn): Simply put, the ability to manipulate Fate by recognizing the patterns in stories occurring in life, or by forcing them to occur (either with mundane labor or simply spending two points of Glamour and making a prayer to Fate), and then they spend 1 point of Glamour and make a roll based on their Wyrd. If the roll succeeds, the desired effect occurs, and they suffer a Cruel Twist of Fate; if they critically succeed, they get the desired effect and no Cruel Twist of Fate. So, for instance, if a Changeling gets captured, she might remember the Animal Helper archetype, and spend three points of Glamour to try and Force one to appear. If she succeeds, one will show up and help her escape, but she might discover that That Job Was Too Easy, and her captor allowed her to escape to further his villainous plan, or that someone close to her is actually a secret traitor. Using this power, though, is addictive, and every time you use it adds a cumulative penalty to resist said addiction; if you fail, you start suffering from extreme moods and seeing everything as just a part of a story.
Hedge-Sculpting (Rites of Spring): Changelings who spend a point of Glamour and succeed on a Wyrd-based roll can shift the Hedge like it was clay. The duration is proportional to your Wyrd and depends on how quickly the sculpt was made; regular sculpts last for a matter of hours; quickly pulling hedge-matter over yourself to hide lasts minutes, and weapons last for a number of successful attacks equal to your Wyrd. They can transplant and grow Goblin Fruits (with a successful skill roll, and some appropriate "plant food", like blood, dreams, or a temporarily-lost point of one of his skills or attributes), and hybridize them by spending a point of Glamour. They can spend a point of Glamour to imprint an area with a radius of 50 x number of points of Glamour spent with their ownership, which lasts for a month and allows her to start building a Hollow there, as well as connecting Doors to the mortal world, and shift them to locations she desires.
Hedge-Spinning (Rites of Spring): Related to the previous power, this is the ability to produce permanent magical items, by acquiring and molding assorted ingredients while in the Hedge. This always requires a story to accomplish; if they're planning on building a suit of armor, for instance, they might need to acquire the bones and scales of a great hedge-dragon, and of course, the slaying of such a beast would require them to play out such a story. Once the story's concluded, they spend a point of Glamour and make a skill roll, and if they succeed, they've got the item they wanted. It's sort of like a magical version of Fast Gadgeteering.
Travelling the Skein (Dancers in the Dusk): Changelings can travel the Skein, the web of inconnected dreams. First, they must enter a dream somehow. Then, they must find a dream-gate, either by having used an application of divination called oneiroscopy to find when and where one is likely to occur (which requires a skill roll and special training to do), finding a guide to show them one, using their magic to force one to appear (causing whoever's dream it was to have nightmares), or simply happening to be near one when it appears naturally (i.e. Storyteller fiat) and succeeding on a Perception roll. The number of dreams the Changeling must travel through to reach the dream that is his destination depends on the strength of the sympathetic connection between his starting dream and his destination. While within a dream he isn't oath-tasked to enter, he cannot use dreamscaping, and suffers penalties to dream riding and dream combat, and can't simply will himself to leave them; for every dream he's travelled, he needs to either retrace his steps, or an hour of rest, during which he'll be trapped in the dreamscape and can't perform actions that require resource expenditure.

Optional Powers:
Goblin Pledges (Rites of Spring): You develop an innate connection to one or more particular purviews of Wyrd reality (like Candles, Midnight, or Cats). This allows you to make Pledges with those aspects, rather than with other people, and since the other party isn't a person but an aspect of reality, the favors that it can grant essentially act like a free-form magic system. This allows you to, for instance, to make a Pledge to Midnight to shroud yourself in shadows to hide from pursuers, in exchange for breaking every lit streetlight you see for the next month, or to make a Pledge with Cats to get a cat to guide you to someone you're trying to find, in exchange for giving food to a feral cat for a week, and a curse on yourself if you fail to do so.
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