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○ 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