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The Dresden Files => DFRPG => Topic started by: Deadmanwalking on June 22, 2010, 01:43:44 AM
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Well, for those who don't know, White Wolf Games made a variety of modern supernatural games where you plated as some specific sort of supernatural creature. These could all be made to fit in the Dresden Files, at least in theory. So I'm converting them. Specifically, I'm converting the Old World of Darkness stuff, at least to start with. This thread will be a mass of references nobody who hasn't read or played the games in question will get, but it should be fun anyway.
I did Demon: The Fallen already on request, so I'll be Copy and Pasting that here. After that, I move onto Werewolf, Vampire, and Hunter. Wraith is pretty much just not gonna work, and Changeling and Mage almost don't need the clonversion, though the latter two will get done. They'll get done last, but they'll get done.
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Demon: The Fallen
Basic Template:
The Sight [-1]
Mental Immunity [-8]
The Stacked Catch is Anything Not Magical Mind Manipulation [+6]
Feeding Dependency: Faith [+1] effecting;
Inhuman Recovery [-2]
All Demons have the +0 Torment ability as well, if they have Sponsored Magic, this means that any Sponsor Debt they acquire will cause them to behave in some sort of monstrous manner. It also means that if they possess a Visage they may take certain powers using the Rules on p. 92 by taking Sponsor Debt instead of paying the Fate Points. They may do this at any time, but only by taking Sonsor Debt, and thus only by doing very bad things at some point.
Demons may make deals, granting people power in exchange for the ability to draw Faith from them, even hurting or killing them if they wish. This should be considered an Invoke of the Demon's High Concept when done, and the Thrall's High Concept should be changed to reflect any powers they gain. Spending time with these people or basking in other Faith is how Demons feed their Feeding Dependency. The Demon has no actual control over these people, though they may convince them they do, and can (in theory) take back their gifts.
If a demon's Physical form is killed, he may recover by possessing a new host barring supernatural forces being brought to bear on his spirit. May being the operative word, there.
Optional Powers:
Lore of the Fundament: Channeling (Physical Forces) covers all of it. Bearing in mind that the listed elements are suggestions.
Lore of Humanity: Translate would be a custom -1 power, hile the rest could be represented by Inspire Emotion or social skills alone.
Lore of the Celestials: Full on Soulfire [-5] would seem to work best. Though that does make it AND the Visage a bit out of PC levels. Possibly some other Sponsored Magic worked out with the GM.
Visage: Wings [-1], Echoes of the Beast [-1] (for the enhanced senses), Human Form [+1]. That covers it. Can gain Claws, Inhuman Strength, and Inhuman Toughness via Torment.
Lore of Flame: Channeling (Fire) or Evocation with Fire specialties. Easy.
Visage: Physical Immunity (Fire) [-2], Inhuman Speed [-2], Human Form [+1]. Can gain Claws and Inhuman Strength with Torment.
Lore of Radiance: Something custom involving granting bonuses to allies. Probably harder to come up with than most things.
Visage: Wings [-1], Flesh Mask (The beauty bonus only, but doesn't go away when damaged) [-1], Echoes of the Beast [-1], Human Form [+1], can gain Claws and Breath Weapon with Torment.
Lore of Awakening: Custom Sponsored Magic [-4], granting, among other things, lots of Biomancy bonuses.
Visage: Wings [-1], Inhuman Speed or Inhuman Strength [-2], Swift And Silent [-1], Human Form [+1], can gain Inhuman Toughness and Breath Weapon with Torment.
Lore of the Firmament: Doesn't work well in DFRPG...though maybe as some sort of Sponsored Magic.
Visage: Echoes of the Beast [-1], Wings [-1], Inhuman Speed [-2], Human Form [+1], can gain Claws and Cloak of Shadows with Torment.
Lore of Winds: Channeling (Air) or Evocation with an Air specialty.
Visage: Wings [-1], Echoes of the Beast [-1], Human Form [+1], can gain Inhuman Speed and Claws with Torment.
Lore of the Earth: Channeling (Earth) or Evocation with an Earth specialty.
Visage: Inhuman Strength [-2], Inhuman Toughness [-2], Echoes of the Beast [-1], Human Form [+1], can gain Claws and Supernatural Strength with Torment.
Lore of Paths:Depending on how direct a translation, either Swift Transition [-2], Ritual (Transportation and Worldwalking), both, or Sponsored Magic (Paths) details to be worked out with your GM.
Visage: Echoes of the Beast [-1], Glamours [-2], Human Form [+1], can gain Diminutive Size or Inhuman Toughness with Torment.
Lore of the Forge: Ritual (Crafting) plus some Refinement for extra Item slots. May also have a power (at -0 or -1) to use Craftsmanship instead of Lore to determine the power of Enchanted Items.
Visage: Inhuman Strength [-2], Physical Immunity: Fire [-2], Human Form [+1] can gain Inhuman Toughness, Mana Static or Claws with Torment.
Lore of Patterns: Something based on Cassandra's Tears, possibly plus Ritual (Divination) or some variety of Sonsored Magic.
Visage: Wings [-1], Inhuman Speed [-2], Human Form [+1], can gain +2 Deceit for lying [-1] or Ritual (Entropomancy) with Torment.
Lore of Portals: Depending on how direct a translation, either Swift Transition [-2], Ritual (Transportation and Worldwalking), both, or Sponsored Magic (Portals) details to be worked out with your GM.
Visage: Wings [-1], Echoes of the Beast [-1], Swift And Silent [-1], Human Form [+1], can gain Cloak of Shadows and Inhuman Speed with Torment.
Lore of Light: Channeling (Light) or Evocation with a Light element and specialty. Or just use Spirit. Yeah, it's really that simple.
Visage: Echoes of the Beast [-1], Glamours [-2], Human Form [+1], can gain Greater Glamours with Torment.
Lore of Longing: Incite Emotion and lots of it. Probably Emotional Vampire, too.
Visage: Flesh Mask (Again, no concealed items, no flaking off) [-1], Echoes of the Beast [-1], Human Form [+1], can gain Claws (Venomous) with Torment.
Lore of Storms: Sponsored Magic (Stormcraft) is pretty much how you do this.
Visage: Claws [-1], Echoes of the Beast [-1], Physical Immunity: Electricity [-2], Human Form [+1], can gain Inhuman Toughness and Inhuman Strength with Torment.
Lore of Transfiguration: Mimic Form [-2], possibly upped to -4 and with the ability to use it on others.
Visage: Inhuman Speed [-2], Echoes of the Beast [-1], Human Form [+1] can gain Claws (Venomous) with Torment.
Lore of the Beast: Echoes of the Beast at low levels, higher up, Sponsored Magic of it's own variety.
Visage: Inhuman Speed [-2], Inhuman Strength [-2], Claws [-1], Human Form [+1] can gain Inhuman Toughness and Supernatural Strength with Torment.
Lore of the Wild: The Ritual component only of Sponsored Magic (Plants), -2 Refresh total. Possibly upping to full Sponsored Magic (Plants) later.
Visage: Echoes of the Beast [-1], Inhuman Toughness [-2], Swift And Silent [-1], Human Form [+1], can gain Inhuman Speed and Claws (Venomous) with Torment.
Lore of Flesh: The Ritual component only of Sponsored Magic (Flesh), -2 Refresh total. Possibly upping to full Sponsored Magic (Flesh) later.
Visage: Flesh Mask (As under Visage of Longing) [-1], Immune to Poisons [-2], Human Form [+1], can gain Supernatural Toughness and Recovery as well as Claws with Torment.
Lore of Death: Sponsored Magic (Death). Yeah, really. Often only the Channeling portion, at least for the inexperienced.
Visage: Inhuman Speed [-2], Wings [-1], Human Form [+1], can gain Inhuman Toughness and Cloak of Shadows with Torment.
Lore of Spirit: Ritual (Ectomancy), and possibly Channeling (Spirit).
Visage: Ghost Speaker [-1], Flesh Mask (As under Visage of Longing above) [-1], Wings [-1], Swift And Silent [-1], Human Form [+1], can gain Inhuman Toughness, Incite Emotion (Fear), or Cloak of Shadows with Torment.
Lore of the Realms: Swift Transition [-2]. Yep, that's it.
Visage: Echoes of the Beast [-1], Glamours [-2], Swift And Silent [-1], Human Form [+1], can gain Cloak of Shadows or Inhuman Toughness with Torment.
There's the list. These are all rough approximations, and it's perfectly possible to create a character with a Visage but not the Lore, or vice versa, but it's a good basic guideline.
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Werewolf: The Apocalypse
Basic Template:
Inhuman Speed [-2]-To represent Rage. I don't feel the need to give them a Feeding Dependency on this.
Inhuman Recovery [-2]
The Catch is Silver [+3]
Feeding Dependency (Magical Energy) [+1] effecting;
Swift Transition [-2]
Human Form [+1]
Claws [-1]
Echoes of the Beast [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
While they technically have several forms, the basic stat mods are the same. Well, they can go Glabro and maybe pass as human if they forego the Claws.
Total: -7 Refresh, base.
Note: All werewolves can be Compelled to go into berserk rages under the right circumstances.
Important Skills: Fists, Athletics, Discipline, possibly Survival. Social skills and Lore don't hurt either.
Optional Powers:
General Note: Many of these powers are also effected by the Feeding Dependency (to represent Gnosis).
Rites: By Ritual (Any one) for a beginning rite-master, or full Thaumaturgy for an experienced one.
Fetish: Items of Power, or Enchanted Items if you've got Ritual.
Totem: Some Garou will have a Totem powerful enough to grant Emissary of Power on top of their normal template, but it's usually just a spirit ally.
Gifts:
Homid: Channeling (Spirit), with Hexing, that covers most of it. Ritual (Warding) is also a possibility.
Metis: Channeling, Evocation and/or The Sight are possible.
Lupus: The Sight, Strange Senses, possibly Supernatural Speed, and eventually Channeling or Evocation.
Ragabash: Glamours, Ritual (Divination), and potentially converting current non-human form into True Shapeshifting plus Modular Abilities.
Theurge: The Sight, Sponsored Magic focusing on Spirits and Biomancy.
Philodox: The Sight, Soulgaze, Incite Emotion (Obedience), and Channeling (Earth).
Galliard: Incite Emotion (Whatever Variety or Variteties You Want).
Ahroun: Supernatural Speed and/or Strength, Physical Immunity (Fire), Incite Emotion (Fear), Supernatural Sense (Detect Silver), and the ability to turn their claws to Silver (a -0 power).
Black Fury: The Sight, Breath Weapon, Venomous to Claws, Ritual (Divination), and potentially the same enhanced shapeshifting as a Ragabash.
Bone Gnawers: Glamours, Supernatural Toughness, and Channeling or even Sponsored Magic (City).
Children of Gaia: Supernatural Toughness, Sponsored Magic (Focusing on the Sun, Peace, and Nature).
Fianna: Glamours, Incite Emotion (Various), Ritual (Summoning), and Supernatural Strength + Hulking Size (with Human Guise).
Get of Fenris: Supernatural Strength, Supernatural Toughness, Channeling (Spirit), Ritual (Summoning).
Glass Walkers: Sponsored Magic with a technology focus.
Red Talons: Glamours, Sponsored Magic with a nature focus.
Shadow Lords: Incite Emotion (Respect and Obedience), Supernatural Toughness, Channeling (Storms), Ritual (Summoning).
Silent Striders: The Sight, Glamours, Supernatural Speed.
Silver Fangs: The Sight, Incite Emotion (Respect and Obedience), Channeling (Light-can be used to counterspell), Supernatural Toughness, the same ability as Ahroun to make their claws silver.
Stargazers: The Sight, Supernatural Speed, various Supernatural Senses, and eventually Ritual (Divination).
Uktena: The Sight, Sponsored Magic with a focus on the Spirits, concealment, and ritual magic. Wings and Aquatic (with Human Guise), are also possible.
Wendigo: Supernatural Toughness, Sponsored Magic with a focus on cold, blood and ice.
Other werecreatures may follow. Black Spiral Dancers and Fomori are best handled as one-off monstrosities. Obviously, not all Werewolves will have Tribe, Breed, and Auspice powers, though real Elders likely will. Starting characters are likely to have one or two or even none.
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Werewolf: The Apocalypse
Since this is Apocalypse, where are the Stargazers?
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Shit, you're right. I was using Revised, and they're listed separately there. One moment.
EDIT: And fixed.
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Vampire: The Masquerade
Basic Template:
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;
Supernatural Recovery [-4]
The Catch is Staking (which paralyzes), sunlight, and fire [+2]
Total: -5 Basic
Note: All Kindred (I'd call 'em the Grey Court in the Dresdenverse) can be either forced to make Discipline rolls or Compelled to go into berserk rages or flee fire and sunlight.
Ghouling: If a Vampire can feed anyone their blood three times (which they recieve no bonuses towards arranging), that person recieves the Extreme consequence: Blood Bound, and must love and obey their new master. If they are human they also recieve Inhuman Strength and Inhuman Recovery (with a Fire Catch for +1), along with a Feeding Dependency (Vampire Blood) [+1] and may acquire other powers.
Disciplines:
Each Discipline will be noted as whether it must also be affected by Feeding Dependency (they'll have FD if they must). Many must, but not all.
Auspex: Echoes of the Beast, The Sight, Psychometry, and Ritual (Psychomancy).
Animalism: Ritual (Animal Control), Incite Emotion (Calm or Rage).
Celerity (FD): Inhuman, Supernatural, or even Mythic Speed.
Chimestry (FD): Glamours, or even Greater Glamours.
Dementation: Incite Emotion (Madness), Cassandra's Tears.
Dominate: Incite Emotion (Obedience), Domination, Possession (which doesn't require Master Dominator).
Fortitude: Inhuman, Supernatural, or even Mythic Toughness.
Necromancy (FD): Ghost Speaker, Ritual (Necromancy and/or Ectomancy), Lawbreaker (Fifth). Possibly Kemmlerian Necromancy, which they need not have any other powers to learn.
Obfuscate: Glamours, the ability to use Stealth +1 instead of Deceit and Discipline for the power. Total -3 Refresh.
Obtenebration (FD): Cloak of Shadows, Channeling (Darkness) or even Sponsored Magic (Abyss) at high levels. Spirit Form.
Potence: Inhuman, Supernatural, and even Mythic Strength.
Presence: Incite Emotion (Awe and/or Fear), potentially lots of extras. Ritual (Summoning People).
Protean (FD): Echoes of the Beast, Claws, Earth Melding [-1 Refresh], Beast Form, Gaseous Form.
Quietus (FD): Aura of Silence [-1 power, gives +1 to Stealth and works how you'd think], Venomous (as the Claws enhancement, but applied to weapons as a coating), Breath Weapon.
Serpentis (FD): Incite Emotion (Fascination), Claws, Beast Change, Ritual (Heart Removal)...though that last is probably used for other things.
Thaumaturgy (FD): From Channeling and Ritual to full Evocation and Thaumaturgy.
Vicissitude (FD): Sponsored Magic (Fleshcrafting). Beast Change and physical powers (for Horrid Form), Gaseous Form (for Blood Form).
And there we go, pretty much.
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The Garou basic template should be -9 Refresh.
Specifically, you've given 2 points worth of Recovery a 3 point Catch, which ends up meaning that the Toughness powers cost you a net 1 Refresh. If you upped it to 4 points of Recovery (or kept 2 point Recovery and added 2 points of Toughness), it would still cost the same amount.
So:
Inhuman Speed [-2]-To represent Rage.
Inhuman Recovery [-2]
The Catch is Silver [+3]
This totals to -3 Refresh.
Feeding Dependency (Magical Energy) [+1] effecting;
Swift Transition [-2]
This totals to -1.
Human Form [+1]
Claws [-1]
Echoes of the Beast [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
This totals to -5.
5+1+3=9
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The Catch applies to their Inhuman Toughness as well, and is thus perfectly legal, as a +3 Catch on -4 points of powers. They're listed seperately, but that has nothing to do with mechanics or cost.
The Cost breakdown is like this:
Inhuman Speed [-2]-To represent Rage.
Inhuman Recovery [-2]
The Catch is Silver [+3]
This totals to -3 Refresh.
Feeding Dependency (Magical Energy) [+1] effecting;
Swift Transition [-2]
This totals to -1.
Human Form [+1]
Claws [-1]
Echoes of the Beast [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
This totals to -3 (because the above-listed Catch applies in full).
Which makes -7.
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This is beautiful. I've actually been thinking about doing something like this myself because oWoD is one of my favorite settings. Out of curiosity, how would you handle the idea of scaling powers/Disciplines? Would you just buy things individually? For example of protean: Claws --> Supernatural Senses [See in Darkness] --> Beast Form?
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Yep!
The actual progression for Protean would be as follows, just for example:
Echoes of the Beast (New Trapping: Can see in the Dark) [-1]
Claws [-1]
Earth Meld [-1]
Human Form [+1], Wings [-1], Diminutive Size [-1] (for Bat form)
Beast Change [-1] (For Wolf Form)
Gaseous Form [-3]
You can tack on some Inhuman Pysical stuff on wolf form if you like and can afford it.
But honestly, I'm adapting them to the Dresdenverse, where things aren't that regimented. I wouldn't worry about it all that much.
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Crap. You're right. I missed that because of the order. Never mind. (:
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Here are a couple of stereotypical Vampires and Werewolves as PCs to tide folks over:
Aspects:
High Concept: Brujah Thug
Trouble: Temper, Temper
Other:
Rebel With A Cause
Passion Unbound
Smarter Than He Looks
Skills:
Superb: Athletics, Weapons
Great: Fists, Rapport,
Good: Conviction, Endurance,
Fair: Discipline,, Intimidation, Might,
Average: Alertness, Contacts, Lore, Presence, 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]
Inhuman Strength [–2]
Feeding Dependency (Blood) [+1] effecting;
Inhuman Speed [-2]
Supernatural Recovery [-4]
The Catch is Staking (which paralyzes), sunlight, and fire [+2]
Total: -9 Refresh
Stress:
Mental: OOOO
Physical: OOOO
Social: OOO
Hunger: OOO
Armor: 1 with unneeded organs and Leather Jacket, 2 vs. unarmed.
Aspects:
High Concept: Nosferatu Information Broker
Trouble: Ugly As Sin
Other:
Know Everyone And Everything
Sewer Lore
Like A Cornered Rat
Skills:
Superb: Stealth,
Great: Contacts, Investigation,
Good: Discipline, Endurance, Fists,
Fair: Burglary, Deceit, Intimidation, Rapport,
Average: Alertness, Conviction, Lore, Presence, 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]
Glamours [-3]
Human Form [+1] effecting;
Inhuman Strength [-2]
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: OOOO
Social: OOO
Hunger: OOOO
Armor: 1 with unneeded organs.
Aspects:
High Concept: Homid Fianna Ragabash
Trouble: Too Clever By Half
Other:
Charming And Plausible
Savage Under The Skin
Old Dealings With The Fae
Skills:
Superb: Deceit,
Great: Fists, Rapport,
Good: Athletics, Investigation, Stealth,
Fair: Alertness, Burglary, Lore, Scholarship,
Average: Contacts, Conviction, Discipline, Presence, Survival,
Powers:
Glamours [-2]
Inhuman Speed [-2]
Inhuman Recovery [-2]
The Catch is Silver [+3]
Feeding Dependency (Magical Energy) [+1] effecting;
Swift Transition [-2]
Human Form [+1]
Claws [-1]
Echoes of the Beast [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Total: -9 Refresh
Stress:
Mental: OOO
Physical: OOO/(OO)
Social: OOO
Hunger: OOO
Armor: 0/1.
Aspects:
High Concept: Homid Silent Strider Theurge
Trouble: No Home To Go To
Other:
Master Of The Mystic Ways
Quiet Insight
Spirit Talker
Skills:
Superb: Lore
Great: Stealth, Weapons,
Good: Athletics, Discipline, Scholarship,
Fair: Alertness, Empathy, Fists, Investigation,
Average: Burglary, Conviction, Presence, Rapport, Survival,
Powers:
The Sight [-1]
Inhuman Speed [-2]
Inhuman Recovery [-2]
The Catch is Silver [+3]
Feeding Dependency (Magical Energy) [+1] effecting;
Swift Transition [-2]
Human Form [+1]
Claws [-1]
Echoes of the Beast [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Item of Power (Fetish Staff) [+2]
Thaumaturgy [-3]
Total: -9 Refresh
Specializations:
Thaumaturgy; Complexity (Summoning and Binding +1)
Enchanted Items
Counterspell (5 shift Counterspell, 3 times per session) [2 Enchanted Item Slots]
Spirit Shield (6 shift Block or Armor 3, 1 time per session) [2 Enchanted Item Slots]
Stress:
Mental: OOO
Physical: OOO/(OO)
Social: OOO
Hunger: OOOO
Armor: 0/1. 3 with Staff.
Aspects:
High Concept: Metis Bone Gnawer Ahroun
Trouble: Lowest Of The Low
Other:
Hardest Of The Hard
Deformed And Monstrous
Kind To Children And Small Animals
Skills:
Superb: Conviction, Fists,
Great: Athletics, Discipline
Good: Endurance, Survival,
Fair: Alertness, Lore, Rapport,
Average: Contacts, Empathy, Might, Presence, Scholarship,
Powers:
Inhuman Speed [-2]
Inhuman Recovery [-2]
The Catch is Silver [+3]
Feeding Dependency (Magical Energy) [+1] effecting;
Swift Transition [-2]
Channeling (Fire) [-2]
Human Form [+1]
Claws [-1]
Echoes of the Beast [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Total: -9 Refresh
Focus Items:
Lucky Ring [+2 Offensive Control with Fire]
Rotes:
Burn, Bitch, Burn (Weapon: 5 attack against Endurance, requires Ring.)
Everything Fucking Burns! (Weapon 4 attack on an entire Zone against Endurance, costs 2 Mental Stress, Requires Ring.)
Stress:
Mental: OOOO (+1 Mild Consequence)
Physical: OOOO/(OO)
Social: OOO
Hunger: OOOO
Armor: 0/1.
Aspects:
High Concept: Lupus Red Talon Philodox
Trouble: Hatred Of Humanity
Other:
Alpha Wolf
Hard But Fair
Quiet Killer
Skills:
Superb: Intimidation, Fists,
Great: Athletics, Discipline,
Good: Endurance, Presence,
Fair: Alertness, Stealth, Survival,
Average: Conviction, Empathy, Lore, Might, Scholarship,
Powers:
Incite Emotion (Obedience; Lasting Emotion) [-2] (Note: Needs eye contact instead of touch.)
Inhuman Speed [-2]
Inhuman Recovery [-2]
The Catch is Silver [+3]
Feeding Dependency (Magical Energy) [+1] effecting;
Swift Transition [-2]
Human Form [+1]
Claws [-1]
Echoes of the Beast [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Total: -9 Refresh
Stress:
Mental: OOO
Physical: OOOO/(OO)
Social: OOOO
Hunger: OOOO
Armor: 0/1.
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This is sort of neat, once again, Deadmanwalking creates awesomeness. We should create a Wiki page dedicated to keeping track of his awesome.
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Should vampires have to pay for ghouling/blood bond before they take advantage of it?
This is why the were-form template suggestion for werewolves has Pack Instincts as optional. If your character is the only were in the group, it is unfair to pay for a power you will never ever get to benefit from.
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Should vampires have to pay for ghouling/blood bond before they take advantage of it?
This is why the were-form template suggestion for werewolves has Pack Instincts as optional. If your character is the only were in the group, it is unfair to pay for a power you will never ever get to benefit from.
Yeah, you do. For the same reasons that a White Court Vampire who only ever uses Guns needs to buy Inhuman Strength. He, too, may never use it, but it's always there, always an option if the situation warrants it. All Vampires can Ghoul or Blood Bond someone. There's even an element of drawback to the ability because vampire blood can heal others or serve other useful functions (done by spending Fate Points, BTW)...but if you do it to one person three times within a shortish period they WILL get that Extreme Consequence.
Unless they're unbondable for some reason of course...I think being unbondable is a -0 Refresh Power (and awesome for PC Ghouls) but rare and requiring justification.
Note: I've noted a few general Demon rules, and added a Catch (Fire) to the Recovery Ghouls get.
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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.
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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?
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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.
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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.
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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.
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I've added Totem rules note to the Werewolf: The Apocalypse stuff. Just FYI.
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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!
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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. :)
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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.
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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)
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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. :)
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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.
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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. :)
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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.
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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).
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So, uh, anyone still interested in this? Or should I let it go the way of the dodo having made all the major game lines and a couple of others? I mean, I'm enjoying doing it, but if nobody's looking at it, I can do something else I'd enjoy equally that other people may find more useful.
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I would have a sad-panda moment. I'm loving this stuff, even for the systems I never really enjoyed (read: Hunter).
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So, uh, anyone still interested in this? Or should I let it go the way of the dodo having made all the major game lines and a couple of others? I mean, I'm enjoying doing it, but if nobody's looking at it, I can do something else I'd enjoy equally that other people may find more useful.
I'm loving this stuff, though it seems I've somehow missed posting as much. However, my question would be what do you see that still needs to be done?
Demon, Werewolf, Vampire, Mage, Eastern Kindred, Hunter, and Changeling. Looking at the shelf next to me, Mummy is the only one I see you haven't done yet.
If you have more ideas of things to make, I know I'd read it (though I have to say that, at the moment, Fiona's sheet in the mortals thread is the one I'm most anticipating). :)
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Well, I was gonna do Mummy, then stat up a few characters for the ones I haven't done that for, then maybe do some of the Changing Breeds for Werewolf and the weird Bloodlines for Vampire. Maybe do some New World of Darkness stuff after that.
And as people still appear to be interested, I'll definitely keep going here at least a while longer, I was just curious since nobody but me had posted here in nearly two weeks. :)
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So, uh, anyone still interested in this? Or should I let it go the way of the dodo having made all the major game lines and a couple of others? I mean, I'm enjoying doing it, but if nobody's looking at it, I can do something else I'd enjoy equally that other people may find more useful.
A friend of mine is working on rewriting the Mind's Eye Larp rules and is slowly being brought over to a FATE system in the process (already like the DRPG character creation and wants to use Aspects somehow). I'm sure he will have an interest in this once he gets out of the Whitewolf rut he's in.
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Cool. People having expressed contnued interest, I'll keep going for a while longer. Next up is probably Mummy unless anyone has any requests.
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Mummy was the one I thought would make a great crossover in the first place.
I prefer classic mummy to mummy revised, but both are interesting.
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I don't actually even own classic Mummy, so you'll have to make do with Mummy Revised, sorry. :(
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Sweet, Mummy is a cool setting. I had a real bad experience with a player who wanted his mummy to eat someone every five minutes, but besides that I've always had a good time with it. Looking forward to it. :)
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Please continue! Personally, I would love to see your take on the new WoD as well, especially for Mage: the Awakening. Since both DF and MtA both use magic based off the pentacle, it would be interesting to see how DFRPG could handle the system. Also, seeing the Scelesti and the Tremere Liches written down could provide some really interesting adversaries for my players in the Dresdenverse. Heck, now that I'm thinking about it, the Seers could form the perfect background for the Black Council...
Thanks for the hard work! ;D
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Mechanically speaking, Awakening would likely be almost identical to Ascension (though obviously with 10 Spheres instead of 9). They changed the thematics a lot between the two games, but not the basic way magic operates. By picking a Path, you've defined two of your five Spheres...and that's most of the changes, really.
And I'm glad people are liking it. :)
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I've been doing some thinking on this and came up with the following houserules for a Mage the Awakening homebrew using DFRPG.
Each Path (there are 5) has its own ruling and inferior Arcana. Each Path also has an advantage (be it composure or resolve in nWOD terms).
Therefore, when choosing a path, the mage gains a +1 conviction to spells cast out of his ruling arcana and -1 conviction to all spells from the inferior arcana. In addition, each path gains a +1 to conviction (Obrimos or Mastigos), or +1 to discipline (Acanthus, Moros, Thyrsus) for spellcasting.
The sight is no longer an ability, but rather a very specific spell cast within a specific Arcana costing 0 stress once per scene.
Everything else follows the Mage the Ascension houserules put forth by DMW.
Comments? Suggestions?
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I'd skip the Ruling/Inferior Arcana thing...it's an XP cost thing in NWoD, and basically unnecessary. As well as being a free +1 if you never take the unferior Arcana.
I'd also skip the Path bonus, or (if you keep it) make it a -1 Power. Nobody gets free bonuses in the DFRPG, nor should they. It also doesn't actually give a bonus on mot spellcasting in NWoD, so I'm not sure it should here either.
The Sight as such I'd actually leave as is, the Mage Sight spells are likely better done as fairly simple Thaumaturgical divination spells with some duration to them.
And sorry for not posing here in a while, it's been a hectic week.
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I find the exercise interesting, although I admit that I'd get more mileage out of other WW stuff; particularly your take on Exalted.
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I find the exercise interesting, although I admit that I'd get more mileage out of other WW stuff; particularly your take on Exalted.
Exalted, while awesome, isn't readily translatable into the DFRPG system...the Charms are too skill focused* for the Powers system to encompass them well. I'd almost be inclined to modify Spirit of the Century (with it's broader Stunts and flat power level) before I did the DFRPG.
*Or attribute focused in the case of Lunars (not that there's a difference in FATE).
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I know, you'd certainly lose the CCG feel of it. It's just the WW property I find most interesting. DFRPG's biggest contribution to any FATExalted conversion would probably be the idea behind spending refresh for powers.
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Exalted, while awesome, isn't readily translatable into the DFRPG system...the Charms are too skill focused* for the Powers system to encompass them well. I'd almost be inclined to modify Spirit of the Century (with it's broader Stunts and flat power level) before I did the DFRPG.
*Or attribute focused in the case of Lunars (not that there's a difference in FATE).
Off the top of my head...
Exalted in Fate:
Modular powers [-2]
Excellence[-??]
Spend half your refresh on modular powers and Excellence. Each level of excellence is part of the modular power power pool. They can be changed to any mortal stunt as a supplemental action. Stunts can stack. You may have no current excellence stunts at any given time then the level of the ability the stunt is derived from.
You may also take normal stunts, they don't stack with each other, but do stack with Excellence stunts.
Your anima triggers if you spend more then 1 Fate point in an action.
Additionally:
Dragon blooded get Channeling
Lunars get shapeshifting, and can use their modular powers for animal traits, and can take speed, strength, toughness, recovery with modular power in human form. May take sponsored magic (Luna)
Sidereals get full thamatergy and sponsored magic (selected maiden)
Solars get sponsored magic (Unconquered sun)and can take speed, strength, toughness, recovery with modular power in human form.
Dragon blood minimum refresh 10, other exalted at 14+
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Yeah, that's about what it'd be...
But that doesn't actually reflect Exalted very well. I mean, it's not gonna get much better than that, conversion-wise, but it's still woefully inadequate. The DFRPG is really just not the right system for Exalted. Another FATE variant might do brilliantly, but this isn't it.
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Good stuff but in mage how to convert dot/ level power to dresden? pratices at least in awakening determine how strong of a spell you can cast. How would you balance this in converting to dresden?
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Good stuff but in mage how to convert dot/ level power to dresden? pratices at least in awakening determine how strong of a spell you can cast. How would you balance this in converting to dresden?
I wouldn't bother to try. The DFRPG rules are a bit more freeform, you can do anything within the domain of the Spheres you possess, though a lot of it would be Thaumaturgy, not Evocation. Converting every little thing would defeat the purpose of doing a conversion at all and mess up a lovely little magic system already in place.
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Awesome stuff here!
I don't suppose there's any sort of compilation, is there?
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I'm working on compiling these templates into web-pages as well as a pdf, but with classes starting in a few days and this dang ear infection I'm fighting things have been going kinda slow.
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These are kind of interesting. I don't think I would use them directly but I've seen enough of these systems that the conversions give me some ideas. Although I'm amused by how strong the Toughness powers are compared to the White Wolf variants. The group I used to play Vampire with insisted on running games very heavy in combat (yeah I know, not the right system for that and it doesn't even fit into the setting but it was something to play). So I got to watch a lot of very high Fortitude characters get taken out by a single lucky shot or a single round of "I have a high Celerity rating; go get a drink and I'll tell you how you died when you get back" NPCs. Which reminds me, I'm glad you went with Speed for Celerity. That's actually the style in the newer WoD system but the way it was written up in the old game was so ridiculously broken... In any physical encounter it ended up being a character multiplier. If you had a way to successfully attack an enemy and high Celerity, anything else on your sheet or theirs became nearly superfluous.