Savage Worlds of Darkness - PP0.2

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  • 8/14/2019 Savage Worlds of Darkness - PP0.2

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    Savage Worldsavage Worlds of Darknessf DarknessA Conversion fromMonte Cookonte Cook's World of DarknessWorld of Darknessto Savage WorldsSavage Worlds

    Pre-Playtest Version 0.21

    What This IsWhat This Is

    When I first readMCWoD, it was as if someone hadignited a fire in my brain. This seemed to be just abouteverything I could have hoped for in aWorld of

    Darkness game, since the Storytelling system isn't quite

    my cup of tea; it just doesn't have the combat focusthat I enjoy in an RPG.

    However, as time progressed and the further I thoughtabout what I wanted vs. what was in MCWoD, I realizedthat there was quite a bit of disparity. I didn't wantlevels or classes. I didn't want Hit Points. I reallydidn't want Attacks of Opportunity. What I did wantwas a system that was still reasonably combat-intensiveyet did away with a lot of the D&D-esque role-playingtropes.2

    I had tinkered around with changing the mechanics to acouple of different systems, but my problems would allboil down to the magic system not being free-formenough3 or that combat was very stilted and disjointedfrom the rest of the game.4

    Eventually I came to the epiphany that Savage

    Worldscould do just about everything I wanted with some minor modifications so that the magicsystem fromMCWoDcould be easily integrated.

    Hopefully my efforts here will enable you to jumpthrough fewer hoops that I have had to to make a morecombat oriented World of Darkness game a reality.

    What This Is Nothat This Is NotYour first clue that this isn't a word-for-wordreproduction of anything should be the length, but incase that isn't clear enough I will say this: thisdocument isn't meant to be used by itself. You willrequire copies of the following:

    Monte Cook's World of Darkness Savage Worlds Explorer's Edition

    Necessary Evil5

    This is not an attempt to infringe on the copyrights ofeitherWhite Wolf Publishingor PinnacleEntertainment Group.This is not an officially licensed product nor has it anyaffiliation with either company.

    All books are available wherever fine role-playinggames are sold, or online at their respective publisher.

    http://www.white-wolf.com/http://www.peginc.com/http://www.peginc.com/http://www.white-wolf.com/http://www.peginc.com/http://www.peginc.com/
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    GeneraleneralConversiononversion NotesotesWhile working any of the conversions from the D20based MCWoD, I've found the followingapproximations to be reasonably on target:

    The attributes correspond as follows:

    Strength = Strength Dexterity = Agility Constitution = Vigor Intelligence = Smarts Wisdom = Spirit Charisma = Charisma; in this case, any

    bonuses to D20 Cha would result in saidbonus to Savage Worlds Charisma

    Every increase of +2 to a given D20 attributeshould correspond to a die increase in SavageWorlds; for example, a bonus of +4 would

    result in 2 die increases Saving throws convert as Trait Tests using:

    Fortitude = Vigor Reflex = Agility Will = Spirit

    Feats/abilities that reference level convert toRanks as follows: Levels 1-5 = Novice Levels 6-10 = Seasoned Levels 11-15 = Veteran Levels 16-20 = Heroic

    Damage from MCWoD (bite attacks and such)translates directly over to Savage Worlds

    For Defense bonuses from various Abilities,halve them and apply the resulting number as apenalty to the opponent's combat Trait Test; forexample, a Vampire with two levels inCelerity would invoke a -4 penalty to hisattacker's Shooting or Fighting rolls

    Penalties or bonuses should be scaled to matchthe 1/2/4 Savage Worlds standard

    Each character type has access to a Bonus

    ability every 10 XP; this ability is on top of anyAdvances they would normally get, and isdetermined by character type

    Characterharacter CreationreationFor any of the character types, they may purchasespecial abilities as Edges per the normal charactercreation rules.6

    AWAKENEDAwakened characters begin play with:

    2 free Edges 18 Skill Points instead of the starting 15 An additional die in their choice of attribute The equivalent of the Scholar Edge

    applicable to any two non-combat skills, notjust Knowledge Skills

    Bonus ability: Awakened gain the equivalent ofan additional Advance every 10 XP orthe

    equivalent of the Scholar Edge as previous;additionally, Awakened may begin to take theLegendary Professional Edges at Veteran(the other prerequisites still apply, just theRank requirement is changed)

    DEMONSDemon characters begin play with:

    An additional die in two attributes of choice,

    which can be changed daily (in play); becauseof this flexibility, these bonus die are appliedafter character creation is complete and do notcount toward calculating future Skill increases

    12 Skill Points instead of the starting 15 Hardy Monstrous Ability, and do not suffer

    from Bleed Out A natural form which provides a Horrific

    Appearance equivalent to a -4 Charismamodifier; normal humans that see a Demon'snatural form must make a Fear check at a -2

    Shapechanging and Darkvision perMCWoD

    As effective constructs, Demons do not benefitfrom the Healing Skill nor Natural Healing

    One free Cant; additional Cants may bepurchased as Edges via Advances

    Demons suffer from either a Craving orBane per MCWoD with alterations: Craving penalties per day are -4 for

    common, -2 for uncommon and -1 for rare

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    Banes work as the Allergy Hindrancefrom Necessary Evil with the followingchanges: -1 penalty for common, -2 foruncommon and -4 for rare

    Demons begin with 10 + Vigor Anima (note:do not count bonus die to Anima total) Demons may spend one Anima to heal one

    Wound Demons may otherwise spend/restore

    Anima as noted in MCWoD Bonus ability: Demons choose an additional

    Cant every 10 XP

    MAGES

    Mage characters begin play with:7

    An additional die in either Smarts or Spirit,depending on type of caster

    A d4 in the Spellcasting Skill, which isassociated with either Smarts or Spiritdepending on caster type; this Skill can be raisedas normal

    A choice of Path and Order per MCWoD 20 Power Points (PP), which can be raised by

    the Power Points Edge as normal Power Points recover at the rate of 10% per

    every hour of sleep or rest The Power Edges Rapid Recharge and

    Improved Rapid Recharge adjust the timerequirement as written

    magic8

    Mages may cast the majority of the Powersfrom Necessary Evil as a Spell, using theassociated point cost of the given Powersinvolved in said Spell, including any Modifierbonuses Spells from SWEE may also be used if

    there is no analog in NE (for example,Light)

    The duration of Spells adjusted to Instant,Short or Long Short duration is 3 rounds (1 PP per

    additional round) Long duration is 10 minutes (1 PP per

    additional 10 minutes) Short duration should be used for most

    combat oriented Spells, Long for non-combat

    More powerful Spells are harder to cast andcontrol; for every 5 PP a Spell costs, theSpellcasting roll is at -1

    The GM and Player will need to decideupon which NE Powers are ineligible foruse in Spellcasting9

    Example: A Mage wishes to animate a toy,have it walk into a room and then explode

    upon command Construct said Spell using the

    Animation (3 PP for under 10 lbs.)and Explode (2 PP) Powers for atotal of 5 PP

    The Animation would have a Longduration, while Explode would beInstant

    Mages start play with one free Gnosis;additional Gnosis may be purchased as Edges

    via Advances Bonuses to Spellcasting from Gnosis will

    provide +2 in SW Bonuses to DC provide a -1 to Trait Tests

    for target Shakti Gnosis cause a Mage to

    automatically become Shaken, which can bebought off with Bennies Jolt = basic Attack, Melee from

    NE; the damage can be increased +1d6per Wound the Mage is willing to incur

    Push = Telekinesis from SWEE;for horizontal movement only; Strengthmay be increased one die per WoundMage is willing to incur

    Bolt = basic Attack, Ranged fromNE requires an initial Vigor roll toavoid a Wound on top of being Shaken;the damage can be increased +1d6 perWound the Mage is willing to incur

    Hold = Telekinesis from SWEErequiring an initial Vigor roll to avoid a

    Wound on top of being Shaken; cannotmanipulate weapons; Strength may beincreased one die per Wound Mage iswilling to incur

    A Spell is considered a Rote if it uses only onePower and is not otherwise modified; suchSpells receive a +2 Spellcasting bonus

    Bonus ability: Mages can choose an additionalGnosis orthe Power Point Edge every 10 XP

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    VAMPIRESVampire characters begin play with:

    An additional die in Strength and Vigor 12 Skill Points instead of the starting 15 Bite attack Str+d4

    Predator's Taint which allows the Vampire to

    see another Vampire's Rank (unless hidden) Hardy Monstrous Ability, and do not suffer

    from Bleed Out Low-light Vision and Deathsleep per

    MCWoD Modifiers based off Clan:

    Daeva: +2 Charisma, -2 Tests of Will Gangrel: +1 Vigor die, -1 Smarts die Mekhet: +1 Agility die, -2 Charisma Nosferatu: +1 Strength die, -2 Charisma Ventrue: +1 Smarts die, -1 Spirit die

    One free Discipline; additional Disciplinesmay be purchased as Edges via Advances

    Vampires take 2d10 damage per round fromdirect sunlight; partial exposure doesproportionately less

    As Undead, Vampires do not benefit from theHealing Skill nor Natural Healing

    Vampires begin with 10 + Vigor Vitae Vampires may spend one Vitae to heal one

    Wound Vampires may draw Vitae equal to a

    creature's Vigor Vampires may otherwise spend/restore

    Vitae as noted in MCWoD Bonus ability: Vampires can choose an

    additional Discipline every 10 XP

    W EREWO LVESWerewolf characters begin play with:

    An additional die in Strength and Vigor

    12 Skill Points instead of the starting 15 Shapechanging per MCWoD except as

    follows: Beast form:

    Additional die in Agility and Vigor Pace of 8 Bite attack of Str+d8 +4 bonus to Notice and Tracking

    Hybrid form: Bite attack Str+d6, Claw attack Str+d6

    Equivalent of Frenzy Edge whenattacking with both Bite and Claw

    +2 to Notice Two additional die in Strength and

    Agility, additional die in Vigor Hybrid form may be maintained for

    Vigor rounds, plus one round for eachPrimal Urge Rite

    Sprint Healing of 2/5 At the beginning of the Werewolf's turn, he

    can choose to heal up to 2 Wounds May recover no more than 5 Wounds per

    day in this manner Modifiers based off Auspice:

    Rahu: +1 Strength die Cahalith: +1 Smarts die Elodoth: +2 Charisma Ithaeur: +1 Spirit die Irraka: +1 Agility die

    Werewolves take double damage from silverweapons, and Wounds incurred from silverweapons may not be Healed by SprintHealing

    One free Rite; additional Rites may bepurchased as Edges via Advances

    Werewolves begin with 10 + Vigor Essence Werewolves may spend one Essence to

    heal one Wound; this applies to Woundsincurred by silver weapons

    Werewolves may otherwise spend/restoreEssence as noted in MCWoD

    Bonus ability: Werewolves choose anadditional Rite every 10 XP

    Finalinal ThoughtshoughtsAs I intend to actually use a variant of this in acampaign of mine, please feel free to direct anypossible improvements or point out discrepancies thatI may have developed.The version of this will change as I incorporate bothfeedback and playtesting.

    Thanks, and Go Play!

    Steve Dubya

    mailto:[email protected]?subject=Feedback%20regarding%20%22Savage%20Worlds%20of%20Darkness%22mailto:[email protected]?subject=Feedback%20regarding%20%22Savage%20Worlds%20of%20Darkness%22
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    1 For a list of changes made to this revision, please see the listinghere2 For further rationale behind my decisions, see my musingshere3 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 magicfrom MCWoD to Savage Worlds

    4 I submit the nWoD Storytelling system as my prime example of this; while the rest of the system is beautifullyshort and to the point, the combat mechanics leave me wanting for something a tad more granular

    5 At the very least, a copy of theNecessary Evil Player's Guide, which contains all the Powers informationwithout the Plot Point setting ofNecessary Evil6 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 character7 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 magicsystem

    8 Coming up with a system that was neither as intricate as written in MCWoD while still being as versatile aspossible gave me the most headache out of any of the conversion material; presented is my attempt to balanceversatility and ease of use/play. I compared the starting Components for a 1st level Mage to various Rotes thatcould be cast, and then compared similarly constructed Spells using my method to determine a rough startingPower 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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