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Savage worlds of Darkness

A Conversion from Monte Cook's World of Darkness to Savage Worlds


Pre-Playtest Version 0.11

What This Is What This Is Not

When I first read MCWoD, it was as if someone had Your first clue that this isn't a word-for-word
ignited a fire in my brain. This seemed to be just about reproduction of anything should be the length, but in
everything I could have hoped for in a World of case that isn't clear enough I will say this: this
document isn't meant to be used by itself. You will
Darkness game, since the Storytelling system isn't quite
require copies of the following:
my cup of tea; it just doesn't have the combat focus
that I enjoy in an RPG.
 Monte Cook's World of Darkness
However, as time progressed and the further I thought  Savage Worlds Explorer's Edition
about what I wanted vs. what was in MCWoD, I realized
 Necessary Evil5
that there was quite a bit of disparity. I didn't want
levels or classes. I didn't want Hit Points. I really
This is not an attempt to infringe on the copyrights of
didn't want Attacks of Opportunity. What I did want
either White Wolf Publishing or Pinnacle
was a system that was still reasonably combat-intensive
Entertainment Group.
yet did away with a lot of the D&D-esque role-playing
This is not an officially licensed product nor has it any
tropes.2
affiliation with either company.
I had tinkered around with changing the mechanics to a
All books are available wherever fine role-playing
couple of different systems, but my problems would all
games are sold, or online at their respective publisher.
boil down to the magic system not being free-form
enough3 or that combat was very stilted and disjointed
from the rest of the game.4

Eventually I came to the epiphany that Savage


Worlds could do just about everything I wanted –
with some minor modifications so that the magic
system from MCWoD could be easily integrated.

Hopefully my efforts here will enable you to jump


through fewer hoops that I have had to to make a more
combat oriented World of Darkness game a reality.
General Conversion Notes Character Creation
While working any of the conversions from the D20 For any of the character types, they may purchase
based MCWoD, I've found the following special abilities as Edges per the normal character
approximations to be reasonably on target: creation rules.6
 The attributes correspond as follows:
○ Strength = Strength
○ Dexterity = Agility
AWAKENED
○ Constitution = Vigor Awakened characters begin play with:
○ Intelligence = Smarts  2 “free” Edges
○ Wisdom = Spirit  18 Skill Points instead of the starting 15
○ Charisma = Charisma; in this case, any  An additional die in their choice of attribute
bonuses to D20 Cha would result in ½ said  The equivalent of the “Scholar” Edge
bonus to Savage Worlds Charisma applicable to any two non-combat skills, not
 Every increase of +2 to a given D20 attribute just Knowledge Skills
should correspond to a die increase in Savage  Bonus ability: Awakened gain the equivalent of
Worlds; for example, a bonus of +4 would an additional Advance every 10 XP or the
result in 2 die increases equivalent of the “Scholar” Edge as previous;
 Saving throws convert as Trait Tests using: additionally, Awakened may begin to take the
○ Fortitude = Vigor Legendary “Professional” Edges at Veteran
○ Reflex = Agility (the other prerequisites still apply, just the
○ Will = Spirit Rank requirement is changed)
 Feats/abilities that reference level convert to
Ranks as follows:
○ Levels 1-5 = Novice DEMONS
○ Levels 6-10 = Seasoned
○ Levels 11-15 = Veteran Demon characters begin play with:
○ Levels 16-20 = Heroic  An additional die in two attributes of choice,
 Damage from MCWoD (bite attacks and such) which can be changed daily (in play); because
translates directly over to Savage Worlds of this flexibility, these bonus die are applied
 For Defense bonuses from various Abilities, after character creation is complete and do not
halve them and apply the resulting number as a count toward calculating future Skill increases
penalty to the opponent's combat Trait Test; for  12 Skill Points instead of the starting 15
example, a Vampire with two levels in  “Hardy” Monstrous Ability, and do not suffer
“Celerity” would invoke a -4 penalty to his from Bleed Out
attacker's Shooting or Fighting rolls  A natural form which provides a “Horrific
 Penalties or bonuses should be scaled to match Appearance” equivalent to a -4 Charisma
the 1/2/4 Savage Worlds standard modifier; “normal” humans that see a Demon's
 Each character type has access to a “Bonus” natural form must make a Fear check at a -2
ability every 10 XP; this ability is on top of any  “Shapechanging” and “Darkvision” per
Advances they would normally get, and is MCWoD
determined by character type  As effective constructs, Demons do not benefit
from the Healing Skill nor Natural Healing
 One “free” Cant; additional Cants may be
purchased as Edges via Advances
 Demons suffer from either a “Craving” or
“Bane” per MCWoD with alterations:
○ “Craving” penalties per day are -4 for
common, -2 for uncommon and -1 for rare
○ “Banes” work as the “Allergy” Hindrance ○ Example: A Mage wishes to animate a toy,
from Necessary Evil with the following have it walk into a room and then explode
changes: -1 penalty for common, -2 for upon command
uncommon and -4 for rare ■ Construct said Spell using the
 Demons begin with 10 + ½ Vigor Anima (note: “Animation” (3 PP for under 10 lbs.)
do not count bonus die to Anima total) and “Explode” (2 PP) Powers for a
○ Demons may spend one Anima to heal one total of 5 PP
Wound ■ The “Animation” would have a Long
○ Demons may otherwise spend/restore duration, while “Explode” would be
Anima as noted in MCWoD Instant
 Bonus ability: Demons choose an additional  Mages start play with one “free” Gnosis;
Cant every 10 XP additional Gnosis may be purchased as Edges
via Advances
MAGES ○ Bonuses to Spellcasting from Gnosis will
provide +2 in SW
Mage characters begin play with:7 ○ Bonuses to DC provide a -1 to Trait Tests
 An additional die in either Smarts or Spirit, for target
depending on type of caster ○ Shakti Gnosis cause a Mage to
 A d4 in the Spellcasting Skill, which is automatically become Shaken, which can be
associated with either Smarts or Spirit bought off with Bennies
depending on caster type; this Skill can be raised ■ “Jolt” = basic “Attack, Melee” from
as normal NE; the damage can be increased +1d6
 A choice of Path per MCWoD per Wound the Mage is willing to incur
 20 Power Points (PP), which can be raised by ■ “Push” = “Telekinesis” from SWEE;
the “Power Points” Edge as normal for horizontal movement only; Strength
may be increased one die per Wound
magic8 Mage is willing to incur
■ “Bolt” = basic “Attack, Ranged” from
 Mages may cast the majority of the Powers NE requires an initial Vigor roll to
from Necessary Evil as a Spell, using the avoid a Wound on top of being Shaken;
associated point cost of the given Powers the damage can be increased +1d6 per
involved in said Spell, including any Modifier Wound the Mage is willing to incur
bonuses ■ “Hold” = “Telekinesis” from SWEE
○ Spells from SWEE may also be used if
requiring an initial Vigor roll to avoid a
there is no analog in NE (for example, Wound on top of being Shaken; cannot
“Light”) manipulate weapons; Strength may be
○ The duration of Spells adjusted to Instant,
increased one die per Wound Mage is
Short or Long willing to incur
■ Short duration is 3 rounds (1 PP per
 A Spell is considered a Rote if it uses only one
additional round) Power and is not otherwise modified; such
■ Long duration is 10 minutes (1 PP per
Spells receive a +2 Spellcasting bonus
additional 10 minutes)  Bonus ability: Mages can choose an additional
■ Short duration should be used for most
Gnosis or the Power Point Edge every 10 XP
combat oriented Spells, Long for non-
combat
○ More powerful Spells are harder to cast and VAMPIRES
control; for every 5 PP a Spell costs, the
Spellcasting roll is at -1 Vampire characters begin play with:
○ The GM and Player will need to decide  An additional die in Strength and Vigor
upon which NE Powers are ineligible for  12 Skill Points instead of the starting 15
use in Spellcasting9  A Bite attack that does Str+d4
 “Predator's Taint” which allows the Vampire to ■ Hybrid form may be maintained for ½
see another Vampire's Rank (unless hidden) Vigor rounds, plus one round for each
Primal Urge Rite
 “Hardy” Monstrous Ability, and do not suffer  “Sprint Healing” of 2/5
from Bleed Out ○ At the beginning of the Werewolf's turn, he
 “Low-light Vision” and “Deathsleep” per can choose to heal up to 2 Wounds
MCWoD ○ May recover no more than 5 Wounds per
 Modifiers based off Clan: day in this manner
○ Daeva: +2 Charisma, -2 Tests of Will  Modifiers based off Auspice:
○ Gangrel: +1 Vigor die, -1 Smarts die ○ Rahu: +1 Strength die
○ Mekhet: +1 Agility die, -2 Charisma ○ Cahalith: +1 Smarts die
○ Nosferatu: +1 Strength die, -2 Charisma ○ Elodoth: +2 Charisma
○ Ventrue: +1 Smarts die, -1 Spirit die ○ Ithaeur: +1 Spirit die
 One “free” Discipline; additional Disciplines ○ Irraka: +1 Agility die
may be purchased as Edges via Advances  Werewolves take double damage from silver
 Vampires take 2d10 damage per round from weapons, and Wounds incurred from silver
direct sunlight; partial exposure does weapons may not be Healed by “Sprint
proportionately less Healing”
 As Undead, Vampires do not benefit from the  One “free” Rite; additional Rites may be
Healing Skill nor Natural Healing purchased as Edges via Advances
 Vampires begin with 10 + ½ Vigor Vitae  Werewolves begin with 10 + ½ Vigor Essence
○ Vampires may spend one Vitae to heal one ○ Werewolves may spend one Essence to
Wound heal one Wound; this applies to Wounds
○ Vampires may draw Vitae equal to ½ a incurred by silver weapons
creature's Vigor ○ Werewolves may otherwise spend/restore
○ Vampires may otherwise spend/restore Essence as noted in MCWoD
Vitae as noted in MCWoD  Bonus ability: Werewolves choose an
 Bonus ability: Vampires can choose an additional Rite every 10 XP
additional Discipline every 10 XP

W EREWO LVES

Werewolf characters begin play with: Final Thoughts


 An additional die in Strength and Vigor
 12 Skill Points instead of the starting 15 As I intend to actually use a variant of this in a
 “Shapechanging” per MCWoD except as campaign of mine, please feel free to direct any
follows: possible improvements or point out discrepancies that
○ Beast form: I may have developed.
■ Additional die in Agility and Vigor
■ Pace of 8” The version of this will change as I incorporate both
■ Bite attack of Str+d8 feedback and playtesting.
■ +4 bonus to Notice and Tracking
○ Hybrid form: Thanks, and Go Play!
■ Bite attack of Str+d6, Claw attack of
Str+d6
■ Equivalent of “Frenzy” Edge when Steve “Dubya”
attacking with both Bite and Claw
■ +2 to Notice
■ Two additional die in Strength and
Agility, additional die in Vigor
1 For a list of changes made to this revision, please see the listing here
2 For further rationale behind my decisions, see my musings here
3 I considered using the Unisystem magic system as written, using the MCWoD magic with the rest of the
Unisystem, using the magic rules from Mage: the Awakening with Unisystem, and finally trying to tie the magic
from MCWoD to Savage Worlds
4 I submit the nWoD Storytelling system as my prime example of this; while the rest of the system is beautifully
short and to the point, the combat mechanics leave me wanting for something a tad more granular
5 At the very least, a copy of the Necessary Evil Player's Guide, which contains all the Powers information
without the Plot Point setting of Necessary Evil
6 The converted character types are significantly more powerful than the typical Savage Worlds character, which is
keeping in line with the starting capabilities of a standard MCWoD character
7 Mages proved to be the biggest challenge for conversion, most of which hinged upon being capable of casting a
variety of different Spells while at the same time not being as bogged down in the minutia of the original magic
system
8 Coming up with a system that was neither as intricate as written in MCWoD while still being as versatile as
possible gave me the most headache out of any of the conversion material; presented is my attempt to balance
versatility and ease of use/play. I compared the starting Components for a 1st level Mage to various Rotes that
could be cast, and then compared similarly constructed Spells using my method to determine a rough starting
Power Point level; should this prove to be excessively high or low during play I will adjust as necessary
9 Recommended for removal are “Ageless,” “Construct,” “Gifted,” “Lair,” “Minions,” “Super Edge & Skill,”
“Super Sorcery” (as this version effectively replaces it), “Undead” and “Vehicle”

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