The Elder Scrolls: A Savage Worlds Conversion
Posted by Journeyman GM
I’m very pleased to announce the completion of several months labor: The Elder Scrolls: A Savage Worlds Conversion. This is a massive, 50-page conversion to bring the world of The Elder Scrolls video games into Savage Worlds.
Why Savage Worlds? Although it is mechanically quite different from The Elder Scrolls video games, I think it does a great job of telling the fantastic stories of heroes who make a difference in the land. My goal is to not replicate the feel of the games, but the feel of the world and what it would be like to have adventures there. I’ve taken elements from all the games, Arena through Skyrim, and created this awesome conversion.
This conversion includes everything you could ever want in an Elder Scrolls conversion:
- All ten races
- All thirteen birthsigns
- A revised magic system that replicates the feel of magic in the video games
- At least one Racial Edge for each race (including one that allows Nords to do dragon shouts)
- Sinning tables for all of the Nine Divines
- Rules for having gear made of a variety of materials
- Four new Professional Edges
- A bestiary with everything from Mudcrabs to Dremora Lords
- Two dozen artifacts
- Vampirism and lycanthropy
This work is released under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 and the Savage Worlds fan license. The Elder Scrolls and all related trademarks are the property of Bethesda Softworks.
Version 1.1 (31 March 2012)
- Created a new “Necromancer” Professional Edge, which provides a cheaper way of summoning Skeletons, allows the use of the zombie power, and allows the creation of Black Soul Gems
- Created a new “Wizard of War” Professional Edge, which allows an individual to make both a Destruction and Fighting attack in the same round and apply a –2 penalty to just one of them
- Added the jump power originally printed as the leap power in SharkBytes Vol. 1, Issue 3, pg. 36
- The Alteration, Destruction, and Restoration skills are linked with Spirit, rather than Smarts
- In order to better replicate the games, additional Powers are now purchased with money, rather than learned as part of the New Power Edge.
- Altmer take a –2 Toughness versus Fire, Cold, and Electric attacks
- Khajiit now have a d6 Stealth at character creation
- The Steed birthsign now grants a bonus when running
- Scrolls with ranged spells target with a Smarts roll, rather than a Shooting roll
- The zombie power is now limited to those who have the Necromancer Professional Edge
- Slightly improved the Scamp’s Pace and bite/claw attack and fixed an error in calculating its Toughness
- The Mace of Molag Bal now actually has its damage listed (Str+d8+2)
- A duplicate entry for Volendrug (with different statistics!) has been removed
- Clarified text of Dunmer’s “Grim Demeanor” racial feature to make it clearer that the Mean hindrance does not apply to other Dunmer
- Made the Khajiit climbing bonus listed separately from the Natural Claws racial feature.
- Clarified the Redguard Adrenaline Rush text to make it more obvious that Mighty Blow and other Wild Card Edges cannot be used
- Clarified the text of The Warrior birthsign to indicate that it can’t be used to boost damage
- Made it clearer that most, but not all, attack powers bottled in a potion will require a Throwing roll to activate
- Added a missing “not” to the Enchantment text
- Added mark to note that Bless/Curse is found in the Fantasy Companion
- Gave the falling rate in game inches for the Slowfall power
- Clarified text of Azura’s Star to make it clear that a creature must have the soul trap spell active upon it for it to be trapped
Version 1.0 (5 March 2012)
- Initial Release
Posted on March 5, 2012, in JourneymanGM Creations and tagged Arena, Battlespire, Daggerfall, Morrowind, Oblivion, Pinnacle Entertainment, Role-playing games, Savage Worlds, Skyrim, The Elder Scrolls. Bookmark the permalink. 8 Comments.