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Savage worlds of Darkness

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


Pre-Playtest Verison

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 reproduction of anything should be the length, but
about everything I could have hoped for in a World in case that isn't clear enough I will say this: this
of Darkness game, since the Storytelling system isn't
document isn't meant to be used by itself. You will
quite my cup of tea; it just doesn't have the combat require copies of the following:
focus that I enjoy in an RPG.
 Monte Cook's World of Darkness
However, as time progressed and the further I  Savage Worlds Explorer's Edition
thought about what I wanted vs. what was in MCWoD,
I realized that there was quite a bit of disparity.1 I  Necessary Evil
didn't want levels or classes. I didn't want Hit Points.
This is not an attempt to infringe on the copyrights
I really didn't want Attacks of Opportunity. What I
of either White Wolf Publishing or Pinnacle
did want was a system that was still reasonably
Entertainment Group.
combat-intensive yet did away with a lot of the
This is not an officially licensed product nor has it
D&D-esque role-playing tropes.
any affiliation with either company.
I had tinkered around with changing the mechanics All books are available wherever fine role-playing
to a couple of different systems, but my problems games are sold, or online at their respective
would all boil down to the magic system not being publisher.
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 –
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.4
 The attributes correspond as follows:
○ Strength = Strength AWAKENED
○ Dexterity = Agility Awakened characters begin play with:
○ Constitution = Vigor  2 “free” Edges
○ Intelligence = Smarts  8 skill points instead of the starting 5
○ Wisdom = Spirit  An additional die in their choice of two
○ Charisma = Charisma; in this case, any attributes
bonuses to D20 Cha would result in ½  The equivalent of the “Scholar” Edge
said 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
Worlds; for example, a bonus of +4 would of 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 Demon characters begin play with:
○ Levels 11-15 = Veteran  An additional die in two attributes of choice,
○ Levels 16-20 = Heroic which can be changed daily (in play); because
 Damage from MCWoD (bite attacks and of this flexibility, these bonus die are applied
such) translates directly over to Savage after character creation is complete and do
Worlds not count toward calculating future Skill
 Each character type has access to a “bonus” increases
ability every 10 XP; this ability is on top of  “Hardy” Monstrous Ability, and do not
any Advances they would normally get, and is suffer from Bleed Out
determined by character type  A natural form which provides a “Horrific
 Penalties or bonuses should be scaled to Appearance” equivalent to a -4 Charisma
match the 1/2/4 Savage Worlds standard modifier; additionally, “normal” humans that
see a Demon's natural form must make a
Fear check at a -2
 “Shapechanging” and “Darkvision” per
MCWoD
 As effective constructs, Demons do not
benefit from the Healing Skill nor Natural
Healing
 One “free” Cant
 A Demon suffers from either a “Craving” or
“Bane” per MCWoD with alterations:
○ “Craving” penalties per day are -4 for ○ The GM and Player will need to decide
common, -2 for uncommon and -1 for upon which NE Powers are ineligible for
rare substances use in Spellcasting7
○ “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 explode. The
changes: -1 penalty for common, -2 for Mage would construct said Spell using the
uncommon and -4 for rare substances “Animation” (3 PP for under 10 lbs.) and
 Demons begin with 10 + ½ Vigor Anima “Explode” (2 PP) Powers for a total of a 5
(note: do not count bonus die to Anima total) PP Spell. The “Animation” would have a
○ Demons may spend one Anima to heal
Long duration, while “Explode” would be
Instant
one Wound
 Mages may create Rotes, which add +2 to the
○ Demons may otherwise spend/restore
Spellcasting roll (sample Rotes in Appendix I)
Anima as noted in MCWoD  Mages start play with one “free” Gnosis
 Bonus ability: Demons can choose an ○ Mages may choose one of the NE Power
additional Cant every 10 XP types for each Gnosis, which enables the
Mage to cast Spells using that Power at 1
MAGES PP less per Spell
Mage characters begin play with5: ○ For example, a Mage with Gnosis in
 An additional die in either Smarts or Spirit, “Animation” and Explode” would cast the
depending on type of caster previously mentioned Spell for 2 PP less
 A d4 in the Spellcasting Skill, which is  Bonus: Mages can choose an additional Gnosis
associated with either Smarts or Spirit or the Power Point Edge every 10 XP
depending on caster type; this Skill can be raised
as normal
 A choice of Path per MCWoD
VAMPIRES
 20 Power Points (PP), which can be raised by
Vampire characters begin play with:
 An additional die in Strength and Vigor
the “Power Points” Edge as normal
 A Bite attack that does Str+d4
magic  “Predator's Taint” which allows the Vampire to
Coming up with a system that was neither as see another Vampire's Rank (unless hidden)
intricate as written in MCWoD while still being as  “Hardy” Monstrous Ability, and do not
versatile as possible gave me the most headache suffer from Bleed Out
out of any of the conversion material; presented is  “Low-light Vision” and “Deathsleep” per
my attempt to balance versatility and ease of MCWoD
use/play6  Modifiers based off Clan:
 Mages may cast the majority of the Powers
○ Daeva: +2 Charisma, -2 Tests of Will
from Necessary Evil as a Spell, using the
○ Gangrel: +1 Vigor die, -1 Smarts die
associated point cost of the given Powers
○ Mekhet: +1 Agility die, -4 Charisma
involved in said Spell, including any Modifier
○ Nosferatu: +1 Strength die, -4 Charisma
bonuses
○ Ventrue: +1 Smarts die, -1 Spirit die
○ Spells from SWEE may also be used should
 One “free” Discipline
there not be an analog in NE (for example,
“Light”)  Vampires take 2d10 damage per round from

○ The duration of Spells will be denoted as direct sunlight; partial exposure does
Instant, Short or Long; Short has a duration proportionately less
of 3(1/round), Long is 10 minutes (1/1  As Undead, Vampires do not benefit from
minute) the Healing Skill nor Natural Healing
■ Short duration should be used for most  Vampires begin with 10 + ½ Vigor Vitae
combat oriented Spells, Long for non- ○ Vampires may spend one Vitae to heal
combat one Wound
Vampires may draw Vitae equal to ½ a
Appendix I: Sample Rotes

creature's Vigor
○ Vampires may otherwise spend/restore
Vitae as noted in MCWoD The following Rotes are presented as examples of
 Bonus ability: Vampires can choose an conversion and not intended to be a complete list.
additional Discipline every 10 XP Once you get the general idea for how the
conversion should work, any number of D20
W EREWO LVES
sources can provide a steady stream of Spell ideas.
Werewolf characters begin play with:
 An additional die in Strength and Vigor
Alter Size
 Either “Growth” (2 PP/Size) or “Shrink” (3
 “Shapechanging” per MCWoD except as follows:
○ Beast form: PP/Size)
■ Additional die in Agility and Vigor  Long
■ Pace of 8”
■ Bite attack of Str+d8 Annihilate Matter
■ +4 bonus to Notice and Tracking  “Decay” (3 PP)
○ Hybrid form:  Instant
■ Bite attack of Str+d6, Claw attack of
Str+d6 Dead Zone
■ +2 to Notice
 “Negation” (4 PP)
■ Two additional die in Strength and Agility,
 Short
additional die in Vigor
■ Hybrid form may be maintained for ½
Vigor rounds, plus one round for each Plasticity
Primal Urge Rite  “Matter Control” (1 PP/weight affected)
 Sprint Healing of 2/58  Long
 Modifiers based off Auspice:
○ Rahu: +1 Strength die
○ Cahalith: +1 Smarts die
○ Elodoth: +2 Charisma
○ Ithaeur: +1 Spirit die
○ Irraka: +1 Agility die
final Thoughts
 Werewolves take double damage from silver As I intent to actually use a variant of this in a
weapons, and Wounds incurred from silver campaign of mine, please feel free to direct any
weapons may not be Healed by Sprint Healing possible improvements or point out discrepancies
 One “free” Rite that I may have developed.
 Werewolves begin with 10 + ½ Vigor Essence
○ Werewolves may spend one Essence to The version of this will change as I incorporate both
heal one Wound; this applies to Wounds feedback and playtesting.
incurred by silver weapons
○ Werewolves may otherwise spend/restore Thanks, and Go Play!
Essence as noted in MCWoD
Steve W.
1 For further rationale behind my decisions, see my musings here
2 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 “Ageless,” “Construct,” “Gifted,” “Lair,” “Minions,” “Super Edge & Skill,”
“Super Sorcery” (as this version effectively replaces it), “Undead” and “Vehicle”
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

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