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SavageSavage worldsworlds ofof DarknessDarkness

A Conversion from Monte Cook' s World of Darkness to SavageSavage WorldsWorlds

WhatWhat ThisThis IsIs

Pre-Playtest Verison

What This Is Not

When I first read MCWoD, it was as if someone had ignited a fire in my brain. This seemed to be just about everything I could have hoped for in a World of Darkness game, since the Storytelling system isn't quite my cup of tea; it just doesn't have the combat focus that I enjoy in an RPG.

However, as time progressed and the further I thought about what I wanted vs. what was in MCWoD, I realized that there was quite a bit of disparity. 1 I didn't want levels 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-intensive yet did away with a lot of the D&D-esque role-playing tropes.

I had tinkered around with changing the mechanics to 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 stilted and disjointed from the rest of the game 3 .

Your first clue that this isn't a word-for-word reproduction of anything should be the length, but in case that isn't clear enough I will say this: this document isn't meant to be used by itself. You will require 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 copyrights of either White Wolf Publishing or Pinnacle 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.

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.

GeneralGeneral ConversionConversion NotesNotes

While working any of the conversions from the D20 based 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 said bonus to Savage Worlds Charisma

Every increase of +2 to a given D20 attribute should correspond to a die increase in Savage Worlds; for example, a bonus of +4 would result in 2 die increases

Saving throws convert as Trait Tests using:

Fortitude = Vigor

Reflex = Agility

Will = Spirit

Feats/abilities that reference level convert to Ranks 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

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 is determined by character type

Penalties or bonuses should be scaled to match the 1/2/4 Savage Worlds standard

CharacterCharacter CreationCreation

For any of the character types, they may purchase special abilities as Edges per the normal character creation rules. 4


Awakened characters begin play with:

2 “free” Edges

8 skill points instead of the starting 5

An additional die in their choice of two attributes

The equivalent of the “Scholar” Edge applicable to any two non-combat skills, not just Knowledge Skills

Bonus ability: Awakened gain the equivalent of an additional Advance every 10 XP or the equivalent of the “Scholar” Edge as previous; additionally, Awakened may begin to take the Legendary “Professional” Edges at Veteran (the other prerequisites still apply, just the Rank requirement is changed)


Demon characters begin play with:

An additional die in two attributes of choice, which can be changed daily (in play); because of this flexibility, these bonus die are applied after character creation is complete and do not count toward calculating future Skill increases

“Hardy” Monstrous Ability, and do not suffer from Bleed Out

A natural form which provides a “Horrific Appearance” equivalent to a -4 Charisma 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 common, -2 for uncommon and -1 for rare substances

“Banes” work as the “Allergy” Hindrance from Necessary Evil with the following changes: -1 penalty for common, -2 for uncommon 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 heal one Wound

Demons may otherwise spend/restore Anima as noted in MCWoD

Bonus ability: Demons can choose an additional Cant every 10 XP


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 is associated with either Smarts or Spirit depending on caster type; this Skill can be raised as normal

A choice of Path per MCWoD

20 Power Points (PP), which can be raised by the “Power Points” Edge as normal


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 6

Mages may cast the majority of the Powers from Necessary Evil as a Spell, using the associated point cost of the given Powers involved in said Spell, including any Modifier bonuses

Spells from SWEE may also be used should there not be an analog in NE (for example, “Light”)

The duration of Spells will be denoted as Instant, Short or Long; Short has a duration of 3(1/round), Long is 10 minutes (1/1 minute)

Short duration should be used for most combat oriented Spells, Long for non- combat

The GM and Player will need to decide upon which NE Powers are ineligible for use in Spellcasting 7

Example: A Mage wishes to animate a toy, have it walk into a room and explode. The Mage would construct said Spell using the “Animation” (3 PP for under 10 lbs.) and “Explode” (2 PP) Powers for a total of a 5 PP Spell. The “Animation” would have a Long duration, while “Explode” would be Instant

Mages may create Rotes, which add +2 to the Spellcasting roll (sample Rotes in Appendix I)

Mages start play with one “free” Gnosis

Mages may choose one of the NE Power types for each Gnosis, which enables the Mage to cast Spells using that Power at 1 PP less per Spell

For example, a Mage with Gnosis in “Animation” and Explode” would cast the previously mentioned Spell for 2 PP less

Bonus: Mages can choose an additional Gnosis or the Power Point Edge every 10 XP


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 to see another Vampire's Rank (unless hidden)

“Hardy” Monstrous Ability, and do not suffer 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 from direct sunlight; partial exposure does proportionately less

As Undead, Vampires do not benefit from the Healing Skill nor Natural Healing

Vampires begin with 10 + ½ Vigor Vitae

Vampires may spend one Vitae to heal one Wound

Vampires may draw Vitae equal to ½ a creature's Vigor

Vampires may otherwise spend/restore Vitae as noted in MCWoD

Bonus ability: Vampires can choose an additional Discipline every 10 XP


Werewolf characters begin play with:

An additional die in Strength and Vigor

“Shapechanging” per MCWoD except as follows:

Beast form:

Additional die in Agility and Vigor

Pace of 8”

Bite attack of Str+d8

+4 bonus to Notice and Tracking

Hybrid form:

Bite attack of Str+d6, Claw attack of


+2 to Notice

Two additional die in Strength and Agility, additional die in Vigor

Hybrid form may be maintained for ½ Vigor rounds, plus one round for each Primal Urge Rite

Sprint Healing of 2/5 8

Modifiers based off Auspice:

Rahu: +1 Strength die

Cahalith: +1 Smarts die

Elodoth: +2 Charisma

Ithaeur: +1 Spirit die

Irraka: +1 Agility die

Werewolves take double damage from silver weapons, and Wounds incurred from silver weapons may not be Healed by Sprint Healing

One “free” Rite

Werewolves begin with 10 + ½ Vigor Essence

Werewolves may spend one Essence to heal one Wound; this applies to Wounds incurred by silver weapons

Werewolves may otherwise spend/restore Essence as noted in MCWoD

Appendix I: Sample Rotes

The following Rotes are presented as examples of conversion and not intended to be a complete list. Once you get the general idea for how the conversion should work, any number of D20 sources can provide a steady stream of Spell ideas.

Alter Size

Either “Growth” (2 PP/Size) or “Shrink” (3 PP/Size)


Annihilate Matter

“Decay” (3 PP)


Dead Zone

“Negation” (4 PP)



“Matter Control” (1 PP/weight affected)


finalfinal ThoughtsThoughts

As I intent to actually use a variant of this in a campaign of mine, please feel free to direct any possible improvements or point out discrepancies that I may have developed.

The version of this will change as I incorporate both feedback and playtesting.

Thanks, and Go Play!


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 1 st 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