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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

  1. Replace supernatural creatures with Norse equivalents
  2. Adjust investigation to focus on runes/mythology
  3. Modify social expectations for Norse cultural values
  4. Scale magic to your campaign's power level

Converting Characters

  1. Redistribute points using Yggdrasil creation rules
  2. Convert supernatural powers to Yggdrasil abilities
  3. Add appropriate merits from Yggdrasil list
  4. 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.