12-17-2021, 09:25 PM | #11 |
Join Date: Aug 2004
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Re: not quite the World of Darkness v3
I don't really follow WoD-related topics, so this might be a question with some obvious answer, but:
As a blood pool in GURPS, I probably would have first thought to use Fatigue, not HP. I'm guessing you considered and rejected that idea. Is there a drawback to using FP?
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12-17-2021, 09:26 PM | #12 |
Join Date: Sep 2004
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Re: not quite the World of Darkness v3
Changeling the Lost (50 points)
[ 6 ] Chameleon 4 (Controllable +20%; Costs 2 fatigue + 1/min -10%; Dynamic +40%; AA Glamour) [ 9 ] Detect (Supernatural; Reflexive +40%; Vague -50%) [ 32 ] Glamour (Elastic Skin; Costs 2 fatigue + 1/sec -10%; Glamour, Will -4 -10%; Reduced Time 4: 1 sec +80%) [ 0 ] Feature: May buy up to 3 Gizmos (Costs 4 fatigue -20%) for 4 points each. [ 5 ] Illusion (Costs 2 fatigue + 1/min -10%; AA: Glamour) [ 21 ] True Sight (See Invisible; Cost 2 fatigue + 1/min -10%; True Sight +50%) [ -3 ] Magic Susceptibility (may take up to 4 more) [ -20 ] Secret (One of the Lost) Total: 50 points Notes: The second iteration of Changeling was about humans that had been kidnapped and taken to live with the fey. The Lost are those humans that make it back. Some arrive after decades, centuries, or even longer has passed. Others age years for minutes they have been gone. Regardless, the Lost cannot return to the life they had and the experience with the few has left them with few human skills and handful of fey tricks. All Lost have a certain ability to lay illusions that can obstruct, misdirect, and disguise. It's not easy to do or maintain in the mortal realm (fatigue cost). This is taken as three alternate abilities: Chameleon for blending, Glamour to wear an illusionary disguise, and Illusion fill a non-moving 2 yard radius around the Lost with illusions. All Lost also learn to sense (reflexive but vague) and see through illusion as well. Some also learn how to conjure simple ordinary items (gizmos). Lost have a Secret that covers being time displaced (either lacking papers or lacking papers that will work), possibly being replaced by a Doppleganger, having supernatural abilities, and possibly being wanted by the Fey. Last, Lost are neither fully human nor fey. As such, they tend to be more susceptible to magical abilities (including gifts, disciplines, and other such supernatural effects). |
12-17-2021, 09:34 PM | #13 |
Join Date: Jun 2013
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Re: not quite the World of Darkness v3
That feels like the right way to do it, probably with the Minion Enhancement on Ally and the Unwilling Enhancement on Duty. IIRC, in at least one edition of WoD, making someone Blood Bonded to you wasn't something you could do freely, but required burning some sort of resource (I think it was Willpower); having to purchase your new minion as an Ally seems roughly in keeping with that.
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12-17-2021, 09:59 PM | #14 | |
Join Date: Sep 2004
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Re: not quite the World of Darkness v3
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Anyway the feel I'm going for is similar to how the storyteller game works. Vampires that use a blood point only recover it from feeding. Willpower is a bit easier to get back but that also requires specific activities to recover. Damage works a bit differently so you vampires are quite a bit tougher than mundane humans by default aside from the ability to clear damage by spending blood points which you get by draining people. |
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12-17-2021, 11:59 PM | #15 | |
Join Date: Oct 2011
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Re: not quite the World of Darkness v3
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Being able to impose a Sense of Duty on people isn't my idea of mind control because they still have enormous leeway to decide their own actions, and in fact gets very awkward and dangerous very fast if you use it capriciously, but I can understand if you wouldn't want that to be a feature in your game. |
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12-18-2021, 06:55 AM | #16 | |
Join Date: Sep 2004
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Re: not quite the World of Darkness v3
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It also opens the door for more developed blood bonds to develop into Allies (involuntary or otherwise). |
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12-18-2021, 07:36 AM | #17 |
Join Date: Sep 2004
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Re: not quite the World of Darkness v3
Doppleganger (121 points)
[ 30 ] 360-degree vision (No Signature +20%) [ 0 ] Feature: May buy Alternate Identity for 5 points/identity to memorize new forms. [ 15 ] Flexibility [ 36 ] IT: No Brain, No Eyes, No Neck, No Vitals, Unbreakable Bones (No Signature +20%) [ 50 ] Morph (Cannot Memorize -50%) [ 25 ] Regeneration (Normal) [ -10 ] Code of Honor (The Mission: Be your face; Encourage Faith; Destroy Proof; Help other fey) [ -20 ] Secret (Doppleganger) [ -5 ] Vulnerability (x2; Silver) Total: 121 points Notes: Dopplegangers are replacements left behind after a mortal is kidnapped and taken to Arcadia. Dopplegangers are very durable and highly committed to The Mission. In Changeling the Lost, Dopplegangers would be antagonists; however, this being GURPS, we should be able to play any interesting character concept. I've fleshed out playable goals that I think would make them good PCs. The Mission is something I created, but it's a logical extension of what a dopperganger would be charged to do. I've created it as a code, but it could be called a Sense of Duty or Obsession instead. It consists of three motivations. First, dopplegangers try to blend in and impersonate whomever they have replaced. Second, since Fey live on the imagination and faith of mortals, dopplegangers are charged with spreading fables (both true and untrue) about the fey. Third, dopplegangers are charged with destroying concrete proof about the supernatural such that fey remain only fables. It's a tight balancing act to make sure humanity believes in but isn't motivated to hunt fey. Last, dopplegangers are charged to assist other fey they run across. Dopplegangers effectively have a 0 point racial profile for morph and retain all the remaining advantages and disadvantages. The target a doppleganger originally replaced is treated as the doppleganger's base form, and it's the only form a doppleganger can adopt without seeing or touching. A doppleganger can permanently memorize another form for 5 points (effectively an Alternate Identity) each. 10 forms would cost the same as removing "No Memory" so it's actually a bit of a premium over being able to store IQ # of forms. Dopplegangers look exactly like what they duplicate, but they aren't human or even of this earth. The limbs and organs they manifest in any form aren't necessary, and can be regrown as necessary. Likewise, bending in unnatural ways isn't a problem. Last edited by naloth; 12-18-2021 at 07:45 AM. |
12-18-2021, 09:11 AM | #18 |
Join Date: Sep 2004
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Re: not quite the World of Darkness v3
Dreamers (100 points)
[ 50 ] Alternated Time Rate (Costs 2 fatigue/sec -20%; Emergencies Only -30%) [ 10 ] Blessed (Heroic Feat, see below) [ 15 ] Daredevil [ 10 ] Destiny (Major) [ 12 ] Luck (Focused -20%) [ 1 ] Perk: Alcohol Tolerance [ 25 ] Regeneration (Regular) [ -3 ] Magic Susceptibility [ -20 ] Secret (Dreamer) Total: 100 points Notes: This is roughly based on Changeling the Dreaming where fey survived being trapped on earth by blending their souls with humans. It's more upbeat than the usual WoD sourcebooks with a "you start as young adventurers" vibe. Of course, nothing prevents a much more mature dreamer from being run. A dreamer is a potential fey, born with either with a fey parent or a fey ancestor. Each dreamer has a fey nature determined by their ancestry. Although there are potentially infinite types of CtD fey, I'm grouping them into four general types corresponding to GURPS attributes that will be further subdivided by additional traits later. The starting template has a few generic things for a dreamer just discovering potential. First off, the fey can do a bit of time warping (ATR and regeneration), though it's not easy to do outside of Arcadia. Second, dreamers get to pick one attribute they can boost d6 for 3d6 sec once per session, plus the ability to Luck on anything related to their chosen attribute. Third, begin exceptional and taking chances (Destiny and Daredevil) feeds being fey. Banality will slowly snuff out a dreamer's potential. Fey that use ST for their Heroic Feat are known as Ogres with access to various ST and durability related feats. Fey that use DX for Heroic Feat are known as Elves. Elves are the masters of motion (physical feats and DX skills). Fey that use IQ are known as Dwarves. Dwarves specialize in knowledge and how things works. Fey that use HT are known as Satyrs. Satyrs are capable of unmatched endurance and the various HT related skills. Dreamers are developing and exploring magic. As such dreamers are more vulnerable to external magic manipulating them. On the bright side it makes affecting them with beneficial magic easier. Unfortunately, it also makes them more vulnerable to hostile magic as well. Last edited by naloth; 12-18-2021 at 09:27 AM. |
12-18-2021, 03:11 PM | #19 | |
Join Date: Oct 2011
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Re: not quite the World of Darkness v3
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And yeah, a blood bond is definitely not Slave Mentality and I wouldn't want to hand that out like candy either. Duty...is a weird thing for me, but I don't think it can be magically created with blood. Minor points that you may well have already considered: a 2 point Disad can be bought off with xp quickly and easily, so bonds breaking at an inconvenient time for the Regnant is going to be a Thing, and it interacts in delightfully inconvenient ways on people who already have an expansive Sense of Duty, and the more ghouls/bound childer you make the weaker it gets, as they start thinking the other ghouls will take care of Master. |
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12-18-2021, 06:39 PM | #20 | ||||
Join Date: Sep 2004
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Re: not quite the World of Darkness v3
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I can see players (especially some of the craftier ones I've played with) using the Trigger to sway someone that they will only be interacting with once by slipping them a bit of loyalty juice. Quote:
Affliction (Blood Agent -40%; Duration: Permanent +150% Onset: 24 hours -30%; SoD -2%;) [18/lvl] Adding it at Lvl 1 with the Kiss Affliction as a AA (saving 12), only increases the cost of the template ~6 points which isn't bad for a minor effect. For those 6 points, you could instead invest in Allies (unwilling or otherwise), instead, and know what you're getting. Right now I'm just trying to decide if it's worth buying as a ability or leaving it as a Feature that allows you to buy allies later. Requiring 1 HP/use would knock off 1 point (which isn't a lot). In one edition I check you need to spend a BP to do it for each of the three levels. In the others you rolled against your Blood Potency for vampires instead and it automatically worked on mortals (mooks). I don't see bumping it up to lvl 3 (making it 51 points) and another 39 points (after subtracting the AA cost) to the profile. It's just hadn't been that integral to the games I've played to justify being almost half the profile cost. Quote:
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Last edited by naloth; 12-20-2021 at 06:44 AM. |
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