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Savage Worlds of Darkness - Pre-Playtest Version

Savage Worlds of Darkness - Pre-Playtest Version

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Published by warfie
My conversion of Monte Cook's World of Darkness to the Savage Worlds system.
My conversion of Monte Cook's World of Darkness to the Savage Worlds system.

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Published by: warfie on Aug 30, 2008
Copyright:Attribution Non-commercial

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06/03/2010

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Savage worlds Savage worlds 
of Darknessof Darkness
 A Conversion from
 
Monte Cook
'
s World of Darkness
 
to
Savage Worlds Savage Worlds 
Pre-Playtest Verison
What This Is What This Is 
 When I first read
 
MCWoD
,
it was as if someone hadignited a fire in my brain. This seemed to be justabout everything I could have hoped for in a
 
Worldof Darkness
game, since the Storytelling system isn'tquite my cup of tea; it just doesn't have the combatfocus that I enjoy in an RPG.However, as time progressed and the further Ithought about what I wanted vs. what was in
MCWoD
,
I realized that there was quite a bit of disparity.
1
Ididn't want levels or classes. I didn't want Hit Points.I really didn't want Attacks of Opportunity. What Idid want was a system that was still reasonably combat-intensive yet did away with a lot of theD&D-esque role-playing tropes.
I
had tinkered around with changing the mechanicsto a couple of different systems, but my problems would all boil down to the magic system not being free-form enough
2
or that combat was very stiltedand disjointed from the rest of the game
3
.Eventually I came to the epiphany that
Savage Worlds 
 
could do just about everything I wanted –  with some minor modifications so that the magicsystem from
 
MCWoD
 
could be easily integrated.Hopefully my efforts here will enable you to jumpthrough fewer hoops that I have had to to make amore combat oriented
World of Darkness
game areality.
What This Is Not
 Your first clue that this isn't a word-for-wordreproduction of anything should be the length, butin case 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 Evil
 This is not an attempt to infringe on the copyrightsof either  White Wolf Publishing orPinnacle Entertainment Group. This is not an officially licensed product nor has itany affiliation with either company. All books are available wherever fine role-playing games are sold, or online at their respectivepublisher.
 
General General 
 
Conversion Conversion 
Notes Notes 
 While working any of the conversions from the D20based
MCWoD
, I've 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 ½said bonus to Savage Worlds Charisma
 
Every increase of +2 to a given D20 attributeshould correspond to a die increase in
Savage Worlds
; for example, a bonus of +4 wouldresult 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 andsuch) translates directly over to
Savage Worlds
 
Each character type has access to a “bonus”ability every 10 XP; this ability is on top of any Advances they would normally get, and isdetermined by character type
 
Penalties or bonuses should be scaled tomatch the 1/2/4
Savage Worlds
standard
Character Character 
Creation Creation 
For any of the character types, they may purchasespecial abilities as Edges per the normal charactercreation rules.
4
 
 AWAKENED
 Awakened characters begin play with:
 
2 “free” Edges
 
8 skill points instead of the starting 5
 
 An additional die in their choice of twoattributes
 
 The equivalent of the “Scholar” Edgeapplicable to any two non-combat skills, notjust Knowledge Skills
 
Bonus ability: Awakened gain the equivalentof an additional Advance every 10 XP
or 
theequivalent 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)
DEMONS
Demon 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 donot count toward calculating future Skillincreases
 
“Hardy” Monstrous Ability, and do notsuffer from Bleed Out
 
 A natural form which provides a “Horrific Appearance” equivalent to a -4 Charismamodifier; additionally, “normal” humans thatsee a Demon's natural form must make aFear check at a -2
 
“Shapechanging” and “Darkvision” per
MCWoD
 
 As effective constructs, Demons do notbenefit from the Healing Skill nor NaturalHealing 
 
One “free” Cant
 
 A Demon suffers from either a “Craving” or“Bane” per
MCWoD
with alterations:
 
“Craving” penalties per day are -4 forcommon, -2 for uncommon and -1 forrare substances
“Banes” work as the “Allergy” Hindrancefrom
Necessary Evil
with the following changes: -1 penalty for common, -2 foruncommon and -4 for rare substances
 
Demons begin with 10 + ½ Vigor Anima(note: do not count bonus die to Anima total)
Demons may spend one Anima to healone Wound
Demons may otherwise spend/restore Anima as noted in
MCWoD
 
Bonus ability: Demons can choose anadditional Cant every 10 XP
MAGES
Mage characters begin play with
5
:
 
 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 per
MCWoD
 
20 Power Points (PP), which can be raised by the “Power Points” Edge as normal
magic
Coming up with a system that was neither asintricate as written in MCWoD while still being as versatile as possible gave me the most headacheout of any of the conversion material; presented ismy attempt to balance versatility and ease of use/play 
6
 
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 shouldthere not be an analog in
NE
(for example,“Light”)
 The duration of Spells will be denoted asInstant, Short or Long; Short has a durationof 3(1/round), Long is 10 minutes (1/1minute)
Short duration should be used for mostcombat oriented Spells, Long for non-combat
 The GM and Player will need to decideupon which NE Powers are ineligible foruse in Spellcasting 
7
Example: A Mage wishes to animate a toy,have it walk into a room and explode. TheMage would construct said Spell using the“Animation” (3 PP for under 10 lbs.) and“Explode” (2 PP) Powers for a total of a 5PP Spell. The “Animation” would have aLong duration, while “Explode” would beInstant
 
Mages may create Rotes, which add +2 to theSpellcasting roll (sample Rotes in Appendix I)
 
Mages start play with one “free” Gnosis
Mages may choose one of the NE Powertypes for each Gnosis, which enables theMage to cast Spells using that Power at 1PP less per Spell
For example, a Mage with Gnosis in“Animation” and Explode” would cast thepreviously mentioned Spell for 2 PP less
 
Bonus: Mages can choose an additional Gnosis
or 
the Power Point Edge every 10 XP
VAMPIRES
 Vampire characters begin play with:
 
 An additional die in Strength and Vigor
 
 A Bite attack that does Str+d4
 
“Predator's Taint” which allows the Vampire tosee another Vampire's Rank (unless hidden)
 
“Hardy” Monstrous Ability, and do notsuffer 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, -4 Charisma
Nosferatu: +1 Strength die, -4 Charisma
 Ventrue: +1 Smarts die, -1 Spirit die
 
One “free” Discipline
 
 Vampires take 2d10 damage per round fromdirect sunlight; partial exposure doesproportionately less
 
 As Undead, Vampires do not benefit fromthe Healing Skill nor Natural Healing 
 
 Vampires begin with 10 + ½ Vigor Vitae
 Vampires may spend one Vitae to healone Wound

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