I read a post earlier that was tlking about the numerous things that DFRPG could handle, and one mentioned Kelley Armstrong's Women of the Otherworld. I thought, since i have been working on a conversion of it to Dresden Files, i would share what i have done so far, maybe people could point out ways to improve it, and of course show the flexibility of the DFRPG system.
Firstly for those not familiar with the setting, which is a shame cos they are amazing books, here a link to her website
http://www.kelleyarmstrong.com/Okay, basically this is the templates i am using and the powers i have granted to each species, if i have changed them to suit the Otherworld, i will note it otherwise the power is the same as is presented in the Your Story.
Sorcerers:
Spell-casting -4
(Specialization Sorcerer Spells)
Witches:
Spell-casting -4
(Specialization Witch Spells)
Necromancers:
Ghost Speaker-1
Necromancy -2
Shamans:
Astral Projection -2
Ayami Companion -1
Supernatural Sense (Shaman's Senses) -1
Half-Demon:
Demonic Power (-1 to -3)
Clairvoyants:
Supernatural Senses (Clairvoyance) -2
Werewolves:
Beast Change -1
Echoes of the Beast -1
Inhuman Speed -2
Human Form +1
Inhuman Strength -2
Inhuman Toughness -2
Claws -1
Vampires:
Sedative Saliva -1
Charm -2
Blood Drinker -1
Feeding Dependency +1
Mythic Recovery -6
Okay, as you can see i have tried to work in all the powers described in the otherworld series, and yet still try and keep the refresh levels low enough, so even with every race but vampires and werewolves, you could play all other races in feet in the water campaigns, even at submerged, all races all playable.
Now, i will list what the powers mean, why i priced them as such and how they differ from those in the book.
Witches and Sorcerers
Spell-Casting is very different in the books, in many ways weaker than those presented in the dresden files, and yet in some ways stronger. Most spells are cast in a few seconds, through incantations (Always found in witch spells) and hand gestures (Always found in Sorcerer Spells). Witch Spells specialize in defense and healing, while sorcerer spells specialize in Offense and Illusions. Example spells would be for witchs the Lock Spell, Binding Spell (Which Paralyzes someone as long as the spell is active), Cover Spell (A veil spell that only works as long as you don't move, Sensing (Senses Living Beings), Numerous Healing Spells, etc. Example Sorcerer Spells would be Knock-Back, which hits someone with a unseen force throwing them backwards, Confusion Spell, chaos spell, causes general confusion, Glamour Spell, changes physical appearance to resemble another, relies on viewer’s expectations (i.e. if they don’t expect to see someone else, they won't), Energy Bolt, emits energy bolt from fingertips, strength: unconscious to lethal etc. Those are just sample spells, but they should give you an idea of the power levels that spell casting produces in the otherworld series. Fans of the Series will be able to tink of a great deal more spells.
Necromancers
Ghost Speaker works the same as in DFRPG, and Necromancy is basically ritual -2 but dealing with the necromancy presented in the books, summoning ghosts, raising the dead, (zombies), speaking with coma patients, banishing unwanted ghosts etc.
Shamans
A shaman has a constant spirit companion/guide called an ayami. This ayami is always of the opposite sex. Unlike a necromancer, who communicates with spirits in the ghost realm, an ayami is a different kind of spirit that is present in our own. An ayami is described as having "presence and substance, but no form. The shaman/ayami relationship is a lifelong bond and partnership. The ayami acts as a guardian angel, advisor, scout, and friend for the duration, so this is ayami companion. Astral Projection is self explanatory, and Shaman Senses is the ability to sense other ayami, sense not see, and to tell the health of someone by touching them. These are the only powers presented for shamans so far in the books, though there are probaly more.
Half-Demons
Now with these guys, the powers can range from a hell of a lot. Telekinisis, controling elements, enhanced senses, make skin turn to iron, sense chaos, teleport etc. And with each power, their are three levels, and a fancy pseudo latin name for each type. So will present that system using the Fire Half Demons. Like all other Half-Demon types, there are three levels, increasing in power as they go up. The lowest fire half-demon level is Igneus who can cause first degree burns, and may be able to produce sparks. Second Level,
Aduro can cause second degree burns, AND can ignite flammable materials. Third and highest Level Exustio can cause third degree burns, and can incinerate objects and can ignite Flammable materials. As you can see for each level they gain a new power, but still have the powers of the lower levels as well, so am pricing it as -1 for lowest level, -2 for second level and -3 for the top level. If you want to know more about the different half demon types presented in the books look here
http://www.kelleyarmstrong.com/extras/eDemons.htmClairvoyants
Clairvoyants have the power to look through other peoples eyes, even if they are miles and miles away and see what they see. With training they can even sense the emotions of the person they are seeing through. To use this power they need to have a personal item of theirs and can only use their powers on that person with the object in hand until they are familiar enough with the person to do with out.
Werewolves
Probaly the easiest to convert as all their powers carry through almost the same in both DFRPG and the Otherworld. They are strong, fast, heal quickly, have heightened senses, can change into a wolf, though it is noway as easy as in DF where takes a few seconds and is painless, werewolves in the otherworld don't get off that easy, fans of the otherworld will know what i mean :-) Note, there is no catch for werewolves in this setting.
Vampires
Were actually not all that easy to work and still make playable. They drink blood, they use it to fuel their powers, no difference from DFRPG. However, they aren't strong, or fast. They have the power to charm someone, which is somewhere inbetween Mental Domination and Incite Emotion, which basically allows them to charm a person into following them into a dark alley etc. But their major power, is that aside from beheading, they are pretty much invulnerable to harm, they heal everything in very little time.
Okay, thats bout all can remember at the mo. Suggestions and comments would be appreciated and once again, this is just another example of how flexible the DFRPG system is, well done evil hat.