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Chronicles of Darkness Conversion


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I like the Chronicles of Darkness (formerly God Machine, formerly New World of Darkness) settings, but I'm not thrilled with the mechanics. It seems like what you would need to convert this stuff to a BRP family system would be:

1. rules for static magic (spells);
2. rules for free form magic;
3. rules for lots of fiddly powers;
4. rules for how to acquire "juice" for said fiddly powers;
5. rules for some sort of corruption / virtue / vice / humanity / sanity mechanic;
6. rules for ephemeral / spirit / ghost things, including summoning
7. rules for some kind of other dimension (astral, etc.)

After the Vampire Wars would probably be the best base.

Where would be your favorite place to get those from?

My initial thoughts:

1. rules for static magic (spells)

Enlightened Magic?
Mythras?
The Laundry?

2. rules for free form magic;

no idea

3. rules for lots of fiddly powers;

not sure. BRP Gold has psychic and super powers. Maybe?

4. rules for how to acquire "juice" for said fiddly powers;

not sure. e.g., vampires drink blood, Geists eat ghosts

5. rules for some sort of corruption / virtue / vice / humanity / sanity mechanic;

Humans, Hunters, - CoC, Delta Green (new)
Not sure what you'd use for other splats

6. rules for ephemeral / spirit / ghost things, including summoning

Mythras
That BRP Magic book that isn't Enlighened Magic but is like Stormbringer's magic system

7. rules for some kind of other dimension (astral, etc.)

no idea

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1. rules for static magic (spells)

2. rules for free form magic;

I'd use OpenQuest's, Legend's or Mythras' Sorcery as a basis for this.

Each arcana would be covered by a skill.

Skill 1-25% would allow to cast Dot 1 spells.

Skill 26-50% would allow to cast Dot 2 spells.

Skill 51-75% would allow to cast Dot 3 spells.

Skill 76-100% would allow to cast Dot 4 spells.

Skill 101+% would allow to cast Dot 5 spells.

A known spell's maximum Intensity would be (Skill/10).

A freeform spell's maximum Intensity would be (Skill/20).

3. rules for lots of fiddly powers;

I'd use Legend's "Common Magic" here.

4. rules for how to acquire "juice" for said fiddly powers;

I'd use Magic Points for this.

Note that RuneQuest has rules for Vampires, which can be used as-is.

6. rules for ephemeral / spirit / ghost things, including summoning

RuneQuest has rules for this.

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Note that most of RuneQuest 3's magic rules can be found here and can be used as a solid foundation for everything you've asked:

http://www.chaosium.com/the-magic-book-pdf/

I'd make some changes to Wizardry (which is the magic system known as "Sorcery" in RuneQuest, Legend and OpenQuest). I'd use fewer skills (one par Mage Arcana), and ditch limitation on Free INT. I'd use (relevant skill)/10 instead.

What is missing is the chapter of creatures such as the Vampire, or Spirits. My guess is you can find those in this one:

http://www.chaosium.com/basic-creatures-pdf/

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7 hours ago, Archivist said:

2. rules for free form magic;

To do something akin to MAGE Sphere Magic you definitely need to see the free-form magic that Lawrence Whitaker initially did for the Stormbringer book 'The Unknown East'.

It was re-skinned to be a bit more generic and re-released more recently in the BRP MagicWorld book 'Advanced Sorcery', with the magic system being called 'Deep Magic' - it is perfect for emulating the free-form magic of MAGE:

http://www.drivethrurpg.com/product/128316/Advanced-Sorcery

Edited by Mankcam
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" Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!"

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I have posted my group's rules for free form magic here. You can find it in the download area titled "The Second Way". I am told they play much like Ars Magica rules. See my sig for the link...

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Check out our homebrew rules for freeform magic in BRP ->

No reason for Ars Magica players to have all the fun!

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