Advanced Dungeons and Dragons, 2nd ed Conversion
For all statistics on the 1 - 18 scale, add 2 then divide by 4 to get a result between 1 and 5.
AD&D to White Wolf Statistic
(Strength + 2)/4= Strength
(Dexterity + 2)= Dexterity
(Constitution + 2) = Stamina
(Intelligence + 2)= Intelligence
(Wisdom + 2) = Perception
[(Dexterity+Wisdom + 4)/2]/4 = Wits
(Charisma + 2)= Charisma
(Comliness + 2= Attractiveness
[(Charisma+Wisdom + 4)/2]/4 = Manipulation
[(Wisdom + 2) x 2]/4 = Willpower
All hit points are lost! Take Stamina and multiply by 10 (M size and Humanoids) to get Damage Capacity. For other sized creatures use the following multiplied by Stamina to get DC. For creatures in the Monsterous Manuals, the number of HD is the number of d10's of DC that they possess.
T x 2
S x 5
M x 10
L x 15
H x 25
G x 50
The character has the same number of skills that they possess currently. You may either divide the check number by 4 to find the skill level (1-5 for humans) OR you may take the skills currently possessed at skill level 1 and add a number of levels to the skills equal to the AD&D class levels possessed by the PC. Thus a sixth level fighter/fourth level fighter would have all skills possessed at level 1 to which you would then add 10 more levels to any skill, with no skill exceeding 5 (for humanoids). You may also just divide the total number of class levels by 5 and that is the level of all your skills, excepting weapons skills.
The following is a chart detailing dice pool penalties due to damage:
Full Damage Capacity -0 to dice pools
3/4 Damage Capacity -1 to dice pools
1/2 Damage Capacity -3 to dice pools
1/4 Damage Capacity -5 to dice pools
0 Damage Capacity Unconscious
-1/4 Damage Capacity Roll on the Critical Injury Charts
-1/2 Damage Capacity Dead
Alignment to Humanity
Lawful good = 9
Neutral good = 8
Chaotic good = 7
Lawful neutral = 6
Neutral = 5
Chaotic neutral = 4
Lawful evil = 3
Neutral evil = 2
Chaotic evil = 1
That was a "rough" idea, not a hard and fast translation!
For every FULL 20 (1) attacks per melee round, you get 1 action per round.
1 - 20 attacks = 1 action
21-40 attacks = 2 actions, etc....
Haste doubles your actions without penalty, slow halves your actions.
THACO is your Hand to Hand skill, you will automatically have Brawling skill in White Wolf. If you have Weapons Proficiencies, your THACO is your skill for those weapons as well. Each different type of weapons counts as a specialization in White Wolf which adds 1 die on all skill rolls with that weapon.
THACO to skill level:
20 = 0
19 to 16 = 1
15 to 12 = 2
11 to 9 = 3
8 to 5 = 4
4 to 1 = 5 This is the Maximum for Humans and most mortal beings!
0 to -5 = 6
-6 to -10 = 7
-11 to -15 = 8
-16 to -20 = 9
-21 or lower = 10 This is the Maximum # of dice possible!!!!!
Weapons damage is either standard for DEEP BLACK or multiplied by 3. Magic damage, range and duration is exactly the same. The casting time is the number of 3 second rounds that it takes to cast. AD&D magic users count as Hedge Wizards in White Wolf and are not subject to Paradox, but are also unable to use Sphere Magick. Magical Weapons do 1d10 additional damage (aggravated) for every +1 that they possess. You may also have them +1 to melee skill as well. They also may add +1 action/round (swiftness), or any number of other GM determined effects.
Armor class is translated into Stopping Power that is subtracted from the damage inflicted to the target. Creatures that must be hit by magical weapons of a certain level (ie +2 to hit), automatically have Fortitude at that level (ie Fortitude 2 which translates as 20 Stopping Power).
Armor Class x 5 equals Stopping Power. If you wish, you may trade in AC for the skill Dodge at 4 AC per 1 die of Dodge.
Saving Throws do not exist in White Wolf. Use Stamina instead.
Magic Resistance is traded in at 20% per 1 die of Counter Magick (which lessens magical effects, not negates them). You may keep MR the same if you wish.
When the Quickening occurs, the Immortal gains 1/10th of the vanquished Attributes AND Abilities (skills and powers) as EP's.
Legacy attributes to White Wolf attributes
Intellect = Intelligence AND Perception
Agility = Dexterity
Strenth = Strength AND Stamina
Presence = Charisma AND Manipulation AND Appearance
Psyche = Wits
Psyche x 2 = Willpower
Character AGE, Class, Attribute points, Skills and Powers (Backgrounds included)
> 100 years, Neonate, 15 dots, 27 dots
101-300 years, Modern, 21 dots, 30 dots
301-500 years, Medieval, 23 dots, 38 dots
500-1000 years, Imperial, 27 dots, 55 dots
1001-2000 years, Methuselah, 29 dots, 68 dots
< 2000 years, Antediluvean, 31 dots, 75 dots
BS = Firearms and/or Energy Weapons skill (which ever is appropriate)
WS = Melee and Brawling Skill
S = Strength
T = Stamina
I = Wits
A = Actions per round. yes this violates the 1 action/round rule, but these are exceptional characters!
Ld x 2= Charisma + Perception + Intelligence + Manipulation
---- = Dexterity is the Highest between BS and WS.
---- = Appearance is automatically 2, may be exchanged one for one by substituting/adding points from another stat
The points cost is the number of "dots" of skills that a character gets. The more expensive models have huge amounts of skills.
Ballistic weapons ranges are squared (range times range) then multiplied by 10m. Range = 24" is (24 x 24) x 10 meters in White Wolf (5760 meters).
Armor Saves to Stopping Power (SP):
1 = 120 SP
2 = 100 SP
3 = 80 SP
4 = 60 SP
5 = 40 SP
6 = 20 SP
Invulnerable means SP x 2
Weapons Damage:
(STR)d10 = damage. AP of weapon adds to damage as well:
AP 1 +60 damage
AP 2 +50 damage
AP 3 +40 damage
AP 4 +30 damage
AP 5 +20 damage
AP 6 +10 damage
Therefore a STR 4 weapon with AP 3 causes 4 x 10 + 40 = 80 damage (8d10).
Monstrous creatures cause an additional + 2d6 x 10 damage in melee and they automatically 1/2 the SP of their target.
Invulnerable creatures double their armor (SP x 2)
A Vehicle's Armor x 20 equals it's Stopping Power (SP)
Front Armor + Left Side Armor + Right Side Armor + Rear Armor = MDC of the vehicle.
Ordinance damage = (STR)d10 MDC. The AP of the weapon adds to damage:
AP 1 = +60 MDC
AP 2 = +50 MDC
AP 3 = +40 MDC
AP 4 = +30 MDC
AP 5 = +20 MDC
AP 6 = +10 MDC
Therefore a weapon with STR 4 and AP 3 does 4d10 MD + 4d10 MD = 8d10 MD!