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Old 12-26-2012, 12:10 PM   #7
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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