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My conversion of Monte Cook's World of Darkness to the Savage Worlds system.
Citation preview
Savage worlds Savage worlds of Darknessof DarknessA Conversion from Monte Cooks World of Darkness to Savage WorldsSavage Worlds
Pre-Playtest Verison
What This IsWhat This IsWhen I first read MCWoD it was as if someone had ignited a fire in my brain This seemed to be just about everything I could have hoped for in a World of Darkness game since the Storytelling system isnt quite my cup of tea it just doesnt have the combat focus that I enjoy in an RPG
However as time progressed and the further I thought about what I wanted vs what was in MCWoD I realized that there was quite a bit of disparity1 I didnt want levels or classes I didnt want Hit Points I really didnt want Attacks of Opportunity What I did want was a system that was still reasonably combat-intensive yet did away with a lot of the DampD-esque role-playing tropes
I had tinkered around with changing the mechanics to a couple of different systems but my problems would all boil down to the magic system not being free-form enough2 or that combat was very stilted and disjointed from the rest of the game3
Eventually I came to the epiphany that Savage Worlds could do just about everything I wanted ndash 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
What This Is NotYour first clue that this isnt a word-for-word reproduction of anything should be the length but in case that isnt clear enough I will say this this document isnt meant to be used by itself You will require copies of the following
Monte Cooks World of Darkness
Savage Worlds Explorers Edition Necessary Evil
This is not an attempt to infringe on the copyrights of either White Wolf Publishing or Pinnacle Entertainment GroupThis is not an officially licensed product nor has it any affiliation with either company
All books are available wherever fine role-playing games are sold or online at their respective publisher
GeneralGeneral Conversion Conversion NotesNotes
While working any of the conversions from the D20 based MCWoD Ive found the following approximations 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 frac12 said bonus to Savage Worlds Charisma
Every increase of +2 to a given D20 attribute should correspond to a die increase in Savage Worlds 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
Featsabilities that reference level convert to Ranks 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
Each character type has access to a ldquobonusrdquo ability every 10 XP this ability is on top of any Advances they would normally get and is determined by character type
Penalties or bonuses should be scaled to match the 124 Savage Worlds standard
Character Character CreationCreationFor any of the character types they may purchase special abilities as Edges per the normal character creation rules4
AWAKENEDAwakened characters begin play with
2 ldquofreerdquo Edges 8 skill points instead of the starting 5 An additional die in their choice of two
attributes The equivalent of the ldquoScholarrdquo Edge
applicable to any two non-combat skills not just Knowledge Skills
Bonus ability Awakened gain the equivalent of an additional Advance every 10 XP or the equivalent of the ldquoScholarrdquo Edge as previous additionally Awakened may begin to take the Legendary ldquoProfessionalrdquo Edges at Veteran (the other prerequisites still apply just the Rank requirement is changed)
DEMONSDemon characters begin play with
An additional die in two attributes of choice which can be changed daily (in play) because of this flexibility these bonus die are applied after character creation is complete and do not count toward calculating future Skill increases
ldquoHardyrdquo Monstrous Ability and do not suffer from Bleed Out
A natural form which provides a ldquoHorrific Appearancerdquo equivalent to a -4 Charisma modifier additionally ldquonormalrdquo humans that see a Demons natural form must make a Fear check at a -2
ldquoShapechangingrdquo and ldquoDarkvisionrdquo per MCWoD
As effective constructs Demons do not benefit from the Healing Skill nor Natural Healing
One ldquofreerdquo Cant A Demon suffers from either a ldquoCravingrdquo or
ldquoBanerdquo per MCWoD with alterations
ldquoCravingrdquo penalties per day are -4 for common -2 for uncommon and -1 for rare substances
ldquoBanesrdquo work as the ldquoAllergyrdquo Hindrance from Necessary Evil with the following changes -1 penalty for common -2 for uncommon and -4 for rare substances
Demons begin with 10 + frac12 Vigor Anima (note do not count bonus die to Anima total) Demons may spend one Anima to heal
one Wound Demons may otherwise spendrestore
Anima as noted in MCWoD Bonus ability Demons can choose an
additional Cant every 10 XP
MAGESMage characters begin play with5
An additional die in either Smarts or Spirit depending on type of caster
A d4 in the Spellcasting Skill which is associated with either Smarts or Spirit depending on caster type this Skill can be raised as normal
A choice of Path per MCWoD 20 Power Points (PP) which can be raised by
the ldquoPower Pointsrdquo Edge as normalmagic
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 useplay6
Mages may cast the majority of the Powers from Necessary Evil as a Spell using the associated point cost of the given Powers involved in said Spell including any Modifier bonuses Spells from SWEE may also be used should
there not be an analog in NE (for example ldquoLightrdquo)
The duration of Spells will be denoted as Instant Short or Long Short has a duration of 3(1round) Long is 10 minutes (11 minute) Short duration should be used for most
combat oriented Spells Long for non-combat
The GM and Player will need to decide upon which NE Powers are ineligible for use in Spellcasting7
Example A Mage wishes to animate a toy have it walk into a room and explode The Mage would construct said Spell using the ldquoAnimationrdquo (3 PP for under 10 lbs) and ldquoExploderdquo (2 PP) Powers for a total of a 5 PP Spell The ldquoAnimationrdquo would have a Long duration while ldquoExploderdquo would be Instant
Mages may create Rotes which add +2 to the Spellcasting roll (sample Rotes in Appendix I)
Mages start play with one ldquofreerdquo Gnosis Mages may choose one of the NE Power
types for each Gnosis which enables the Mage to cast Spells using that Power at 1 PP less per Spell
For example a Mage with Gnosis in ldquoAnimationrdquo and Exploderdquo would cast the previously mentioned Spell for 2 PP less
Bonus Mages can choose an additional Gnosis or the Power Point Edge every 10 XP
VAMPIRESVampire characters begin play with
An additional die in Strength and Vigor A Bite attack that does Str+d4 ldquoPredators Taintrdquo which allows the Vampire to
see another Vampires Rank (unless hidden) ldquoHardyrdquo Monstrous Ability and do not
suffer from Bleed Out ldquoLow-light Visionrdquo and ldquoDeathsleeprdquo per
MCWoD Modifiers based off Clan
Daeva +2 Charisma -2 Tests of Will Gangrel +1 Vigor die -1 Smarts die Mekhet +1 Agility die -4 Charisma Nosferatu +1 Strength die -4 Charisma Ventrue +1 Smarts die -1 Spirit die
One ldquofreerdquo Discipline Vampires take 2d10 damage per round from
direct sunlight partial exposure does proportionately less
As Undead Vampires do not benefit from the Healing Skill nor Natural Healing
Vampires begin with 10 + frac12 Vigor Vitae Vampires may spend one Vitae to heal
one Wound
Vampires may draw Vitae equal to frac12 a creatures Vigor
Vampires may otherwise spendrestore 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 ldquoShapechangingrdquo per MCWoD except as follows
Beast form Additional die in Agility and Vigor Pace of 8rdquo Bite attack of Str+d8 +4 bonus to Notice and Tracking
Hybrid form Bite attack of Str+d6 Claw attack of
Str+d6 +2 to Notice Two additional die in Strength and Agility
additional die in Vigor Hybrid form may be maintained for frac12
Vigor rounds plus one round for each Primal Urge Rite
Sprint Healing of 258
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 silver weapons and Wounds incurred from silver weapons may not be Healed by Sprint Healing
One ldquofreerdquo Rite Werewolves begin with 10 + frac12 Vigor Essence
Werewolves may spend one Essence to heal one Wound this applies to Wounds incurred by silver weapons
Werewolves may otherwise spendrestore Essence as noted in MCWoD
Appendix I Sample RotesThe following Rotes are presented as examples of conversion and not intended to be a complete list Once you get the general idea for how the conversion should work any number of D20 sources can provide a steady stream of Spell ideas
Alter Size Either ldquoGrowthrdquo (2 PPSize) or ldquoShrinkrdquo (3
PPSize) Long
Annihilate Matter ldquoDecayrdquo (3 PP) Instant
Dead Zone ldquoNegationrdquo (4 PP) Short
Plasticity ldquoMatter Controlrdquo (1 PPweight affected) Long
final final ThoughtsThoughtsAs I intent to actually use a variant of this in a campaign of mine please feel free to direct any possible improvements or point out discrepancies that I may have developed
The version of this will change as I incorporate both feedback and playtesting
Thanks and Go Play
Steve W
1 For further rationale behind my decisions see my musings here2 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
3 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
4 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
5 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
6 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
7 Recommended for removal are ldquoAgelessrdquo ldquoConstructrdquo ldquoGiftedrdquo ldquoLairrdquo ldquoMinionsrdquo ldquoSuper Edge amp Skillrdquo ldquoSuper Sorceryrdquo (as this version effectively replaces it) ldquoUndeadrdquo and ldquoVehiclerdquo
8 Each round at the beginning of your turn you can choose to heal up to 2 Wounds however you can recover no more than 5 Wounds per day in this manner
GeneralGeneral Conversion Conversion NotesNotes
While working any of the conversions from the D20 based MCWoD Ive found the following approximations 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 frac12 said bonus to Savage Worlds Charisma
Every increase of +2 to a given D20 attribute should correspond to a die increase in Savage Worlds 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
Featsabilities that reference level convert to Ranks 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
Each character type has access to a ldquobonusrdquo ability every 10 XP this ability is on top of any Advances they would normally get and is determined by character type
Penalties or bonuses should be scaled to match the 124 Savage Worlds standard
Character Character CreationCreationFor any of the character types they may purchase special abilities as Edges per the normal character creation rules4
AWAKENEDAwakened characters begin play with
2 ldquofreerdquo Edges 8 skill points instead of the starting 5 An additional die in their choice of two
attributes The equivalent of the ldquoScholarrdquo Edge
applicable to any two non-combat skills not just Knowledge Skills
Bonus ability Awakened gain the equivalent of an additional Advance every 10 XP or the equivalent of the ldquoScholarrdquo Edge as previous additionally Awakened may begin to take the Legendary ldquoProfessionalrdquo Edges at Veteran (the other prerequisites still apply just the Rank requirement is changed)
DEMONSDemon characters begin play with
An additional die in two attributes of choice which can be changed daily (in play) because of this flexibility these bonus die are applied after character creation is complete and do not count toward calculating future Skill increases
ldquoHardyrdquo Monstrous Ability and do not suffer from Bleed Out
A natural form which provides a ldquoHorrific Appearancerdquo equivalent to a -4 Charisma modifier additionally ldquonormalrdquo humans that see a Demons natural form must make a Fear check at a -2
ldquoShapechangingrdquo and ldquoDarkvisionrdquo per MCWoD
As effective constructs Demons do not benefit from the Healing Skill nor Natural Healing
One ldquofreerdquo Cant A Demon suffers from either a ldquoCravingrdquo or
ldquoBanerdquo per MCWoD with alterations
ldquoCravingrdquo penalties per day are -4 for common -2 for uncommon and -1 for rare substances
ldquoBanesrdquo work as the ldquoAllergyrdquo Hindrance from Necessary Evil with the following changes -1 penalty for common -2 for uncommon and -4 for rare substances
Demons begin with 10 + frac12 Vigor Anima (note do not count bonus die to Anima total) Demons may spend one Anima to heal
one Wound Demons may otherwise spendrestore
Anima as noted in MCWoD Bonus ability Demons can choose an
additional Cant every 10 XP
MAGESMage characters begin play with5
An additional die in either Smarts or Spirit depending on type of caster
A d4 in the Spellcasting Skill which is associated with either Smarts or Spirit depending on caster type this Skill can be raised as normal
A choice of Path per MCWoD 20 Power Points (PP) which can be raised by
the ldquoPower Pointsrdquo Edge as normalmagic
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 useplay6
Mages may cast the majority of the Powers from Necessary Evil as a Spell using the associated point cost of the given Powers involved in said Spell including any Modifier bonuses Spells from SWEE may also be used should
there not be an analog in NE (for example ldquoLightrdquo)
The duration of Spells will be denoted as Instant Short or Long Short has a duration of 3(1round) Long is 10 minutes (11 minute) Short duration should be used for most
combat oriented Spells Long for non-combat
The GM and Player will need to decide upon which NE Powers are ineligible for use in Spellcasting7
Example A Mage wishes to animate a toy have it walk into a room and explode The Mage would construct said Spell using the ldquoAnimationrdquo (3 PP for under 10 lbs) and ldquoExploderdquo (2 PP) Powers for a total of a 5 PP Spell The ldquoAnimationrdquo would have a Long duration while ldquoExploderdquo would be Instant
Mages may create Rotes which add +2 to the Spellcasting roll (sample Rotes in Appendix I)
Mages start play with one ldquofreerdquo Gnosis Mages may choose one of the NE Power
types for each Gnosis which enables the Mage to cast Spells using that Power at 1 PP less per Spell
For example a Mage with Gnosis in ldquoAnimationrdquo and Exploderdquo would cast the previously mentioned Spell for 2 PP less
Bonus Mages can choose an additional Gnosis or the Power Point Edge every 10 XP
VAMPIRESVampire characters begin play with
An additional die in Strength and Vigor A Bite attack that does Str+d4 ldquoPredators Taintrdquo which allows the Vampire to
see another Vampires Rank (unless hidden) ldquoHardyrdquo Monstrous Ability and do not
suffer from Bleed Out ldquoLow-light Visionrdquo and ldquoDeathsleeprdquo per
MCWoD Modifiers based off Clan
Daeva +2 Charisma -2 Tests of Will Gangrel +1 Vigor die -1 Smarts die Mekhet +1 Agility die -4 Charisma Nosferatu +1 Strength die -4 Charisma Ventrue +1 Smarts die -1 Spirit die
One ldquofreerdquo Discipline Vampires take 2d10 damage per round from
direct sunlight partial exposure does proportionately less
As Undead Vampires do not benefit from the Healing Skill nor Natural Healing
Vampires begin with 10 + frac12 Vigor Vitae Vampires may spend one Vitae to heal
one Wound
Vampires may draw Vitae equal to frac12 a creatures Vigor
Vampires may otherwise spendrestore 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 ldquoShapechangingrdquo per MCWoD except as follows
Beast form Additional die in Agility and Vigor Pace of 8rdquo Bite attack of Str+d8 +4 bonus to Notice and Tracking
Hybrid form Bite attack of Str+d6 Claw attack of
Str+d6 +2 to Notice Two additional die in Strength and Agility
additional die in Vigor Hybrid form may be maintained for frac12
Vigor rounds plus one round for each Primal Urge Rite
Sprint Healing of 258
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 silver weapons and Wounds incurred from silver weapons may not be Healed by Sprint Healing
One ldquofreerdquo Rite Werewolves begin with 10 + frac12 Vigor Essence
Werewolves may spend one Essence to heal one Wound this applies to Wounds incurred by silver weapons
Werewolves may otherwise spendrestore Essence as noted in MCWoD
Appendix I Sample RotesThe following Rotes are presented as examples of conversion and not intended to be a complete list Once you get the general idea for how the conversion should work any number of D20 sources can provide a steady stream of Spell ideas
Alter Size Either ldquoGrowthrdquo (2 PPSize) or ldquoShrinkrdquo (3
PPSize) Long
Annihilate Matter ldquoDecayrdquo (3 PP) Instant
Dead Zone ldquoNegationrdquo (4 PP) Short
Plasticity ldquoMatter Controlrdquo (1 PPweight affected) Long
final final ThoughtsThoughtsAs I intent to actually use a variant of this in a campaign of mine please feel free to direct any possible improvements or point out discrepancies that I may have developed
The version of this will change as I incorporate both feedback and playtesting
Thanks and Go Play
Steve W
1 For further rationale behind my decisions see my musings here2 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
3 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
4 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
5 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
6 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
7 Recommended for removal are ldquoAgelessrdquo ldquoConstructrdquo ldquoGiftedrdquo ldquoLairrdquo ldquoMinionsrdquo ldquoSuper Edge amp Skillrdquo ldquoSuper Sorceryrdquo (as this version effectively replaces it) ldquoUndeadrdquo and ldquoVehiclerdquo
8 Each round at the beginning of your turn you can choose to heal up to 2 Wounds however you can recover no more than 5 Wounds per day in this manner
ldquoCravingrdquo penalties per day are -4 for common -2 for uncommon and -1 for rare substances
ldquoBanesrdquo work as the ldquoAllergyrdquo Hindrance from Necessary Evil with the following changes -1 penalty for common -2 for uncommon and -4 for rare substances
Demons begin with 10 + frac12 Vigor Anima (note do not count bonus die to Anima total) Demons may spend one Anima to heal
one Wound Demons may otherwise spendrestore
Anima as noted in MCWoD Bonus ability Demons can choose an
additional Cant every 10 XP
MAGESMage characters begin play with5
An additional die in either Smarts or Spirit depending on type of caster
A d4 in the Spellcasting Skill which is associated with either Smarts or Spirit depending on caster type this Skill can be raised as normal
A choice of Path per MCWoD 20 Power Points (PP) which can be raised by
the ldquoPower Pointsrdquo Edge as normalmagic
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 useplay6
Mages may cast the majority of the Powers from Necessary Evil as a Spell using the associated point cost of the given Powers involved in said Spell including any Modifier bonuses Spells from SWEE may also be used should
there not be an analog in NE (for example ldquoLightrdquo)
The duration of Spells will be denoted as Instant Short or Long Short has a duration of 3(1round) Long is 10 minutes (11 minute) Short duration should be used for most
combat oriented Spells Long for non-combat
The GM and Player will need to decide upon which NE Powers are ineligible for use in Spellcasting7
Example A Mage wishes to animate a toy have it walk into a room and explode The Mage would construct said Spell using the ldquoAnimationrdquo (3 PP for under 10 lbs) and ldquoExploderdquo (2 PP) Powers for a total of a 5 PP Spell The ldquoAnimationrdquo would have a Long duration while ldquoExploderdquo would be Instant
Mages may create Rotes which add +2 to the Spellcasting roll (sample Rotes in Appendix I)
Mages start play with one ldquofreerdquo Gnosis Mages may choose one of the NE Power
types for each Gnosis which enables the Mage to cast Spells using that Power at 1 PP less per Spell
For example a Mage with Gnosis in ldquoAnimationrdquo and Exploderdquo would cast the previously mentioned Spell for 2 PP less
Bonus Mages can choose an additional Gnosis or the Power Point Edge every 10 XP
VAMPIRESVampire characters begin play with
An additional die in Strength and Vigor A Bite attack that does Str+d4 ldquoPredators Taintrdquo which allows the Vampire to
see another Vampires Rank (unless hidden) ldquoHardyrdquo Monstrous Ability and do not
suffer from Bleed Out ldquoLow-light Visionrdquo and ldquoDeathsleeprdquo per
MCWoD Modifiers based off Clan
Daeva +2 Charisma -2 Tests of Will Gangrel +1 Vigor die -1 Smarts die Mekhet +1 Agility die -4 Charisma Nosferatu +1 Strength die -4 Charisma Ventrue +1 Smarts die -1 Spirit die
One ldquofreerdquo Discipline Vampires take 2d10 damage per round from
direct sunlight partial exposure does proportionately less
As Undead Vampires do not benefit from the Healing Skill nor Natural Healing
Vampires begin with 10 + frac12 Vigor Vitae Vampires may spend one Vitae to heal
one Wound
Vampires may draw Vitae equal to frac12 a creatures Vigor
Vampires may otherwise spendrestore 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 ldquoShapechangingrdquo per MCWoD except as follows
Beast form Additional die in Agility and Vigor Pace of 8rdquo Bite attack of Str+d8 +4 bonus to Notice and Tracking
Hybrid form Bite attack of Str+d6 Claw attack of
Str+d6 +2 to Notice Two additional die in Strength and Agility
additional die in Vigor Hybrid form may be maintained for frac12
Vigor rounds plus one round for each Primal Urge Rite
Sprint Healing of 258
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 silver weapons and Wounds incurred from silver weapons may not be Healed by Sprint Healing
One ldquofreerdquo Rite Werewolves begin with 10 + frac12 Vigor Essence
Werewolves may spend one Essence to heal one Wound this applies to Wounds incurred by silver weapons
Werewolves may otherwise spendrestore Essence as noted in MCWoD
Appendix I Sample RotesThe following Rotes are presented as examples of conversion and not intended to be a complete list Once you get the general idea for how the conversion should work any number of D20 sources can provide a steady stream of Spell ideas
Alter Size Either ldquoGrowthrdquo (2 PPSize) or ldquoShrinkrdquo (3
PPSize) Long
Annihilate Matter ldquoDecayrdquo (3 PP) Instant
Dead Zone ldquoNegationrdquo (4 PP) Short
Plasticity ldquoMatter Controlrdquo (1 PPweight affected) Long
final final ThoughtsThoughtsAs I intent to actually use a variant of this in a campaign of mine please feel free to direct any possible improvements or point out discrepancies that I may have developed
The version of this will change as I incorporate both feedback and playtesting
Thanks and Go Play
Steve W
1 For further rationale behind my decisions see my musings here2 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
3 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
4 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
5 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
6 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
7 Recommended for removal are ldquoAgelessrdquo ldquoConstructrdquo ldquoGiftedrdquo ldquoLairrdquo ldquoMinionsrdquo ldquoSuper Edge amp Skillrdquo ldquoSuper Sorceryrdquo (as this version effectively replaces it) ldquoUndeadrdquo and ldquoVehiclerdquo
8 Each round at the beginning of your turn you can choose to heal up to 2 Wounds however you can recover no more than 5 Wounds per day in this manner
Vampires may draw Vitae equal to frac12 a creatures Vigor
Vampires may otherwise spendrestore 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 ldquoShapechangingrdquo per MCWoD except as follows
Beast form Additional die in Agility and Vigor Pace of 8rdquo Bite attack of Str+d8 +4 bonus to Notice and Tracking
Hybrid form Bite attack of Str+d6 Claw attack of
Str+d6 +2 to Notice Two additional die in Strength and Agility
additional die in Vigor Hybrid form may be maintained for frac12
Vigor rounds plus one round for each Primal Urge Rite
Sprint Healing of 258
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 silver weapons and Wounds incurred from silver weapons may not be Healed by Sprint Healing
One ldquofreerdquo Rite Werewolves begin with 10 + frac12 Vigor Essence
Werewolves may spend one Essence to heal one Wound this applies to Wounds incurred by silver weapons
Werewolves may otherwise spendrestore Essence as noted in MCWoD
Appendix I Sample RotesThe following Rotes are presented as examples of conversion and not intended to be a complete list Once you get the general idea for how the conversion should work any number of D20 sources can provide a steady stream of Spell ideas
Alter Size Either ldquoGrowthrdquo (2 PPSize) or ldquoShrinkrdquo (3
PPSize) Long
Annihilate Matter ldquoDecayrdquo (3 PP) Instant
Dead Zone ldquoNegationrdquo (4 PP) Short
Plasticity ldquoMatter Controlrdquo (1 PPweight affected) Long
final final ThoughtsThoughtsAs I intent to actually use a variant of this in a campaign of mine please feel free to direct any possible improvements or point out discrepancies that I may have developed
The version of this will change as I incorporate both feedback and playtesting
Thanks and Go Play
Steve W
1 For further rationale behind my decisions see my musings here2 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
3 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
4 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
5 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
6 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
7 Recommended for removal are ldquoAgelessrdquo ldquoConstructrdquo ldquoGiftedrdquo ldquoLairrdquo ldquoMinionsrdquo ldquoSuper Edge amp Skillrdquo ldquoSuper Sorceryrdquo (as this version effectively replaces it) ldquoUndeadrdquo and ldquoVehiclerdquo
8 Each round at the beginning of your turn you can choose to heal up to 2 Wounds however you can recover no more than 5 Wounds per day in this manner
1 For further rationale behind my decisions see my musings here2 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
3 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
4 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
5 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
6 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
7 Recommended for removal are ldquoAgelessrdquo ldquoConstructrdquo ldquoGiftedrdquo ldquoLairrdquo ldquoMinionsrdquo ldquoSuper Edge amp Skillrdquo ldquoSuper Sorceryrdquo (as this version effectively replaces it) ldquoUndeadrdquo and ldquoVehiclerdquo
8 Each round at the beginning of your turn you can choose to heal up to 2 Wounds however you can recover no more than 5 Wounds per day in this manner