TEXT: MUTANT CHRONICLES 3RD ED
  
  2D20 LEAD GAME DESIGN 
  JAY LITTLE
  ARTWORK BY 
  DOMINIK KASPRZYCKI, PETER BERGTING, RED SCAR, TOMA FEIZO GAS, PAUL BONNER, MICHAEL WOLMARAN
  GRAPHIC DESIGN BY 
  MATTHEW COMBEN
  LAYOUT BY 
  THOMAS SHOOK
  COVER ARTWORK BY 
  PAUL BONNER
  ADDITIONAL DESIGN AND DEVELOPMENT BY 
  NATHAN DOWDELL, CHRIS BIRCH, MICHAL E. CROSS, BENN BEATON, JOHN DUNN, MARC LANGWORTHY
  WRITTEN BY 
  BRAD BELL
  MUTANT CHRONICLES 3RD EDITION 
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  This is a short guide covering the process of converting the Mutant 
  Chronicles 2d20 system sourcebooks to the Savage Worlds role 
  playing system produced by Pinnacle Entertainment Group. The 
  Mutant Chronicles 3rd Edition rule book has already been 
  faithfully converted to the Savage Worlds rules set and is available 
  from Modiphius, DriveThruRPG, and other websites. This guide is 
  intended to supplement to that, allowing GMs to convert other 
  material produced for the setting.
  The important context to any conversion is to view everything here 
  as a guideline. Following these rules strictly and applying them in 
  an attempt to reverse engineer from the Savage Worlds conversions 
  to Mutant Chronicles 3rd Edition will reveal discrepancies. The 
  primary goal of any conversion is to maintain the integrity of the 
  setting, not reduce it to mathematical abstraction.
  WEAPONS AND GEAR
  Every freelancer and character needs a good weapon. While the 
  Savage Worlds core rules for Mutant Chronicles includes a wide range 
  of weapons across many factions, not everything could be included 
  in one book. Additional items from across the various sourcebooks 
  that have followed will eventually make their way into games.
  For all gear, the base price is the 2d20 Cost multiplied by 100. For 
  items with higher restrictions, this translates to greater rarity on the 
  market. When required, finding restricted items would be handled 
  using a Streetwise Test, with a penalty to the roll for every point 
  above 3 for the 2d20 text. For instance, a weapon with a Restriction 
  of 5 would have a −2 penalty to Streetwise attempts to try and find 
  it for sale, or find someone willing to buy it.
  The Corrupt rating is taken from the item’s Reliability Rating if it 
  possesses one. If not, the Reliability Rating Table on pg. 151 of the 
  Mutant Chronicles 3rd Edition rulebook or Corruptibility Rating 
  Table on pg. 247 of the Savage Worlds Mutant Chronicles rulebook 
  can be used as a guideline to assign one. Remember to adjust it 
  according to the corporation that manufactured it however, as per 
  the guidelines given on pg. 205 of the aforementioned rulebook: 
  the quality of Bauhaus goods reduces the Corrupt rating by one, 
  mass-produced Mishima goods increase the Corrupt rating by one, 
  and Cybertronic devices are immune.
  MUTANT CHRONICLES
  SAVAGE WORLDS CONVERSION GUIDE
  Now there is a deal few freelancers would pass up!
   
  3
  
  RANGED WEAPONS
  Range converts generically between the two systems. When in 
  doubt, follow the normal range for a given weapon type based on 
  the examples from the Savage Worlds Mutant Chronicles rulebook. 
  As an example, a “C” weapon is generally short range and would 
  have the same range as similar pistols (12/24/48).
  Damage for ranged weapons is dependent on the combination of 
  the base damage plus the Dark Symmetry die. All ranged weapons 
  start as a 2d6 for a weapon that has a rating of “1+3 dice”. 
  Weapons with 4 dice would bump to 2d8, while those with 6 dice 
  would jump to a 2d10. If the base damage is higher than one, each 
  point above this increases the damage die type in Savage Worlds.
  Armor Piercing values in 2d20 are multiplied by 2 to get the AP 
  value in Savage Worlds.
  The 2d20 Burst property is equivalent to 3RB, and provides 
  a RoF of 3.
  The 2d20 Blast property is a Small Burst Template for most weapons, 
  but launchers and heavier explosive weapons do a Medium Burst 
  Template. Other weapons that use the Gunnery skill are typically a 
  Large Burst Template.
  Items that are Unbalanced will have a higher range and damage, 
  but the weapon will also have a minimum Strength value to indicate 
  the greater weight and recoil of the weapon. This is a minimum of a 
  d6. While normally 2H, they do not have to be, dependent on the 
  Mutant Chronicles 3rd Edition system description.
  The Hidden quality gives a bonus to Stealth checks to conceal a 
  weapon, usually a +1 or +2 for special circumstances.
  Corrupting, Semi-Auto, Knockdown, Vicious, and Automatic 
  translate directly between the two systems.
  The Toxic property is analogous to the Contagion weapon ability 
  from the Savage Worlds Mutant Chronicles rulebook. The 
  “Contagion” weapon ability is a general “catch-all” for other abilities 
  that do not directly apply to any other property, even if the weapon 
  effect itself does not fit the description for the “Contagion” property.
  EXAMPLE: IMPERIAL SERENITY PISTOL
  From page 98 of the Imperial Sourcebook
  2D20 STATS
  .45 ‘SERENITY’ PISTOL–LOCKLEY ARMAMENTS
  RESTRICTION: 2 
  COST: 5
  A common sidearm found all through ISC, the Serenity is 
  used by the Gendarmes and the more civilised of the Yard’s 
  detectives, as well as by countless other senior agents. One 
  of the most compact handguns manufactured by any Imperial 
  company, the Serenity does not hit as hard as Aggressors 
  and similar heavy pistols, but it also does not leave unsightly 
  bulges when holstered under a suit jacket.
  SERENITY PISTOL
  RANGE
  DAMAGE
  MODE
  ENC
  SIZE
  RELIABILITY
  C
  1+
  3
  Burst
  3
  1H
  3
  QUALITIES
  Close Quarters, Hidden 1
  SAVAGE WORLDS CONVERSION
  SERENITY PISTOL
  COST: 500
  STATISTICS: Range 12/24/48; Damage 2d6; AP –; RoF 3; 
  Shots 12; Corrupt 1; Weight 3
  NOTES: Semi-Auto, 3RB, +1 Stealth to Hide
  CONVERSION NOTES
  The Cost is multiplied by 100. Range is “C” – based on 
  other examples this becomes 12/24/48. The damage value 
  translates to 2d6. The Burst option gives the Serenity a 
  3RB and RoF of 3. “Shots” is left to the discretion of the 
  GM, based on what makes sense. Corrupt is 1, based on 
  the chart from the Core Rulebook. Enc and Weight are 
  generally analogous. The rest of the properties translate as 
  noted above.
  4
  CHAPTER 08
  
  EXAMPLE: AVENGER SWORD
  From page 51 of the Brotherhood Sourcebook
  2D20 STATS
  AVENGER POWER SWORD
  RANGE
  DAMAGE
  MODE
  ENC
  SIZE
  RELIABILITY
  –
  1+6
  –
  4
  Unbalanced
  4
  QUALITIES
  Armour Piercing 1, Duelling, Parry 1, Pious 2
  SAVAGE WORLDS CONVERSION
  AVENTGER POWER SWORD
  COST: Unavailable–Acquiring one should be an Adventure 
  itself!
  DAMAGE: Str+d10+2
  WEIGHT: 4
  NOTES: Brotherhood, Parry+2, AP 2, Vicious
  CONVERSION NOTES
  The high number of Dark Symmetry dice combined with the 
  Unbalanced quality from 2d20 put this weapon into the d10 
  category. However, it is not specifically a two-handed weapon. 
  The Armour Piercing quality directly translates. The impressive 
  Parry+2 for the sword stems from the combination of Duelling 
  and Parry 1. The Pious quality translates to “Vicious” – although 
  strictly speaking the Vicious quality in Savage Worlds 
  would only apply when the sword struck a servant of the 
  Dark Symmetry.
  Experience in play tests showed that this was a weapon typically 
  “powered-up” by the Mystic, using a boost Trait (Strength) on 
  themselves to get the Strength necessary to make full use of 
  the weapon.
  MELEE WEAPONS
  The rules for Melee weapons, when it comes to special properties, 
  follow the same examples as Ranged Weapons. The “Parry” special 
  property for Melee weapons translates directly between systems.
  Damage for Melee Weapons follows a similar process as Ranged, 
  with a 2d20 damage value of “1 + 3 dice” resulting in a damage 
  value of Str+d6 in Savage Worlds. Weapons that are smaller or 
  lighter (i.e. daggers, knives) would do Str+d4, unless there is a 
  specific reason within the description for an increased damage 
  threshold.
  A weapon with 5 Dice would do Str+d8.
  For all gear, the base price is the 2d20 Cost multiplied by 100.
  Many mystics are as unmatched with the Avenger Sword as they are with the Art.
   
  5
  
  ARMOUR
  Points of Armour generally translate on a 1:2 ratio when moving 
  from Mutant Chronicles 3rd Edition to Savage Worlds. Make sure 
  to note the portion of the body protected by the armour in game. 
  Full body armour converts on a 1:2 ratio, as well, taking into account 
  the heavier protection it provides.
  For all gear, the base price is the 2d20 Cost multiplied by 100.
  GEAR
  The wide variety of mundane items Heroes come across would 
  necessitate a guide unto itself. There are a few general rules that 
  can be followed though.
  Items granting “bonus Momentum” convert to a +1 bonus on a 1:1 
  basis. Items that increase or decrease the difficulty of checks apply 
  similar effects on a +2/-2 ratio, respectively. The example below 
  should clarify how this works.
  For all gear, the base price is the 2d20 Cost multiplied by 100.
  INHABITANTS
  All heroes need villains to fight and NPCs to interact with. The 
  Mutant Chronicles 3rd Edition campaign books for the Dark 
  Symmetry, Dark Legion, and Venusian Apocalypse include a swath 
  of new entities to breathe life, horror, and danger into the setting. 
  Below are the guidelines for converting friends and enemies into 
  Savage Worlds.
  EXAMPLE: KARIUDO ARMOUR
  From page 75 of the Mishima Sourcebook
  2D20 STATS
  KARIUDO
  FACTION
  SOAK
  HEAD
  TORSO
  ARMS
  LEGS
  Mishima
  5
  6
  5
  5
  ENCUMBRANCE
  RELIABILITY
  RESTRICTION
  COST
  28
  3
  5
  30
  SAVAGE WORLDS CONVERSION
  KARIUDO ARMOUR
  RESTRICTION: Locating this item would usually entail a 
  Streetwise check at −2
  COST: 3000
  ARMOUR: +9
  WEIGHT: 28
  CORRUPT: 2
  NOTES: This suit has four arms, typically fitted with a ranged 
  weapon held by the lower arms and a melee weapon held in 
  each of the upper arms. The wearer can make attacks per the 
  normal rules.
  CONVERSION NOTES
  The high Armour rating comes from the Torso value of 6, 
  multiplied by 1.5. The Corrupt rating for such a high-tech piece 
  of gear would normally be a 2. The additional 1 for being of 
  Mishima construction is negated by the construction process 
  specifically accounting for the Demon-Hunter’s exposure, and 
  hence warding, against the forces of the Dark Symmetry.
  EXAMPLE: IAS3300 MIRRORSHARD 
  CAMOUFLAGE SYSTEM
  From page 81 of the Cybertronic Source Book
  2D20 STATS
  IAS3300 MIRRORSHARD CAMOUFLAGE SYSTEM
  RESTRICTION: 5 
  COST: 35
  Extremely difficult to manufacture, and virtually priceless, the 
  IAS3300 Mirrorshard Camouflage System is the definitive gear of 
  Cybertronic’s elite Mirrormen. At first, it appears unremarkable–a 
  matte grey surface without markings or detail. When active, 
  however, its appearance shifts until it mimics the surroundings 
  so perfectly as to render the wearer almost invisible. At a signal 
  from the wearer, this effect can be reversed, turning from invisible 
  to shining chrome in a moment. A character using an IAS3300 can 
  switch between the two modes below as a Free Action. Only one 
  may be active on any given turn.
  CHAMELEON MODE: The character gains two bonus 
  Momentum on all Stealth tests to move unseen, and increases 
  the difficulty of all ranged attacks against him by one step.
  MIRROR MODE: The character is clearly visible, drawing all 
  attention to himself. All enemies within Medium range increase 
  6
  CHAPTER 08
  
  CONVERSION GUIDE
  Statistically, a d6 in Savage Worlds is considered the norm for an 
  average human, while a score of 8 in 2d20 implies the same thing. 
  The general rule of thumb is to take the 2d20 Stat (or average in 
  certain cases), divide by 2, and add a die type.
  Example: A creature has a 2d20 Strength of 8. This is divided by 2, 
  resulting in 4. This becomes a d4, and adding a die type makes it a d6.
  SAVAGE WORLDS ATTRIBUTE
  2D20 STATS
  Agility
  Average of Agility and 
  Coordination
  Smarts
  Intelligence
  Spirit
  Average of Awareness, Mental 
  Strength, Personality
  Strength
  Strength
  Vigour
  Physique
  Special Abilities, Edges, and Hindrances generally convert based on 
  the appropriate analogue. For instance, 2d20 Night Vision translates 
  to Low-Light Vision.
  One important consideration for Hindrances and Edges is that they 
  do not modify Traits, only derived Statistics. For instance, in the 
  example of Sister Eve below, the Pace is modified by her Elderly 
  hindrance, but the −1 die type for Strength and Vigour is assumed 
  to be included in her 2d20 Statistics and not applied.
  The cover of Mutant Chronicles 2nd Edition RPG.
  the difficulty of Observation tests against anything but the 
  character by two, and gain one bonus Momentum on ranged 
  attacks against the character.
  SAVAGE WORLDS CONVERSION
  IAS3300 MIRRORSHARD CAMOUFLAGE SYSTEM
  RESTRICTION: Finding this item on the open market would be 
  a −2 Streetwise check
  COST: 3500
  CORRUPT: C
   
  • Chameleon Mode: The character gains +2 on all Stealth 
  checks to move unseen, and all Shooting and Throwing 
  attacks targeting the character have a −2 penalty.
   
  •
  MIRROR MODE: All enemies within 24” suffer a −2 penalty 
  on all Notice checks not directed at the character. All 
  Shooting and Throwing attacks targeting the character get 
  a +1 bonus.
  CONVERSION NOTES
  As noted above, the modifiers to Momentum and Difficulty 
  translate between the two systems, making the MirrorShard 
  Camouflage system very beneficial to those who want to sneak 
  into a location, or those who want to help their allies sneak into 
  a location.
   
  7
  
  Skills are somewhat freeform in their conversion, here are a 
  few pointers:
   
  • For each Field of Expertise, having points in that particular 
  field will not automatically translate into possession of all 
  the associated skills, but it should grant all the thematically 
  appropriate ones. A creature with an Animal intelligence, for 
  instance, is not going to have the Shooting or Gunnery skills, no 
  matter how good their Combat Focus or Expertise is.
   
  • The conversion rule is: Choose the higher of EXP or FOC. Add a 
  die type for each point in the selected category. Then take the 
  other category, divide by 2 (round down) and add a die type 
  for each point.
   
  • The Combat Field in 2d20 covers the skills of: Fighting, Gunnery, 
  Shooting, and Throwing
   
  • The Fortitude Field in 2d20 covers the skills of: Survival, Tracking
   
  • The Movement Field in 2d20 covers the skills of: Boating, 
  Climbing, Driving, Piloting, Stealth, Swimming
   
  • The Senses Field in 2d20 covers the skills of: Notice, Investigation
   
  • The Social Field in 2d20 covers the skills of: Gambling, 
  Intimidation, Persuasion, Riding, Streetwise, Taunt
   
  • The Technical Field in 2d20 covers the skills of: Healing, 
  Knowledge, Lockpicking, Repair, Technical Aptitude
   
  • For any skill that is thematically appropriate to the converted 
  character, if the above conversion process results in a skill 
  die that is “too low” the GM should feel free to modify as 
  appropriate. During the core book conversion, this was most 
  likely to happen with the Fighting or Shooting die and a low 
  Combat EXP or FOC. In that case, the rule was to use the Agility 
  Attribute as the base die type for the Combat Field related skills, 
  and further adjust as needed.
  Creatures identified as “Troopers” or “Hordes and Squads” should 
  be considered an Extra in Savage Worlds, although individuals could 
  be promoted to Wild Card.
  Elites are typically Extras, but may be given a Wild Die in certain 
  skills, or promoted to a Wild Card if it makes sense for the setting 
  and the type of creature.
  A Nemesis is always a Wild Card.
  EXAMPLES
  SISTER EVE, KEEPER OF THE ART
  From the Dark Legion Campaign, page 30
  2D20 STATS
  SISTER EVE, KEEPER OF THE ART 
  STRENGTH
  PHYSIQUE
  AGILITY
  AWARENESS
  7
  10
  8
  11
  COORDINATION
  INTELLIGENCE
  MENTAL STRENGTH
  PERSONALITY
  10
  12
  15
  12
  ATTRIBUTES
  COMBAT
  FORTITUDE
  MOVEMENT
  SENSES
  SOCIAL
  TECHNICAL
  EXP
  FOC
  EXP
  FOC
  EXP
  FOC
  EXP
  FOC
  EXP
  FOC
  EXP
  FOC
  1
  1
  4
  4
  –
  –
  3
  3
  1
  1
  2
  2
  FIELDS OF EXPERTISE
  WOUNDS:
   
  •
  Head 3 
  • Torso 7
   
  • Arms 4 
  • Legs 5
   
  • Serious Wounds 6 
  • Critical Wounds 3
   
  •
  Mental Wounds 15
  SOAK: None
  ATTACKS:
   
  •
  None: Sister Eve does not employ a standard physical 
  weapon, though she is not above utilising whatever is to 
  hand. She much prefers to punish enemies with her Art-
  borne powers.
  SPECIAL ABILITIES
   
  •
  Mastery of the Arts: Sister Eve is an experienced and 
  competent user of the Art. She has Mysticism Expertise 3 
  and Mysticism Focus 3, and knows the spells Barrier, Blessing, 
  Contempt, Gaze, Impel, Levitate, Singularity, Strike, and 
  Succour. Additionally, whenever she successfully casts an 
  Aspect of Kinetics spell she gains two additional Momentum, 
  which may only be used to increase the range of the spell.
   
  •
  Influence of the Ancients: Close association with anything 
  even vaguely related to the Ancients has begun to trigger 
  a metaphysical transformation in Sister Eve. Sister Eve is 
  always considered to be equipped with a Power Controller 
  (Mutant Chronicles rulebook page 157). In addition, she 
  8
  CHAPTER 08
  
  may expend one Momentum point from a successful casting 
  to add the Stun quality to any resultant damage from that spell.
   
  • Ancient Infused Metabolism: Advanced psychic potential has 
  also provided some mastery over her physical functions; Sister 
  Eve may use Recover as a Free Action. In addition, she can 
  manipulate her own body functions to add one Momentum 
  point to any Treatment or Medicine test made to heal her.
   
  •
  Dying on the Inside: Sister Eve is critically wounded and 
  bleeding out internally. She has suffered her full complement 
  of Light Wounds to the torso, followed by the loss of all of 
  her Serious Wounds. She has two Critical Wounds remaining, 
  which bleed out over twenty-four hours. A Daunting D3 
  Medicine test will allow her to recover one Critical Wound and 
  stabilise her condition, preventing further internal bleeding.
  SAVAGE WORLDS CONVERSION
   
   SISTER EVE
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigour d6.
  Skills: Fighting d4, Healing d8, Investigation d10, Knowledge 
  (Ancients) d8, Knowledge (History) d8, Knowledge (Dark 
  Symmetry) d8, Notice d10, Persuasion d4, Mysticism d10, 
  Shooting d4, Streetwise d4, Survival d12, Technical Aptitude d8
  Charisma: 0; Pace: 5; Parry: 4; Toughness: 5; Willpower: 6.
  Hindrances: Cautious, Elderly, Poverty, Vow (Support Brotherhood)
  Edges: Avoid Corruption, Dark Knowledge, Mystic (Brotherhood)
  Powers: Barrier, blessing, confusion, puppet, telekinesis, smite, succour
  Gear: Clothing
  Special Abilities:
   
  •
  Influence of the Ancients: Sister Eve counts as being 
  equipped with a Power Controller (Savage Worlds Mutant 
  Chronicles rulebook pg. 110)
   
  • Ancient Infused Metabolism: When attempting to remove 
  Fatigue or Wounds from Sister Eve, ignore the penalty 
  normally caused by the number of Wounds she has suffered.
  CONVERSION NOTES
  The Attributes translate easily using the above formula. One item 
  to note was the conversion of Physique 10 into a Vigour of d6. The 
  Physique of 10 divides into a 5. In the case of an odd number like 
  this, the GM has the option to round up or round down. Given that 
  Sister Eve is elderly, it made sense to round down to a 4 then add 
  a die type, resulting in a d6.
  The skills also translate easily. Note again that, just because the 
  conversion notes cover every skill a character might have, they 
  will not necessarily need all those skills. Convert those that are 
  necessary to handle the challenges that the character is likely 
  to face. While nominally Sister Eve could have a large list of 
  Knowledge skills, each at a d8, the ones listed here make the most 
  sense for her character.
  Her derived stats are calculated as normal for Savage Worlds. 
  Unless something in the 2d20 description states that a character 
  has suffered Mental Wounds, leave Willpower at maximum and 
  Dread at 0. If the character has suffered Mental Wounds, that 
  total would apply as starting Dread. If the Dread value exceeds 
  Willpower, lower Willpower and carry the leftover Dread, 
  calculating again as needed.
  Hindrances and Edges are somewhat freeform, but should make 
  sense for the character in play. Sister Eve is older–hence Elderly–in 
  addition to being a Brotherhood Mystic, which accounts for her 
  Lifepath edge and the remainder of her Hindrances. As noted 
  above, the Elderly hindrance did reduce her Pace, but was not 
  applied to her Strength or Vigour. The two additional edges are 
  not specifically addressed anywhere in the 2d20 conversion, but 
  seem thematically appropriate for her.
  The Powers convert based on the Savage Worlds Mutant 
  Chronicles rulebook, matching the 2d20 ability to the most 
  appropriate power.
  Her two special abilities are relatively self-explanatory, as the rules 
  for Power Controllers are covered in the listed entry of the rulebook. 
  The second special ability is also straightforward, granting a bonus 
  to Healing tests could be handled in multiple ways, but ignoring 
  the normal penalty on Healing tests seemed the game mechanic 
  appropriate.
  Sister Eve is far more powerful than she may appear.
   
  9
  
  THE RED GUARD OF SALADIN
  From Page 234 of the Dark Soul sourcebook
  2D20 STATS
  RED GUARD OF SALADIN LEGIONNAIRE 
  STRENGTH
  PHYSIQUE
  AGILITY
  AWARENESS
  13
  10
  10
  6
  COORDINATION
  INTELLIGENCE
  MENTAL STRENGTH
  PERSONALITY
  10
  6
  3
  3
  ATTRIBUTES
  COMBAT
  FORTITUDE
  MOVEMENT
  SENSES
  SOCIAL
  TECHNICAL
  EXP
  FOC
  EXP
  FOC
  EXP
  FOC
  EXP
  FOC
  EXP
  FOC
  EXP
  FOC
  1
  –
  1
  1
  –
  –
  –
  –
  –
  –
  –
  –
  FIELDS OF EXPERTISE
  WOUNDS: 4
  SOAK: Heavy Plate Armour: (Head 3, Torso 5, Arms 4, Legs 4)
  ATTACKS:
   
  •
  Belzarach Rifle (ranged): Range M, 1+6, Burst, 2H
   
  • Sectioner Bayonet (melee): 1+7, 2H, Armour Piercing 1, 
  Reach, Vile
  SPECIAL ABILITIES
   
  •
  Fast Healing (1)
   
  • Slave to Symmetry (3)
   
  • Unliving
  DARK SYMMETRY SPEND
   
  • Special Weapon: A horde or squad of Red Guard 
  Legionnaires can include a Valcheck Machine Gun or 
  Plaguedealer Flamer as a special weapon at the GM’s 
  discretion. It costs one Dark Symmetry point to use one of 
  these weapons.
   
   Valcheck Machine Gun (ranged): Range M, 1+6, 
  Automatic, Spread
   
   Plaguedealer Flamer (ranged): Range C, 1+4, 
  Munition, Burning 2, Torrent
  SAVAGE WORLDS CONVERSION
  THE RED GUARD OF SALADIN
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d8, 
  Vigour d8.
  Skills: Fighting d8, Notice d4, Shooting d8
  Pace: 6; Parry: 6; Toughness: 15(7)
  Gear: Belzarach Rifle (24/48/96, 2d8, RoF 3, Shots 100, Snapfire, 
  AP 2, Auto, 3RB), Heavy Plate Armour (7), Sectioner Bayonet 
  (Str+d4, affixed to rifle, Str+d6, Parry+1, Reach 1, 2 hands)
  Special Abilities:
   
  • Undead: +2 Toughness, +2 to the Recover from Shaken, 
  Immune to Poison and Disease, No additional damage 
  from Called Shots, Undead Wild Cards do not suffer Wound 
  Penalties.
  CONVERSION NOTES
  As a common enemy, the Red Guard are Extras. The Attributes 
  were converted using the above formula. As these are superior 
  Undead Legionnaires, however, rounding up for each die type 
  was chosen as the preferred option for everything that divided 
  into an odd number.
  The Skills were more difficult. Based on the FOC and 
  EXP conversion process outlined above, these elite 
  Legionnaires would have a d4 in Fighting and Shooting. 
  Since this is not a sensible die type for an “elite” Undead 
  Legionnaire, they were boosted to a d8 in both skills by 
  increasing them to the Agility die type, as outlined in the 
  Skills section above.
  The Heavy Plate Armour, being a total body covering, was 
  derived by taking the 2d20 Torso value and multiplying by 1.5.
  Fast Healing, Slave to the Symmetry, and Unliving all bundle into 
  the Undead special ability.
  The Dark Symmetry Spend is a way for the GM to spend 
  Chronicle points to make the enemies more difficult, 
  although there is nothing to stop a GM from deciding that 
  a particular group has a Flamer. In the case of the Red 
  Guard, they have no specific ability that would depend on 
  the expenditure of a Chronicle Point. The most common 
  ability of this type is Patron Blessing; see the Savage Worlds 
  Mutant Chronicles rulebook pg. 268 for examples of where 
  this may be applicable.
  10
  CHAPTER 08
  
  LIFEPATH EDGES
  Lifepath edges are one of the most iconic 
  parts of creating a Mutant Chronicles 
  Savage Worlds character. These are edges, 
  usually taken during character creation, 
  tying a character to a specific faction or 
  organization. While the character may 
  be on detached duty or freelancing, they 
  are still a Luna PD Detective, Blood Beret, 
  or Inquisitor. It is not a decision that 
  can be easily changed without serious 
  repercussions to the character.
  The below guidelines handle the conversion 
  of Iconic Careers from the Mutant 
  Chronicles Lifepath system.
  CONVERSION GUIDE
  Converting Iconic Careers and other 
  portions of the Lifepath system is one of the 
  more difficult of the conversion processes. 
  There are inherent dangers in any 
  conversion that would result in individual 
  characters or options being perceived as 
  too powerful or unbalanced.
  The primary way to address this is to apply 
  hindrances and in-game effects to offset the 
  bonuses. A Bauhaus Merchant Captain who 
  sacrifices his merchant freighter by ramming 
  it into a Dark Legion frigate and saving 
  thousands of lives should certainly get a 
  replacement one, per the core rules. Of 
  course, freighter ships do not immediately 
  appear as needed. Construction, permits, 
  and other requirements take time, at least 
  “in game.” The GM can use this to his 
  advantage in a situation where a different 
  Merchant Captain wagers his merchant 
  freighter on a race and loses it. According to 
  the core rules, he could expect to get a new 
  one. It would also be reasonable, however, 
  for the Bauhaus authorities to shuffle the 
  request to the bottom of the stack, where it 
  is likely to stay buried unless a large number 
  of special favours are completed to move it 
  back to the top.
  From a game mechanic point of view, 
  granting bonus skill die, especially if those 
  EXAMPLES
  CRUCIFIER ICONIC CAREER
  2D20 VERSION
  CRUCIFIER ICONIC CAREER
  Prerequisites: Brotherhood, Mystic talent, Close Combat Expertise 2
  Difficulty: 3
  Mandatory Skills: Acrobatics, Close Combat, Observation.
  Elective Skills: Athletics, Close Combat, Insight.
  Signature Skill: Acrobatics, Athletics, Close Combat, Insight.
  Talents: Three talents from Acrobatics, Athletics, Close Combat, or Insight.
  Equipment: Crucifier exo-armour, two Mortis swords, two Sanctus MP-21 
  Nemesis handguns.
  SAVAGE WORLDS VERSION
  Requirements: Brotherhood, Fighting d8+, Mysticism d6+, Shooting d4+
  Hindrances Gained: Bloodthirsty (applies to Dark Legion and suspected Heretics), 
  Poverty, Vow (Major–Support the Brotherhood)
  Equipment Gained: Crucifier Exo-Armor, Two Mortis Swords, two Sanctus MP-21 
  Nemesis Handguns
  Benefits: Agility +1, Block, Dodge
  CONVERSION NOTES
  Given the preponderance of close combat, athletics, and combat implied in the 
  description and Mutant Chronicles 3rd Edition version of the Crucifer, making a 
  close combat focused Lifepath edge seemed the most fitting. To achieve a bonus 
  comparable to the Athletics, Acrobatics, and Close Combat emphasis, the option of 
  just increasing the Agility attribute by one die type seemed thematically appropriate. 
  Also, to further the close combat nature of the Crucifier, adding in two edges not 
  normally available to Novice rank characters seemed appropriate. Note however, that 
  since these are named edges and not a generic +1 to Parry, the character cannot take 
  the Block edge again to further stack it. This is different than the Rake Lifepath, which 
  mimics the Dodge edge, but is not the same thing.
  K-9 HANDLER
  2D20 VERSION
  K-9 HANDLER
  Prerequisites: Capitol, Animal Handling Expertise 1, Athletics Expertise 2
  Difficulty: 2
  Mandatory Skills: Animal Handling, Athletics, Ranged Weapons.
  Elective Skills: Close Combat, Observation, Survival.
  Signature Skill: Animal Handling, Athletics, Observation, Resistance.
   
  11
  
  are completely untrained skills, is the equivalent of getting an 
  Advance for Free. In some cases, a player could manipulate the 
  system such that the “free” Lifepath edge turned into the equivalent 
  of 15 free experience points. This is expected. Again, the application 
  of hindrances and requirements for the Lifepath edges is there to 
  offset the bonuses gained from these edges. If the outcome of the 
  Lifepath conversion process equates to 1 new Major Hindrance, 1 
  new Minor Hindrance, and the equivalent of 3 Advances, then it 
  should be in line with the power curve of the rest.
  THE FINAL WORD
  Converting Lifepath edges is much less mathematical than either 
  gear or creature conversions and requires a touch of faith in the 
  Light as opposed to cold Cybertronic logic, so the players and GM 
  need to work together to make sure everything balances out. With 
  weapons or creatures, there is a risk of making an individual item too 
  powerful; for instance, early playtests clearly indicated that armour 
  conversion was too powerful, so it was ratcheted back. Playtests also 
  revealed that some Lifepath edges–like the Politician and Celebrity–
  may look “paper weak” compared to the Freedom Brigade or Blood 
  Beret, but in a campaign where front line combat is not the norm, 
  the Politician and Celebrity could wreak more havoc to a carefully 
  planned adventure than any random blasts from a Gehenna Puker.
  Remember the golden rule: the game should be enjoyed by 
  everyone. If each player enjoys their moment to shine and everyone 
  has a good time, then the conversion has worked.
  Talents: One talent from Animal Handling, one from Animal 
  Handling, Athletics, Observation, or Survival.
  Equipment: Mk 1 Tortoise armour*, M50 assault rifle*, riot 
  shield, supersonic whistle, two K-9 guard dogs.
  Earnings Rating: 3
  Special: Equipment marked * is only gained if the character 
  does not already own it.
  SAVAGE WORLDS VERSION
  Requirements: Capitol, Spirit d8+, Agility d8+, Survival d4+
  Hindrances Gained: Vow (Major–Support Capitol), Loyal, 
  Quirk (Talks to Animals, sometimes more than people)
  Equipment Gained: Mk1 Tortoise Armour, M50 Assault Rifle, 
  Riot Shield, Supersonic Whistle, two K-9 Guard dogs
  Benefits: The character is treated as having the Beast Master 
  edge–twice, which provides him with two K-9 Guard Dogs. He 
  can use Persuasion to calm or pacify natural animals (creatures 
  with a Smarts d4(A)). He gains Notice+1.
  CONVERSION NOTES
  The K-9 Guard Dogs are the primary feature of this class, which 
  fits nicely into a “double version” of the standard Beast Master 
  edge from Savage Worlds. Adding an extra ability, while 
  perhaps not incredibly powerful, fits with the animal handling 
  nature of the career and the Beast Master edge. However, 
  with the addition of basically two edges, a single skill die type 
  bump for Notice–the equivalent of Observation–keeps the 
  power curve in line with other characters.
  12
  CHAPTER 08
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Mutant Chronicles 3E/Mutant Chronicles 3E - Savage Worlds - Conversion Guide.pdf