Author Topic: Conversions for Old World of Darkness Character Types  (Read 13746 times)

Offline Deadmanwalking

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Re: Conversions for Old World of Darkness Character Types
« Reply #15 on: June 26, 2010, 08:39:03 AM »
Mage: The Ascension

Basic Template:

Awakened Magic [-6]

Spheres:

Basically, Awakened Magic works as Evocation and Thaumaturgy with the following differences:

Instead of the five Elements of standard Dresden Files Evocation, Mages have the Nine Spheres and get Power and Control Specializations to them as normal as if they were Elements. They recieve access to five Spheres with purchase of Awakened Magic, but still only one free Specialty

Thaumaturgy is re-divided into the same nine Sphere categories, and the character likewise recieves access to only five of them...the same five as they have access to with Evocation. They also recieve one Thaumaturgy Specialty as normal.

Item Slots are gained as normal (meaning Awakened Mages start with 4), and may be used likewise, but Foci must be specified as either Thaumaturgy or Evocation (sibnce the Category names are now the same).

Specialties are still entirely separate between the two categories (a +1 Evocation Forces Control will not apply to Forces Thaumaturgy).


Awakened Refinements:

Refinement is purchased differently for Awakened Magic. One level of Refinement will grant any of the following:

Access to one additional Sphere for both Evocation and Thaumaturgy.

Two Specialties to divide amongst Evocation and Thaumaturgy.

Two Additional Item Slots for whatever use you like.

One each Specialty and Item Slot.


Awakened Paradox:

Instead of Backlash or Fallout, Awakened casters take Paradox when they fail Control rolls. This can take the form of either Backlash or Fallout (or something else entirely), but is treated like Backlash for purposes of whether the spell works. The bad side is that the player in no way controls what the Paradox does, that's entirely up to the GM.

The GM has three options of how to use Paradox:

1. As Backlash.

2. As Fallout.

3. As a magical effect of his choice with a shift value equal to what the Control roll was failed by. This should be appropriate for the spell in question, but may always include Summoning (and not Binding) inimical "Paradox" spirits.


Incidental Differences:

The Laws of Magic do not apply to Awakened Magic, but neither do awakened Mages recieve the ability to bestow a Death Curse or ever gain Lawbreaker (even if they wanted to). They do not Hex technology by default, and must use an appropriate Sphere effect to do so on purpose, and suffer an appropriate Paradox effect to do so accidentally.


Other Powers:

Aside from Refinement Awakened Mages may purchase any Powers they desire that their Spheres can justify. Most will have Feeding Dependency (Magical Energy) and some may have Human Form. Life  Mages often gain physical enhancements, Mind or Spirit Mages often gain the Sight, etc.


Notes:

Probably the hardest to shoehorn into existing Dresden cosmology, if you do so, I reccomend making Lawbreaker apply to them.
« Last Edit: June 27, 2010, 06:15:42 PM by Deadmanwalking »

Offline Saedar

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Re: Conversions for Old World of Darkness Character Types
« Reply #16 on: June 27, 2010, 06:01:47 AM »
Just worked on an Etherite Mage. Dresden seems to handle the magical item crafting stuff really well and I like how you handled the spheres. I kinda wanna do an oWoD game Dresden-style now.... boo....

On a side note, do you think that Vampires should get a +1 refresh refund because of their clan weaknesses or should that just be handled by Compels?

Offline Deadmanwalking

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Re: Conversions for Old World of Darkness Character Types
« Reply #17 on: June 27, 2010, 07:59:59 AM »
Nosferatu can get Human Form if they can't use some of their powers unless they're ugly, Gangrel could develop such a thing if you like, everyone else, I think it's better handled through appropriate Compels, just like Frenzy and Rotschreck.

Offline Deadmanwalking

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Re: Conversions for Old World of Darkness Character Types
« Reply #18 on: June 27, 2010, 03:43:30 PM »
More Stereotypical characters as PCs:

Aspects:
High Concept: Toreador Socialite
Trouble: Entranced By Beauty
Other:
One Of The Beautiful 'People'
Never Do Something So Booorish As Physical Violence
Love Me And Despair

Skills:

Superb: Performance, Deceit,
Great: Rapport, Resources
Good: Discipline, Presence
Fair: Alertness, Athletics, Contacts,
Average: Conviction, Endurance, Guns, Lore, Scholarship,

Powers:

Blood Drinker [-1]
Ghouling And The Blood Bond (See below) [-2]
Unneeded Organs (Recieve Armor: 1 against guns and unarmed attacks without a Weapon rating. This stacks with other armor) [-1]
Echoes of the Beast [-1]
Incite Emotion (Love/Awe; At Range, Lasting Emotion) [-3]

Feeding Dependency (Blood) [+1] effecting;
Supernatural Recovery [-4]
The Catch is Staking (which paralyzes), sunlight, and fire [+2]

Total: -9 Refresh

Stress:

Mental: OOO
Physical: OOO
Social: OOOO
Hunger: OOOO
Armor: 1 with unneeded organs.


Aspects:
High Concept: Gangrel Wanderer
Trouble: Feral Creature
Other:
From Place To Place
Eviscerate You With A Backhand Swat
Bestial Cunning

Skills:

Superb: Fists
Great: Athletics, Survival
Good: Alertness, Discipline, Endurance,
Fair: Intimidation, Might, Rapport, Stealth,
Average: Contacts, Conviction, Drive, Lore, Presence,

Powers:

Blood Drinker [-1]
Ghouling And The Blood Bond (See below) [-2]
Unneeded Organs (Recieve Armor: 1 against guns and unarmed attacks without a Weapon rating. This stacks with other armor) [-1]
Inhuman Toughness [-2]

Feeding Dependency (Blood) [+1] effecting;
Echoes of the Beast (Can see in perfect darkness) [-1]
Claws [-1] both with Human Guise [+0]
Supernatural Recovery [-4]
The Catch is Staking (which paralyzes), sunlight, and fire [+2]

Total: -9 Refresh

Stress:

Mental: OOO
Physical: OOOO(OO)
Social: OOO
Hunger: OOOO
Armor: 1, 2 with unneeded organs.


Aspects:
High Concept: Tzimisce Disciple of Flesh
Trouble: Experimental To A Fault
Other:
Old World Sensibilities
'Morality?' To what do you refer?
To Me, My Minions

Skills:

Superb: Lore, Discipline,
Great: Investigation, Scholarship,
Good: Athletics, Conviction,
Fair: Alertness, Fists, Rapport, Intimidation,
Average: Contacts, Endurance, Presence, Resources, Survival,

Powers:

Blood Drinker [-1]
Ghouling And The Blood Bond (See below) [-2]
Unneeded Organs (Recieve Armor: 1 against guns and unarmed attacks without a Weapon rating. This stacks with other armor) [-1]

Feeding Dependency (Blood) [+1] effecting;
Sponsored Magic (Fleshcrafting) [-4]
Supernatural Recovery [-4]
The Catch is Staking (which paralyzes), sunlight, and fire [+2]

Total: -9 Refresh

Focus Items:

Human Skin Glove (Right) [+2 Offensive Power with Fleshcrafting]
Human Skin Glove (Left) [+2 Defensive Power with Fleshcrafting]

Stress:

Mental: OOOO
Physical: OOO
Social: OOO
Hunger: OOOO (+1 Mild Consequence)
Armor: 1, with unneeded organs.


Aspects:
High Concept: Akashic Martial Artist
Trouble: Seeker Of Enlightenment
Other:
Maddeningly Vague
Badder Than You Are
Master Of Body And Mind

Skills:

Superb: Athletics, Fists
Great: Discipline, Lore,
Good: Conviction, Endurance,
Fair: Alertness, Empathy, Rapport,
Average: Burglary, Presence, Scholarship, Stealth, Survival,

Powers:

Awakened Magic [-6]
Refinement [-1]

Feeding Dependency (Magical Energy) [+1] effecting;
Claws [-1] with Human Guise [+0]
Inhuman Speed [-2]

Total: -9 Refresh

Specializations:

Evocation (Enropy, Life, Mind, Forces, Prime); Power (Life +2), Control (Life +1)
Thaumaturgy (Enropy, Life, Mind, Forces, Prime); Complexity (Mind +1)

Focus Items

Headband (Evocation) [+1 Offensive Power and Control for Life]
Prayer Beads (Evocation) [+1 Defensive Power and Control for Mind for Veiling only]
Taoist Scrolls (Thaumaturgy) [+1 Complexity for Mind]

Rotes:

Life Shredding Blow (Weapon: 6 Life Attack, requires Headband)
You Don Not See Me (5 shift Mind Veil, requires Prayer Beads, costs 2 shifts of Mental Stress.)
Limb Crippling Blow (6 shift Life Maneuver, requires Headband)
Ki Strike (Weapon: 5 Life Attack.)

Stress:

Mental: OOOO
Physical: OOOO
Social: OOO
Hunger: OOOO
Armor: 0, more with magic.


Aspects:
High Concept: Son Of Ether Tinkerer
Trouble: They Called Me Mad!
Other:
I Build These Wonderful Toys
Free Spirited
Science And Magic Go Hand In Hand

Skills:

Superb: Lore, Scholarship,
Great: Craftsmanship, Discipline,
Good: Conviction, Rapport,
Fair: Alertness, Athletics,, Resources,
Average: Contacts, Empathy, Endurance, Investigation, Presence,

Stunts:

Scientist (Physics, String Theory) (Scholarship)

Powers:

Awakened Magic [-6]
Refinement [-2]

Total: -9 Refresh

Specializations:

Evocation (Entropy, Matter, Forces, Prime, Spirit); Power (Forces +1),
Thaumaturgy (Entropy, Matter, Forces, Prime, Spirit); Complexity (Forces +1), Crafting (Strength +1)

Focus Items:

Plasma Blaster (Mode 1) [+2 Offensive Control with Forces for Plasma Blast]

Enchanted Items:

Personal Force Field Generator (8 shift Block or Armor 4 up to 3 times per session) [4 Enchanted Item Slots]
Plasma Blaster (Mode 2) (Weapon: 6 attack, up to 3 times per session, targetted with Discipline) [2 Enchanted Item Slots]
Plasma Blaster (Mode 3) (Weapon: 4 attack to a Zone, up to 1 time per session, targetted with Discipline) [1 Enchanted Item Slots]
Reality Recalibrator (8 shift Maneuver to place 2 Sticky Aspects on the Scene, up to 5 times per session) [5 Enchanted Item Slots]

Rotes:

Plasma Blast (Mode 1) (Weapon: 4 Forces Attack, requires Plasma Blaster)
Changing Constants (Places a 4 shift Forces Maneuver on the scene as a whole.)
Redirecting Force (4 shift Forces Block or Armor: 2.)
Cancelling Force (4 shift Forces Counterspell.)
Personal Invisibility Field (4 shift Forces Veil.)

Stress:

Mental: OOOO
Physical: OOO
Social: OOO
Armor: 0, more with Magic.

Offline Deadmanwalking

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Re: Conversions for Old World of Darkness Character Types
« Reply #19 on: June 29, 2010, 04:51:47 PM »
Kindred of the East:

Basic Template:

Blood Drinker [-1]
Echoes of the Beast (Gains the ability to see spiritual entities with normal Alertness) [-1]
The Sight [-1]
Demonic Copilot (The P'o) [-1]

Feeding Dependency (Chi) [+1] affecting;
Supernatural Recovery [-4]
The Catch is Fire, Sunlight (though the damage dealt is per few minutes not per Exchange), and either Metal or Wood directly through the heart (which paralyzes them) [+2]

Total: -5 Refresh

As they age and gain enlightenment, Kuei Jin may gain Emotional Vampire [-1], and eventually even the ability to feed on ambient magical energy [-0], in any case, it all feeds the Feeding Dependency equally well.

As a function of possessing a P'o nature, all Kuei Jin may always be Compelled to do horrible, monstrous things via their High Concept. They may also always invoke their High Concept to defend against mind control and similar effects. Their Demonic Copilot helps with anything their P'o approves of, which is to say a whole damn lot, actually.


Rites:

All Kuei-Jin, in theory, can learn Rituals and even Thaumaturgy, though doing so is only mildly common. These are not part of the Kuei-Jin's Feeding Dependency.

Jade Talisman and Magic Artifact:

Kuei-Jin may also have access to Enchanted Items or Items of Power if they desire to do so.

Nushi:

A Spirit mentor or ally of sorts. Usually represented best as an NPC ally, though potent ones may add Emissary of Power on top of their servant's normal template.

Disciplines:

Note: all of these are part of the Kuei-Jin's Feeding dependency.

Equilibrium: Channeling (Chi Manipulation). Simple, really.

Tapestry: Ritual (Spirit-Working), Worldwalker and/or Swift Transition eventually.

Yang Prana: Inhuman Speed, Inhuman Strength, and eventually Glamours and Swift Transition

Yin Prana: Glamours or Greater Glamours, eventually Swift Transition

Black Wind: Inhuman, Supernatural, or even Mythic Speed or Strength. Potentially with Modular Abilities so it can be either.

Demon Shintai: Inhuman Strength, Speed, or Toughness, Claws, Wings, or Hulking Size all with the Human Form [+1] drawback.

Blood Shintai: Inhuman Strength. Channeling (Blood), based on a corrupted version of Channeling (Water). Characters with multiple Shintai Disciplines may instead have Evocation using the Shintai elements as their Elements.

Bone Shintai: Inhuman Toughness. Claws with Human Guise. Eventually Channeling (Bone), based on a corrupted version of Channeling (Metal). Characters with multiple Shintai Disciplines may instead have Evocation using the Shintai elements as their Elements. The greatest masters add Venomous to their Claws.

Jade Shintai: Inhuman Strength. Channeling (Jade), based on a corrupted version of Channeling (Earth). Characters with multiple Shintai Disciplines may instead have Evocation using the Shintai elements as their Elements.

Flesh Shintai: Inhuman Speed. Channeling (Flesh), based on a corrupted version of Channeling (Wood). Characters with multiple Shintai Disciplines may instead have Evocation using the Shintai elements as their Elements. Eventually Mimic Form and Wings with Human Guise.

Ghost-Flame Shintai: Inhuman Toughness. Channeling (Ghost-Flame), based on a corrupted version of Channeling (Ghost-Flame). Characters with multiple Shintai Disciplines may instead have Evocation using the Shintai elements as their Elements.

Cultivation: Soulgaze [-0], the higher levels of this power are very difficult to simulate, but might be best simulated with roleplaying and changing or removing Demonic Co-pilot, or buying the Stunt "Control of the Demon" granting +2 to discipline rolls opposing Demonic Copilot's attacks.

Chi'iu Muh: Cassandra's Tears, only without the penalty to being believed [-1], Soulgaze, and Sponsored Magic (The Soul), the healing powers of this Discipline are best done as Reiki Healing, only for Mental Consequences, wwhile the more agressive uses are Psychomancy and Mental Attacks.

Internalize: As Righteousness, but based on Discipline, not Conviction, and the attack effect can be targetted at only any one person.

Obligation: Incite Emotion (Respect and/or Obedience), with the possibility of all the trimmings. Uses Presence or Rapport, not Deceit or Intimidation.

From the Player's Guide:

Feng Shui: Ritual (Feng Shui).

Hellweaving: Sponsored Magic (Hellfire).

Iron Mountain: Inhuman, Supernatural, or even Mythic Toughness.

Kiai: Incite Emotion (Fear), with an available option (at -2) to make it a Zone Wide attack.

Beast Shintai: Inhuman Strength. Channeling (Beasts).

Smoke Shintai: Inhuman Speed. Channeling (Smoke).

Storm Shintai: Inhuman Toughness. Channeling (Storm).

Mibasham: Soulgaze, Swift Transition, and Incite Emotion (Doubt).

Tzu Wei: Ritual (Horoscopes).


Notes:

And that's it, really. Kuei Jin are actually likely the easiest critter I've statted to slot into existing Dresdenverse canon, just make them the Jade Court. They're odd enough for it.
« Last Edit: June 29, 2010, 07:10:35 PM by Deadmanwalking »

Offline Deadmanwalking

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Re: Conversions for Old World of Darkness Character Types
« Reply #20 on: June 30, 2010, 12:02:13 PM »
I've added Totem rules note to the Werewolf: The Apocalypse stuff. Just FYI.

Offline chrislackey

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Re: Conversions for Old World of Darkness Character Types
« Reply #21 on: June 30, 2010, 12:29:10 PM »
This is one of the most beautiful threads I have ever seen. So much work! AMAZING! You have a beautiful heart, sir. A beautiful heart!

Offline Deadmanwalking

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Re: Conversions for Old World of Darkness Character Types
« Reply #22 on: June 30, 2010, 12:42:24 PM »
Heh. Well, someone wanted a Demon: The Fallen conversion, so I did one. That took...maybe two hours? And it was a fun two hours, at that. So I thought about it and decided that I might as well just do the whole lot of them. It's not exactly a selfless act of charity so much as a bit of a fun hobby. I enjoy stuff like this.

Still, praise is always welcome and appreciated.  8)

Hunter: The Reckoning is likely next. Unless anyone has specific requests of course.   :)

Offline Deadmanwalking

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Re: Conversions for Old World of Darkness Character Types
« Reply #23 on: June 30, 2010, 11:01:03 PM »
Hunter: The Reckoning

Basic Template:

Feeding Restriction (The Hunt) [+1]
The Sight [-1]
Mental Immunity [-8]
The Stacked Catch is Anything Not Magical Mind Manipulation [+6] (Note: This combination counts as -2 Refresh worth of powers for Feeding Dependency purposes.)

Total: -2 Refresh

How their Feeding Restriction works: Any scene in which they actively hunt monsters counts as one of feeding, any scene in which they do one of three things based on Virtue counts as killing a victim (For Zeal this means killing a monster, Mercy redeeming one or savng many lives, or Vision learning and understanding new truths about the supernatural). This makes them very powerful in their ability to hunt, but usually nearly helpless in day to day life...as it should be.

Note: Most of the creatures I've done should start at Submerged power level to properly represent starting PCs, but Hunters should definitely start at Feet Wet or Waist Deep. I've alo made their basic 'noticing things' quite a bit better, because them having The Sight full on is just cool.

Edges:

Some of these powers are part of the Feeding Dependency listed above, they will be noted with FD. I will for the most part, not be doing Level 5 Edges, those are rare, unique, powers with a tendency to drive one mad and should be left to NPCs. They're also really hard to stat.

Innocence: Can move the Sight out from the Feeding Dependency and gain Channeling (Light), primarily (but not only) used for Blocks of one sort or another.

Martyrdom: All effects of this Edge category suffer the Overstrain [+2] drawback; every exchange in which they are used grants a 1 stress physical hit. Inhuman Strength. Soulgaze. Breath Weapon. The fourth level power is impossible to model properly.

Redemption: Devout Words (as the Stunt, but can be used as a normal defense action as well), Incite Emotion (Regret or Calm), Healing (Ritual with Reiki Healing and magical first aid only, no Items, +4 bonus to both Lore and Discipline for this purpose) [-3] (FD),

Visionary: Cassandra's Tears but withut the people not believing you [-1], Know Weakness: May make a Lore roll to instantly know a creature's Catch, like a research roll but instantly [-1], Psychometry [-1], Inhuman Recovery [-2](FD), Healing (As under Redemption) [-3] (FD),

Defense: Sponsored Magic (Warding) (Grants Warding only, and no Item Slots but the ability to use it at Evocation Speeds, and at +2 Control and Power) [-3], Inhuman Recovery, Incite Emotion (Anger) (With the Zone Wide extra and the Only at Me balancing out each other) (FD),

Judgement: Soulgaze, Echoes of the Beast (Can see in the dark), Channeling (Judgement)-Can explicitly be used to Block attempts to lie,

Vengeance: Cleave (As Claws, but uses Weapons and can be used to add it's damage to a melee weapon) [-2], Channeling (Vengeance), and potentially Inhuman Strength, Speed or Toughness.
« Last Edit: June 30, 2010, 11:22:33 PM by Deadmanwalking »

Offline JosephKell

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Re: Conversions for Old World of Darkness Character Types
« Reply #24 on: June 30, 2010, 11:28:39 PM »
I am confused by the edges.  Are they powers, groups of powers?  Modifications to powers?

Is it like a Hunter chooses an edge group (or 2) and those are their "options" for powers?

And I think for hunters, instead of saying "make them weaker/lower refresh" (which goes against the whole point of Fate, there is even a blog about this), you could just cap their starting refresh worth of powers.

Like saying "Options: May select upto 4 refresh worth of powers from two of the following lists."  (assuming they are supposed to be capped in terms of lists)
« Last Edit: June 30, 2010, 11:34:30 PM by JosephKell »
If you have to ask, it probably breaks a Law of Magic.  You're just trying to get the Doom of Damocles.

Offline Deadmanwalking

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Re: Conversions for Old World of Darkness Character Types
« Reply #25 on: June 30, 2010, 11:59:58 PM »
Edges are indeed groups of powers. Often with particular, necessary additions. And yeah, Hunters choose one or two of them.

As for the other: Okay, how to put this? It's not just their powers that are capped. In the original game, they're statted up on an entirely different, lower, power level, and are not intended for mixed play (they tend to include quite a few 'kill all supernaturals on sight' types). A Hunter game and a Werewolf game are just on entirely different power levels and intended to be so. It's as much a thematic thing as anything else, there's even an explicit sidebar in the Hunter book about how your character isn't an Ex-Navy SEAL they're a Wal-Mart clerk. Wal-Mart clerks are not Submerged power level characters.

Talking about raising their Power Level is like...I'm looking for an analogy here. Okay, I got it. It's like talking about how the physics in Looney Toons are all wrong compared to more realistic cartoons. It's technically correct...but it misses the point of what Hunter is.


Now alot of that has to do with, I suspect, you not having read the Hunter: The Reckoning book. Which is cool, it's outdated and debatably didn't do what it set out to do...but these are conversions. They are intended specifically for people who have read the RPGs in question, and want to play with those critters using the DFRPG rules set.

If I did full-on, no reference to the original books needed, conversions, I'd actually be feeling quite guilty. I like White Wolf and I like their stuff (both OWoD and NWoD), and I have no intention of making said stuff unnecessary to play their creations.

So all of this is, by design, completely lacking in context. If you haven't read the source material, you won't get what's going on, not really anyway. So, in short, if you haven't read or played any one of the games referred to here, I advise just ignoring posts relating to that game. You, by definition, won't really know what's going on and will wind up confused.


Also, versions with context? Way more time and effort than I'm putting into this.  :)

FutureGameDesigner

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Re: Conversions for Old World of Darkness Character Types
« Reply #26 on: July 01, 2010, 01:05:30 AM »
Your conversions are pretty good I'd say.  But I also gotta say this thread also is reminding me again of why I didn't like that system to begin with.

Offline Deadmanwalking

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Re: Conversions for Old World of Darkness Character Types
« Reply #27 on: July 01, 2010, 12:39:26 PM »
I can sympathize. I always loved the world, but I had (and have) some definite issues with the system, hence converting things to this one.  :)

Offline Deadmanwalking

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Re: Conversions for Old World of Darkness Character Types
« Reply #28 on: July 05, 2010, 07:33:34 AM »
A couple of Hunters at Waist-Deep:

Aspects:
High Concept: Wal-Mart Avenger
Trouble: Voices In My Head
Other:
Grew Up Poor White Trash
Simmering Pool Of Rage
Trying To Be A Decent Man

Skills:

Great: Conviction, Weapons,
Good: Endurance, Intimidation,
Fair: Alertness, Discipline, Investigation,
Average: Contacts, Fists, Lore, Presence, Rapport,

Powers:

Cleave [-2]
Devout Words [-1]

Feeding Restriction (The Hunt) [+1]
The Sight [-1]
Mental Immunity [-8]
The Stacked Catch is Anything Not Magical Mind Manipulation [+6]

Total: -6 Refresh

Stress:

Mental: OOOO
Physical: OOOO
Social: OOO
Hunger: OOO
Armor: 0, more with equipment.


Aspects:
High Concept: Visionary History Professor
Trouble: I Do What I Have To Do
Other:
Well-Educated
Polite And Well Mannered
For The Greater Good

Skills:

Great: Discipline, Scholarship,
Good: Deceit, Lore,
Fair: Athletics, Guns, Investigation,
Average: Alerness, Conviction, Endurance, Presence, Resources,

Stunts:

Scientist (History; Medieval European) (Scholarship)

Powers:

Visions [-1]
Know Catches [-1]

Feeding Restriction (The Hunt) [+1]
The Sight [-1]
Mental Immunity [-8]
The Stacked Catch is Anything Not Magical Mind Manipulation [+6]

Total: -6 Refresh

Stress:

Mental: OOO
Physical: OOO
Social: OOO
Hunger: OOOO
Armor: 0, without equipment.

Offline Deadmanwalking

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Re: Conversions for Old World of Darkness Character Types
« Reply #29 on: July 10, 2010, 08:23:04 PM »
Changeling: The Dreaming

Changelings in C:tD are not the same sort of creature as those referred to as Changelings in the DFRPG, they're Fae souls bonded to those of humans and reincarnated in human bodies. Just FYI.

Basic Template:

Emotional Vampire (Creativity) [-1]

Feeding Dependency (Magical Energy/Creativity) [+1] applying to all non-Kith powers except emotional Vampire, including:

Dual World [-0] - Okay, this one requires some explanation. Changelings exist in two worlds simultaneously, appearing human to normal people, and like their true Fae selves to other Changelings or those they have enchanted. There are also creatures and items that exist in this 'half-real' state (called Chimera), and both these items and creatures and their own powers apply in full to each other, even while normal humans see and experience nothing. However, not unlike Human Guise, they are fully capable of bringing ther power, and any Chimera they possess into reality, allowing the seeming conjuring of items from nothing. The Sight can percieve this world, but unlike Enchantment cannot allow it or the user to interact with each other (though Magic might work). This power does not function in the Nevernever, where their Fae self is apparent to all and all Chimera are real.

Enchantment [-1] Changelings are capable of brining others into their Dual World bestowing that ability upon them, though this only lasts for a day or two before needing renewal.

All Changeling defensive powers have The Catch as Banality (basically raw boredom) or Cold Wrought Iron (defined much more stringently than in the Dresden Files) [+2] on all their defensive powers.

Total: -1 Refresh, but all Changelings must take additional powers (at least 1 Refresh worth must fall under Feeding Dependency).

Kith:

Each Changeling has a Kith, the type of fae they are, and gains certain powers and drawbacks from it. Some of these powers are effected by Feeding Dependency and will be noted with (FD). All Changelings must have a Kith.

Boggans: Craftwork: Boggans may perform any task of simple physical labor three time increments faster than normal, if unobserved [-1]. They usually have high Rapport and Empathy, and may be Compelled to help the needy via their High Concept.

Eshu: Fortuitous Arrival: An eshu is always where the action is, they need never spend a Fate Point to show up in the middle of a scene, no matter what else is going on. This obviously only works if they're not captive or something like that. [-1] They often have high Performance and may always be Compelled with their High Concept to behave recklessly.

Nockers: Ritual (Crafting) [-2], Fix It: They may use Craftsmanship instead of Lore for Ritual, and may temporarily fix any mechanical device with a Craftsmanship or Intimidation roll simply by yelling at it (difficulty as normal) [-1]. Anything they have costructed inherently has a Flaw, which can be brought up as a negative with a Compel on ther High Concept.

Pooka: Beast Change [-1] (FD), Human Form [+1] and at least -2 Refresh worth of powers for the inhuman form (FD). High Empathy and Deceit skills are very common, and a Pooka may always recieve Compels on their High Concept to insert a lie nto any statement they make around other Changelings.

Redcaps: Claws [-1] (FD), The ability to eat literally anything, making them immune to ingested poisons and handy for body disposal [-1] (FD), Bully Browbeat: Redcaps may use their Intimidate skill to intimidate even inanimate objects or other things incapable of thought. Such things have a Fair Defense and two Stress Boxes. [-1]. Redcaps tend towards high Intimidate and Fists skills, and can always be Compelled on their High Concept to make people dislike or distrust them.

Satyrs: Inhuman Recovery [-2], but remember The Catch. Inhuman Speed [-2]. Incite Emotion (Revelry) [-1 and up]. Satyrs tend towards high Performance, Rapport, and Athletics skills, they may always be compelled to give in to passion.

Sidhe: Awe and Beauty: Sidhe recieve the Idealized Appearance effect of Flesh Mask without the other two. They may also never be made to look ridiculous with magic, such attempts fail [-1]. They usually possess high Presence and may always be Compelled to make Banality do worse things to them than other Changelings.

Sluagh: Echoes of the Beast (Can see perfectly in the dark) [-1], Ghost Speaker [-1], Squirm: Sluagh recieve +4 Athletics to squirm through small openings or escape bonds [-1]. They often have high Stealth and Alertness, and may not speak above a whisper around other fae, which counts as a Compel o their High Concept whenever it becomes a problem.

Trolls: Inhuman Strength [-2],  Inhuman Toughness [-2], but rember the Catch. Some older Trolls have Hulking Size as well. Trolls almost always have high Conviction and/or Discipline, and may always be Compelled to keep their Oaths.


Arts:

The magical powers of Changelings. All are part of their Feeding Dependency.

Chicanery: Glamours [-2]. At high levels Incite Emotion (Any).

Legerdemain: Channeling (Spirit) [-2].

Primal: Sponsored Magic (Primal) [-4] - Works alot like Seelie Magic, though it's agenda is different and the Unseelie have full use of it, Inhuman Toughness (or even Supernatural) [-2 to -4],

Soothsay: Cassandra's Tears (but without the 'won't be believed penalty) [-1], Ritual (Fate Magic) [-2] or even full Thaumatrugy with a fate theme.

Sovereign: Incite Emotion (Obedience. Uses Presence instead of Deceit or Intimidate) [-1 and up] often with all the trimmings, including a Zone Wide [-2] extra. Grandeur: The character may invoke inhuman Grandeur using Presence as a defensive skill against all Physical or Social attacks [-1].

Wayfare: Inhuman Speed [-2], Wings [-1], Swift Transition [-2], and potentially Worldwalker [-2].


Changelings possess several other Arts which I may get to later.


Other Stuff:

Changelings often have Items of Power or Enchanted Items which only exist as Chimera, these grant the full bonus because other Changelings can still notice and take them, as can mortals when they are in use (since they have to be brought into the real world to be used against mortals).
« Last Edit: July 10, 2010, 08:29:17 PM by Deadmanwalking »