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Savage Worlds of Darkness

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


Pre-Playtest Version 0.21

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 ○ More powerful Spells are harder to cast and
from Necessary Evil with the following control; for every 5 PP a Spell costs, the
changes: -1 penalty for common, -2 for Spellcasting roll is at -1
uncommon and -4 for rare ○ The GM and Player will need to decide
 Demons begin with 10 + ½ Vigor Anima (note: upon which NE Powers are ineligible for
do not count bonus die to Anima total) use in Spellcasting9
○ Demons may spend one Anima to heal one ○ Example: A Mage wishes to animate a toy,
Wound have it walk into a room and then explode
○ Demons may otherwise spend/restore upon command
Anima as noted in MCWoD ■ Construct said Spell using the
 Bonus ability: Demons choose an additional “Animation” (3 PP for under 10 lbs.)
Cant every 10 XP and “Explode” (2 PP) Powers for a
total of 5 PP
MAGES ■ The “Animation” would have a Long
duration, while “Explode” would be
Mage characters begin play with:7 Instant
 An additional die in either Smarts or Spirit,  Mages start play with one “free” Gnosis;
depending on type of caster additional Gnosis may be purchased as Edges
 A d4 in the Spellcasting Skill, which is via Advances
associated with either Smarts or Spirit ○ Bonuses to Spellcasting from Gnosis will
depending on caster type; this Skill can be raised provide +2 in SW
as normal ○ Bonuses to DC provide a -1 to Trait Tests
 A choice of Path and Order per MCWoD for target
 20 Power Points (PP), which can be raised by ○ Shakti Gnosis cause a Mage to
the “Power Points” Edge as normal automatically become Shaken, which can be
○ Power Points recover at the rate of 10% per bought off with Bennies
every hour of sleep or rest ■ “Jolt” = basic “Attack, Melee” from
○ The Power Edges “Rapid Recharge” and NE; the damage can be increased +1d6
“Improved Rapid Recharge” adjust the time per Wound the Mage is willing to incur
requirement as written ■ “Push” = “Telekinesis” from SWEE;
for horizontal movement only; Strength
magic8 may be increased one die per Wound
Mage is willing to incur
 Mages may cast the majority of the Powers ■ “Bolt” = basic “Attack, Ranged” from
from Necessary Evil as a Spell, using the NE requires an initial Vigor roll to
associated point cost of the given Powers avoid a Wound on top of being Shaken;
involved in said Spell, including any Modifier the damage can be increased +1d6 per
bonuses Wound the Mage is willing to incur
○ Spells from SWEE may also be used if
■ “Hold” = “Telekinesis” from SWEE
there is no analog in NE (for example, requiring an initial Vigor roll to avoid a
“Light”) Wound on top of being Shaken; cannot
○ The duration of Spells adjusted to Instant,
manipulate weapons; Strength may be
Short or Long increased one die per Wound Mage is
■ Short duration is 3 rounds (1 PP per
willing to incur
additional round)  A Spell is considered a Rote if it uses only one
■ Long duration is 10 minutes (1 PP per
Power and is not otherwise modified; such
additional 10 minutes) Spells receive a +2 Spellcasting bonus
■ Short duration should be used for most
 Bonus ability: Mages can choose an additional
combat oriented Spells, Long for non- Gnosis or the Power Point Edge every 10 XP
combat
Equivalent of “Frenzy” Edge when
VAMPIRES

attacking with both Bite and Claw
■ +2 to Notice
Vampire characters begin play with:
■ Two additional die in Strength and
 An additional die in Strength and Vigor
Agility, additional die in Vigor
 12 Skill Points instead of the starting 15
■ Hybrid form may be maintained for ½
 Bite attack Str+d4
Vigor rounds, plus one round for each
“Predator's Taint” which allows the Vampire to
Primal Urge Rite
see another Vampire's Rank (unless hidden)
 “Sprint Healing” of 2/5
 “Hardy” Monstrous Ability, and do not suffer
○ At the beginning of the Werewolf's turn, he
from Bleed Out
can choose to heal up to 2 Wounds
 “Low-light Vision” and “Deathsleep” per
○ May recover no more than 5 Wounds per
MCWoD
day in this manner
 Modifiers based off Clan:
 Modifiers based off Auspice:
○ Daeva: +2 Charisma, -2 Tests of Will
○ Rahu: +1 Strength die
○ Gangrel: +1 Vigor die, -1 Smarts die
○ Cahalith: +1 Smarts die
○ Mekhet: +1 Agility die, -2 Charisma
○ Elodoth: +2 Charisma
○ Nosferatu: +1 Strength die, -2 Charisma
○ Ithaeur: +1 Spirit die
○ Ventrue: +1 Smarts die, -1 Spirit die
○ Irraka: +1 Agility die
 One “free” Discipline; additional Disciplines
 Werewolves take double damage from silver
may be purchased as Edges via Advances
weapons, and Wounds incurred from silver
 Vampires take 2d10 damage per round from
weapons may not be Healed by “Sprint
direct sunlight; partial exposure does
Healing”
proportionately less
 One “free” Rite; additional Rites may be
 As Undead, Vampires do not benefit from the
purchased as Edges via Advances
Healing Skill nor Natural Healing
 Werewolves begin with 10 + ½ Vigor Essence
 Vampires begin with 10 + ½ Vigor Vitae
○ Werewolves may spend one Essence to
○ Vampires may spend one Vitae to heal one
heal one Wound; this applies to Wounds
Wound
incurred by silver weapons
○ Vampires may draw Vitae equal to ½ a
○ Werewolves may otherwise spend/restore
creature's Vigor
Essence as noted in MCWoD
○ Vampires may otherwise spend/restore
 Bonus ability: Werewolves choose an
Vitae as noted in MCWoD
additional Rite every 10 XP
 Bonus ability: Vampires can choose an
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 The version of this will change as I incorporate both
■ Pace of 8” feedback and playtesting.
■ Bite attack of Str+d8
■ +4 bonus to Notice and Tracking Thanks, and Go Play!
○ Hybrid form:
■ Bite attack Str+d6, Claw attack Str+d6
Steve “Dubya”
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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