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Savage Worlds of Darkness - Pre-Playtest Version 0.1

Savage Worlds of Darkness - Pre-Playtest Version 0.1

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Published by warfie
My conversion from Monte Cook's World of Darkness to Savage Worlds, including the fix that I wanted to make in the first place for this revision.
My conversion from Monte Cook's World of Darkness to Savage Worlds, including the fix that I wanted to make in the first place for this revision.

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Published by: warfie on Sep 03, 2008
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05/09/2014

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Savage worldsavage worlds
of Darknessf Darkness
 A Conversion from
 
Monte Cookonte Cook
'
s World of DarknessWorld of Darkness
 
to
Savage Worlds Savage Worlds 
Pre-Playtest Version 0.1
1
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 just abouteverything I could have hoped for in a
 
World of Darkness
game, since the Storytelling system isn't quitemy 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 really didn't want Attacks of Opportunity. What I did want was a system that was still reasonably combat-intensiveyet did away with a lot of the D&D-esque role-playing tropes.
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-formenough
3
or that combat was very stilted and disjointedfrom 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 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 a morecombat oriented
World of Darkness
game a reality.
What This Is Nothat This Is Not
 Your 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 Evil
5
 This is not an attempt to infringe on the copyrights of either White Wolf Publishing orPinnacle Entertainment Group. This is not an officially licensed product nor has it any affiliation with either company. All books are available wherever fine role-playing games are sold, or online at their respective publisher.
 
Generaleneral
 
Conversiononversion
Notesotes
 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 ½ saidbonus 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 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 in“Celerity” 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 any  Advances they would normally get, and isdetermined by character type
Characterharacter
Creationreation
For any of the character types, they may purchasespecial abilities as Edges per the normal charactercreation rules.
6
 
AWAKENED
 Awakened 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” Edgeapplicable to any two non-combat skills, notjust Knowledge Skills
 
Bonus ability: Awakened gain the equivalent of 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 do notcount toward calculating future Skill increases
 
12 Skill Points instead of the starting 15
 
“Hardy” Monstrous Ability, and do not sufferfrom 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” per
MCWoD
 
 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” or“Bane” per
MCWoD
with alterations:
“Craving” penalties per day are -4 forcommon, -2 for uncommon and -1 for rare
 
“Banes” work as the “Allergy” Hindrancefrom
Necessary Evil
with the following changes: -1 penalty for common, -2 foruncommon and -4 for rare
 
Demons begin with 10 + ½ 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 additionalCant 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 per
MCWoD
 
20 Power Points (PP), which can be raised by the “Power Points” Edge as normal
magic 
8
 
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 peradditional round)
Long duration is 10 minutes (1 PP peradditional 10 minutes)
Short duration should be used for mostcombat 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 Spellcasting 
9
Example: A Mage wishes to animate a toy,have it walk into a room and then explodeupon 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 Long duration, 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 willprovide +2 in
SW
Bonuses to DC provide a -1 to Trait Testsfor target
Shakti 
Gnosis cause a Mage toautomatically 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” from
NE
requires an initial Vigor roll toavoid a Wound on top of being Shaken;the damage can be increased +1d6 per Wound the Mage is willing to incur
“Hold” = “Telekinesis” from
SWEE
requiring an initial Vigor roll to avoid a Wound on top of being Shaken; cannotmanipulate weapons; Strength may beincreased one die per Wound Mage is willing 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
or 
the Power Point Edge every 10 XP
VAMPIRES
 Vampire characters begin play with:
 
 An additional die in Strength and Vigor
 
12 Skill Points instead of the starting 15
 
 A Bite attack that does Str+d4

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