Author Topic: Kelley Armstrong's Otherworld  (Read 2078 times)

Offline Clotho19

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Kelley Armstrong's Otherworld
« on: June 22, 2010, 02:37:37 PM »
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.htm

Clairvoyants
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.  ;D

Offline Deadmanwalking

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Re: Kelley Armstrong's Otherworld
« Reply #1 on: June 22, 2010, 02:59:30 PM »
As a big fan of the books, I'm glad someone's doing this.

In order:

Witches and Sorcerers look pretty good. Though I might up them to full Evocation and Thaumaturgy on the basis that they can learn each other's spell, albeit not as easily. Then again, maybe not. I think the entire magic system would need a bit of an overhaul.

I assume Necromancy is basically Ritual (Necromancy)? If so, it's actually optional. Weak necros don't always have it. Other than that, that looks good.

On Shamans, with nothing comparable, I don't know if the power costs are right, you'd have to write up what they do mechanically.

Half-Demons can potentially be MUCH badder than a mere -3. Remember the guy who can turn himself into solid steel? Or even Adam, who's clearly got Physical Immunity (Fire) to go with his Channeling (Fire).

Clairvoyants look good.

Werewolves and Vampires look off to me, so I'll just post my versions:

Werewolves:

Echoes of the Beast [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Recovery [-2]
Beast Change [-1]

Human Form [+1] effecting
Claws [-1]
Cloak of Shadows [-1]

Total: -9. Werewolves are scary.


Werewolves keep prety much all their physical prowess in human form, but are significantly sneakier and able to see in the dark as wolves.


Vampires:

Sedative Saliva [-1]-Makes a Fists attack Mental and Weapon: 1 under the same conditions as addictive saliva. Has no long term effects.
Blood Drinker [-1]
Cloak of Shadows [-1]
Charm [-2] Basically Incite Emotion (Obedience) with Lasting Emotion, with eye contact instead of Touch as a requirement.
Inhuman Toughness [-2]

Feeding Dependency [+1]
Supernatural Recovery [-4]
The Catch is Beheading [+2]

Total: -8

Vampires don't just heal fast, they're also really damn tough to hurt in the first place. Also, they are notably sneaky.


Also, you forgot Druids, who have some sort of Sponsored Magic of their own.

Offline Clotho19

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Re: Kelley Armstrong's Otherworld
« Reply #2 on: June 22, 2010, 03:48:47 PM »
Thanks for your comment and shall just explain some of the reasons i did my template as such. First off the spell casting, the reason i decided to do it as -4 instead of going with the whole Evocation and Thaumaturgy, is pretty simple. Witches and Socerers generally speaking do all their magic quick and dirty, i mean sure there are a few rituals mentioned in the books, but they are few, and generally speaking their magic system seems a lot closer to that of Sponsered Magic, i.e able to do Thaumaturgy at the speed of evocation, i mean they can summon demons with an incantation, compared to harry having to do a ritual to do it, so i feel making them purchase full Thaumaturgy would be a bit of a waste, but than again much of the magic system will have to be redone. currently working on it myself and am very open to suggestions from anyone :-) And to your mention of witches and socerers learning each others spells, i included that, i just said witches specialize in witch magic and vice versa, just because they specialize does not mean they can't learn the other spells.

I know about the ritual being optional, but felt should include it so people know its available, but it is optional.

For shamans, i thought much of it was self explanatory, i mean astral projection, is pretty much self explanatory, but guess should but it as when in astral form you are basically have a spirit form, albeit, you can not see ghosts in that form just your ayami, which is something kelley has said in her forums, and cannot interact with the physical world, neither can most ghosts either, dead volo half-demons being the general exception. An ayami is basically a spirit guide, and the shaman senses are easily done with the rules for supernatural senses.

Half Demons, mere -3? Whats wrong with -3. I the pricing of the power doesn't suggest its weak, just that its limited, just like half-demon powers. Look at Troy, i mean his tempestra powers sound cool, but even the best tempestra can only effect the weather in minor ways. And adams power over fire seems cool, but he is a one trick pony, an impressive trick, but still one trick. I will admit the pricing is off, but i want the demon powers to be one purchase, not several purchases, so am trying to make it so that the demon power levels are all -1 to -3, maybe could raise it to -2 to -6 if you tink that would be better.

I do like your write up on werewolves, but what you said about seeing in the dark, thats covered under echoes of the beast (Beast Senses).

I like your vampires do, i tink thats far closer to the way they are presented in the books, and has actually made me realise both of us forgot about one of their powers. Vampires have the ability to track, not by scent but more by an inate ability to track, and sense whether someone would be a suitable victim, like the way cassandra would know if someone was near death because she prefered to fee of those who were already close to death, or araons way to sense those who would do harm, because he preffered to feed off drug dealers, thugs, murderers etc. Perhaps some variation on supernatural senses?

And know i didn't forgot druids or voudouns or any of the other minor races. They are jsut harder to stat as we have far less informtaion about them. This is all the information i have on Druids that kelley has stated so far, A druid's power lies in the invocation gods and goddesses, traditionally from the Celtic pantheon. Though these deities refer to themselves as gods, they act more as a subset of demons. Like demons, they each have a specialty, different methods for rewarding their acolytes. A druid can pick a single deity, and later switch, either discarding the original, or keeping his or her options open. Druids can offer sacrifices to multiple deities as well, but will not have as great a success with them as they would if they were offering their full devotion. A strong bond between druid and deity, cultivated by years of devotion and sacrifices, results in an almost guardian-angel like relationship. A druid sacrificing to multiple deities results in a more Jack-of-all-trades, master of none routine.
Abilities:

    * Deity invocation - Druids are one trick ponies, but that trick is a doozy. The specifics vary from deity-to-deity and druid-to-druid, depending on the sacrifices provided, the established relationships, and the whim and whimsy of the deity in question.

      Deities don't directly manifest. Rather, they summon some sort of element relating to their area of worship that will aid their disciple. For example, if a druid worshipped Rosmerta, one of her aspects is as a goddess of fire and warmth. So if that druid was lost in the wild, Rosmerta could provide the druid with a fire to warm her through the night. Alternatively, if the druid was in danger from some foe, and was a loyal disciple, perhaps Rosmerta would summon a wall of flames to distract her druid's opponents, allowing her to escape, or even inflinct damaging burns on said opponents.

Weaknesses:

    * Vocal invocation - Deities must be summoned by verbal invocation. A gagged druid is a powerless druid.
    * Free will - Even the most loyal diety could have a change of heart. Nothing is ever guaranteed in a druid/deity relationship.

So in a way its a very limited form of sponsered magic. Voudouns i would paint the same, but as having a loa in place of a celtic detity.

Stating Crossbreeds would be pretty simple, just combine two templates, though certain templates don't combine,and even if they do they often lose most of their powers. Note, vamps and werewolves cannot crossbreed.

Stating things like Kitsune and the creatures in Frostbitten, wouldn't be to hard to do either, will attempt that later.

Offline Remy Sinclair

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Re: Kelley Armstrong's Otherworld
« Reply #3 on: June 22, 2010, 05:15:01 PM »
I mentioned the Otherworld Series here: http://www.jimbutcheronline.com/bb/index.php?topic=19011.0 (yeah plugging my thread)

I love that you are expanding on converting many of the elements of the books I assume they work for your own game.

Don't touch Kitsune yet there was not enough information in Men of the Otherworld, they will be appearing in a novel coming out soon probably the one after Waking the Witch.

I am personally cannot wait for a Savannah solo story nor can my wife.

Also let's not forget her 'Darkest Powers' her young adult series which takes place a year after Frostbitten.

I am loving your ideas, I have been trying to work on half demons because I think they would make a great villain for my players.

Have you figured out how to work on the science magic yet that was introduced No Humans Involved (Women of the Otherworld, Book 7) and a current theme in the 'Darkest Powers' novels.


Offline Deadmanwalking

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Re: Kelley Armstrong's Otherworld
« Reply #4 on: June 22, 2010, 05:23:11 PM »
1. Yeah, as long as you're re-doing magic those should work out okay.

2. Cool, glad we're on the same page.  :)

3. Well, yeah. I get what they do thematically, but exactly how the mechanics work is going to impact how much they should cost a whole lot. I'm just saying I'd need detailed mechanics before making commentary on whether they're over or under priced.

4. Oh, nothing inherently. I can just think of two demons off the top of my head that exceed it (Turning to steel totally gives Inhuman Strength and Supernatural Toughness, plus Human Form, and that's -5 right there, and ditto Adam's power suite) they're one-trick-ponies, but that trick can be a doozy. -1 to -6 sounds about right to me.

5. No, actually, it's not. Echoes of the Beast only adds a single poer like that, and for werewolves it needs to be tracking by scent. They have to get night-sight elsewhere.

6. Damn, you're right. Yeah, Supernatural Senses (Chosen Victims) sounds reasonable enough, and ups them to -9.

7. Yeah, I know. Statting them is likely gonna be a bitch. I was just pointing out their lack of presence on the list. The summary looks pretty accurate, though.

8. Kitsune (and Jeremy) clearly have some variety of wqarding magic. Ritual (Wards) seems a reasonable stop-gap until we know more.



UltraTroll: The Science Magic would work just like Common Rituals. It's magic anyone can do if they know how. The roll is Lore based.

Offline Remy Sinclair

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Re: Kelley Armstrong's Otherworld
« Reply #5 on: June 22, 2010, 05:49:21 PM »
I am also talking about what is happening in the 'Darkest Powers' series humans using science and magic to destroy or enhance the magic races. That element was introduced in No Humans Allowed and the Corperation that is hunting down the kids.

Reason why Cloe is probably the most powerful necromancer alive and why she has issues controlling her powers because of the manipulatons they have done to her.

Offline Clotho19

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Re: Kelley Armstrong's Otherworld
« Reply #6 on: June 22, 2010, 07:13:10 PM »
"Have you figured out how to work on the science magic yet that was introduced No Humans Involved (Women of the Otherworld, Book 7) and a current theme in the 'Darkest Powers' novels"

I rink you are misunderstanding things a bit. Its has been stated in Stolen that humans can learn some of the weaker spells, and the humans involved were only able to cast the weaker spells except for may, but that may have been due to her having supernatural blood from a race such as nymphs or elves who have lost their powers, rather than being pure human. And the ones in the darkest powers series aren't humans, they are supernaturals experimenting on other supernaturals, not humans expertimenting.

Offline Clotho19

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Re: Kelley Armstrong's Otherworld
« Reply #7 on: June 22, 2010, 07:26:29 PM »
Oh and forgot to say, i can't wait for the Savannah book either, gonna be amazing as Kelley has said the next three books are gonna be all from Savannahs point of view :-D Plus there is the limited editon counterfeit magic from the point of view of paige, and the primer which will tell us all bout the supernatural world, already ordered mine, cos they both limited editon, if you haven't ordered yours yet here are the links to em for the primer http://dabelbrothers.com/otherworld/ and for the counterfeit magic http://www.subterraneanpress.com/Merchant2/merchant.mv?Screen=PROD&Product_Code=armstrong02&Category_Code=B&Product_Count=3

Offline Clotho19

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Re: Kelley Armstrong's Otherworld
« Reply #8 on: June 22, 2010, 07:38:27 PM »
"5. No, actually, it's not. Echoes of the Beast only adds a single power like that, and for werewolves it needs to be tracking by scent. They have to get night-sight elsewhere."

This is what it says under echoes of the beast.

Effects:
Beast Senses. Whether in human form or
otherwise, your senses are strongly tuned in
a fashion fitting a particular type of beast
(you must specify the senses when you
take the ability, based on what the beast is
known to have). Whenever it seems reasonable
that you’d have some sort of beast-born
advantage of the senses (for example, a keen
sense of smell while making an Alertness or
Investigation roll), you get a +1 on the roll.

As you can see that states you must specify the senses, not a single sense so the rules their do no stat that it is on sense, plus under echoes of the beast another effect is

Beast Trappings. You are able to do one minor
thing that normal people can’t do, related to
the abilities of your beast-kin. This might
be tracking by scent (for a wolf or other
predator), finding your way around while
blind or in total darkness (like a bat), or
hiding in plain sight (like a chameleon). This
ability works like an extra skill trapping (see
page 120) for the skill of your choice.

From that you get the werewolves ability of smell and ability to track, so the heightened senses is completely covered under echoes of the beast.

And you were right about half demons will try pricing their powers later and shall put up a copy of what have done for the magic system and some mechanics for shaman powers. Hope that will help :-)

Offline Deadmanwalking

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Re: Kelley Armstrong's Otherworld
« Reply #9 on: June 23, 2010, 12:26:54 AM »
Right, it gives you a general +1 to all senses...and then a single specific power (scent tracking). Perfect night-vision falls under the second, and is in fact one of the examples. In fact:

Quote
finding your way around while
blind or in total darkness (like a bat),

There it is.

Offline Clotho19

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Re: Kelley Armstrong's Otherworld
« Reply #10 on: June 23, 2010, 12:45:39 AM »
Ha, okay i stand corrected :-D

Offline snowbank

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Re: Kelley Armstrong's Otherworld
« Reply #11 on: June 23, 2010, 12:53:22 AM »
I'm not a gamer but I REALLY like the Otherworld. Will you have one of those shiny big hardcover books out?
ALIEN SPACE BATS!!!!!!!!

Offline Clotho19

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Re: Kelley Armstrong's Otherworld
« Reply #12 on: June 23, 2010, 01:09:03 AM »
Ha, i wish. How bout, when am done making the rules shall post it online here as a pdf, and anyone willing to add info or suggestions for it, shall include those too