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Old 12-27-2012, 11:55 AM   #14
Fwibos
 
Join Date: Jun 2008
Location: Milwaukee, WI
Default Re: nWoD to GURPS - Changeling the Lost

Nick brings up a whole ton of reasons why you shouldn't try to port over - so much that in game is useful.

In Gurps EVERYTHING (or nearly so) is accounted for. That's why perks like SOP exists - to guarantee no argument. If you are a rich noble, but didn't buy your parents as a patron, you can not guarantee that they'll help you when you ask. if you do buy them, and make the roll, they cannot refuse. (In esssence, to me, spent CP are a pledge of sorts)

So adding all of those things, you can suddenly have 500 point characters. Or you can handwave them. Make a Hedgespinning Craft skill (based on IQ, since it's Wits+Craft to do it.)
You can ask "what can you do?" and build based on their powers.

In fact, I wouldn't force long and multiple roles on hedgespinning, just a penalty based on the hedgespuns powers.
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Word of God and Word of Kromm are pretty much the same thing in my book
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