8/14/2019 Savage Worlds of Darkness - PP0.2
1/5
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/8/14/2019 Savage Worlds of Darkness - PP0.2
2/5
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
8/14/2019 Savage Worlds of Darkness - PP0.2
3/5
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
8/14/2019 Savage Worlds of Darkness - PP0.2
4/5
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%228/14/2019 Savage Worlds of Darkness - PP0.2
5/5
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
http://forum.rpg.net/showpost.php?p=9315425&postcount=15http://iridiumbooksmultiversalroleplaying.yuku.com/topic/752http://iridiumbooksmultiversalroleplaying.yuku.com/topic/752http://www.studio2publishing.com/shop/product_info.php?cPath=25_74_118&products_id=1930http://www.studio2publishing.com/shop/product_info.php?cPath=25_74_118&products_id=1930http://iridiumbooksmultiversalroleplaying.yuku.com/topic/752http://www.studio2publishing.com/shop/product_info.php?cPath=25_74_118&products_id=1930http://forum.rpg.net/showpost.php?p=9315425&postcount=15