What's Different from Chronicles of Darkness
If you're familiar with Chronicles of Darkness, here's what Yggdrasil changes.
Core System Changes
Inspiration System (Replaces Beats)
Chronicles of Darkness: Beats → Experiences → XP Yggdrasil: Inspiration → Inspired Condition → Immediate benefits
- Characters gain Inspiration for epic or notable actions
- Inspired Condition: Exceptional success on 3+ successes (not 5+)
- Provides immediate Willpower point when used
- More heroic, less bookkeeping than Beats
Dice Options
Chronicles of Darkness: d10 only Yggdrasil: d10 or d6 systems
- D10: Target 8+ (unchanged)
- D6: Target 5+ (see D6 rules)
- Same probability distributions
- Allows play with more common dice
Character Creation Modifications
Chronicles of Darkness: 5/4/3 attributes, varied skill points by template Yggdrasil: 15 attribute points, 25 skill points (standard)
- More flexible attribute distribution
- Consistent skill points across character types
- 30 XP for abilities (instead of template-specific powers)
- 15 XP for merits (more generous starting allocation)
Magic and Supernatural
Unified Ability System
Chronicles of Darkness: Different supernatural types use completely different systems Yggdrasil: All abilities use consistent framework
- Mage Arcana work similarly to Chronicles of Darkness
- Other abilities (Element Bending, Healing Hands, etc.) use parallel structure
- Mana costs and dice pools standardized
- No separate "splats" - mix and match abilities
Mana System
Chronicles of Darkness: Varies by supernatural type
Yggdrasil: Universal mana system
- All supernatural abilities typically cost mana
- Starting mana: 10 + highest ability rating + Mana merit
- Recovery: 1 per day base, more with meditation/rituals
- No separate Essence, Glamour, Vitae, etc.
Power Levels
Chronicles of Darkness: Human → Supernatural template Yggdrasil: Scaling supernatural integration
- Characters start with supernatural abilities
- Power level determined by GM (30-60+ XP in abilities)
- No dramatic template transformation during play
- More gradual power progression
Setting and Tone
Norse Mythology Integration
Chronicles of Darkness: Modern urban fantasy, World of Darkness tone Yggdrasil: Norse-inspired fantasy, more heroic tone
- Nine Worlds cosmology instead of Shadow/Underworld
- Runes and Norse magical traditions
- Honor and fate as cultural themes
- Can be historical, modern, or fantasy timeframe
Moral Framework
Chronicles of Darkness: Integrity/Breaking Points system Yggdrasil: Virtue/Vice system (simplified)
- Optional: Breaking Points for psychological horror campaigns
- Standard: Virtue/Vice provide character motivation
- More heroic default assumption
- Less focus on moral degradation
Mechanical Differences
Combat
Chronicles of Darkness: Detailed tactical combat Yggdrasil: Similar system, some streamlined options
- Same basic combat mechanics
- Some combat options available in Core Rules
- Norse-themed weapons and equipment
- Vehicle rules adapted for fantasy settings
Social System
Chronicles of Darkness: Doors/Impression system Yggdrasil: Simplified social mechanics
- Less complex social maneuvering system
- Focus on roleplay with dice support
- Virtue/Vice integration in social scenes
- Norse cultural considerations (honor, hospitality, etc.)
Investigation
Chronicles of Darkness: Clue-gathering emphasis Yggdrasil: Similar system, Norse knowledge focus
- Same basic investigation mechanics
- Academics vs. Occult for different knowledge types
- Rune-reading and mythology knowledge important
- Spirits and supernatural creatures as information sources
What Stays the Same
Core Mechanics
- Attribute + Skill dice pools
- Target numbers (8+ on d10)
- Success counting system
- Exceptional success rules (with Inspiration modification)
- Willpower system
- Health track system
Character Structure
- 9 Attributes in 3 categories
- Skill categories and most individual skills
- Merit system (with Yggdrasil-specific merits added)
- Virtue and Vice (without Integrity track)
Basic Resolution
- Instant, Extended, and Contested actions
- Teamwork rules
- Environmental modifiers
- Equipment bonuses
Conversion Guidelines
Adapting Chronicles Adventures
- Replace supernatural creatures with Norse equivalents
- Adjust investigation to focus on runes/mythology
- Modify social expectations for Norse cultural values
- Scale magic to your campaign's power level
Converting Characters
- Redistribute points using Yggdrasil creation rules
- Convert supernatural powers to Yggdrasil abilities
- Add appropriate merits from Yggdrasil list
- Adjust background for Norse setting
Using Chronicles Material
- Core rulebook: Essential reference for basic rules
- Adventure modules: Easily adaptable with minor changes
- Antagonist books: Convert creatures to Norse mythology
- Location books: Adapt urban locations to fantasy settings
Why These Changes?
Accessibility
- Simpler magic system for new players
- Consistent ability framework
- Optional d6 system for groups without d10s
Norse Theme
- Magic is common and accepted
- Heroic rather than horror tone
- Cultural values integration
- Mythological creature focus
Flexibility
- Mix different ability types freely
- Scale power level to campaign needs
- Works in different time periods
- Adaptable to different group preferences
Quick Reference for Veterans
Character Creation: 15 attr points, 25 skill points, 30 XP abilities, 15 XP merits Magic: Universal mana system, all abilities cost mana Advancement: Inspiration replaces Beats for heroic moments Tone: More heroic fantasy, less urban horror Setting: Nine Worlds, Norse mythology, variable time period
Ready to convert? Check out the Character Creation section for the complete Yggdrasil process.