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

The current version is The Elder Scrolls for Savage Worlds v1.1 (600 KB PDF). I greatly encourage feedback, so put any suggestions you have below in the comments or contact me!

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.

Changelog

Version 1.1 (31 March 2012)

New Features

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 “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

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

Gameplay Changes

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

Textual Changes

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

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