From: | "Randy Nickel (General)" <a-randyn@*********.com> |
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Subject: | World of Darkness/ShadowRun |
Date: | Fri, 29 Mar 1996 10:57:09 -0800 |
two worlds and have come up with this.
Vampire/Werewolf disciplines/gifts work different in a Shadow Run based
world. In WoD you add an Attribute to a Skill and then roll against a
target number that is usually the target's Willpower or is resisted by
a Attribute + Skill roll.
In takes a lot of converting but it can be done. I have not converted
every single discipline/gift. I did the conversions as players learned
disciplines/gifts.
Some of your worst nightmares (munchkinism type stuff) is this.
Werewolves can spend Rage for extra actions, Vampires put blood into a
discipline called Celerity for extra actions. It is possible for these
beings to take five actions in a single turn!
Werewolves have the ability to step into the Umbra (read as Astral
Space) then step out again. Nothing short of Astral Barriers could stop
them from entering into a building through Astral Space and then
appearing in the real world.
There is more but you should be getting the point. This is not a game
for the meak. And if you add Mages, well it just gets worse from there.
Someone mentioned that the only drawback to Mages from WoD is that they
must conform to static reality. Well in the Shadow Run world magick is
a reality. Paradox (their limitation) does not truly exist.
So why play in a world like that. Munchinism is not it. As powerful as
players are there is opposition that can give them trouble enough.
Especially if you consider that the MegaCorps may be run by the most
powerful "true mages" or vampires or even nastier things.
Anyone who still wants to go over this in more detail should contact me
personally as I could go on with this all day.
Randy Nickel