| Post/Author/DateTime | Post |
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| CaptKillern10-08-07, 11:04 PM | Hi, I used to be a big fan of the old White Wolf games, but quit when they went to NWoD. I dont like th fluff ect... Now I still love the concepts of OWoD and just bought Monty Cooks WoD book. Aside from the fluff, (Were wolf aliens?, Vampires are dead souls that inhabit human hosts..??) the core rules are pretty solid. I was wondering if anyone did any conversions for any OWoD stuff... In particular, I am looking for Werewolf stuff. I am an old fashioned guy, I want my Ahroun, and my Silver Fangs. I want my women to have Wasp talons... I want my Grand Klaive. So if anyone has done any D20 conversions or know of a site where someone has that would be much apreciated. |
| Mjollnir8811-12-07, 02:05 AM | I have converted alot of AD&D, medeval fantasy type stuff into the OWoD d10 system, if you're interested. |
| DeadSquidWalking11-13-07, 02:45 AM | Just got a hold of the book a few days ago, LOVE it ^^ Hi, Now I still love the concepts of OWoD and just bought Monty Cooks WoD book. Aside from the fluff, (Were wolf aliens?, Vampires are dead souls that inhabit human hosts..??) Werewolves as alien spirits is pretty wonky, but in McWoD's defense, some of the old vampire legends did indeed involve spirits of the dead possessing physical bodies to drink the blood of the living, so it's not as outlandish as it sounds. the core rules are pretty solid. I was wondering if anyone did any conversions for any OWoD stuff... In particular, I am looking for Werewolf stuff. I am an old fashioned guy, I want my Ahroun, and my Silver Fangs. I want my women to have Wasp talons... I want my Grand Klaive.So if anyone has done any D20 conversions or know of a site where someone has that would be much apreciated. Well, I'm not too familiar with Old Werewolf, but I have a half finished d20 conversion of W:tA a friend wired me laying around in my hard drive, but a lot of the stuff is a tad unbalanced and will require some work to get it to work with McWoD. In the meantime, I guess I'll try and post up what little I have when I'm able. Well, with the exception of names, the Auspices of Old Werewolf do have some correspondence with New werewolf. Mage is my forte, so feel free to correct me if tany of my material seems off. Here's some stuff I got offhand: Ragabash: +2 Dexterity Theurge: +2 Intelligence Philodox: +2 Wisdom Galliard: +2 Charisma Ahroun: +2 Strength LUNA'S ARMOR [Rite] You channel the fortifying energies of Luna into your body Prerequisite: Werewolf Level 3 Benefit: You generate a field of force around you which provides a +4 armor bonus to Defense. Unlike mundane armor, Luna’s Armor entails no armor check penalty or speed reduction. Because Luna’s Armor is composed of force, incorporeal creatures can’t bypass it the way they do normal armor. Luna’s Armor can be invisible or appear as a pale colored glow, at your option. The armor bonus provided by Luna’s Armor does not stack with the armor bonus provided by regular armor. Action: Standard Cost: 1 Essence Duration: 1 minute WASP TALONS [Rite] Your claws become a lethal ranged attack. Prerequisites: Werewolf Level 6 Benefit: You can propel your claws through the air at terrifying speeds. Everyone within a 10-ft. cone from you takes 2d6 points of damage, with a Reflex save (DC 15) for half damage. Action: Standard Cost: 1 Essence Duration: Instantaneous Personally, I'd keep the Tribes as purely roleplaying aspects that maybe offer unique rites to its members not available to most werewolves and maybe some other minor bonuses, but that's just me. I'd say klaves are exotic weapons with the following specs: Size: Large Damage: 2d6 Critical: 20/x2 Weight: 10 lbs. Type: Slashing I don't know too much about Grand Klaves, but from what I can tell, they sound like regular klaves made of silver with some manner of enchantment placed on them; I'm sure I could adapt some of the magical weapons rules from Urban Arcana to flesh em out. That's about all I got for now, I'll post more up laterz. |