Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Savage War of the Burning Sky
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zadmar" data-source="post: 6249696" data-attributes="member: 6700109"><p>As I'm going to be using the default setting for War of the Burning Sky, I decided to convert the D&D races. The Savage Worlds Deluxe rulebook (as well as the Fantasy Companion) have a number of fantasy races which could be used instead, but I'd prefer to keep as much of the flavour as possible from the originals. The races are all balanced at +2, which is the default for most settings.</p><p></p><p><span style="font-size: 15px"><strong>Human</strong></span><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px"><strong>• Adaptable (+2):</strong> Humans tend to be far more adaptable than other races. They begin with one free Edge of their choice. </span></p><p><span style="font-size: 10px"><strong>• Diverse (+0):</strong> Humans come from a widely diverse range of cultures. They have the option of choosing one additional Minor Hindrance in return for a free d6 in one skill of their choice. Both the Hindrance and skill should be related to their cultural background. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Dwarf</strong></span><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px"><strong>• Sturdy (+2):</strong> Dwarves are very tough. They automatically increase their Vigor by +1 die step during character creation, and can raise their Vigor to d12+1 through normal advances. The Professional and Expert Edges allow them to increase their Vigor to d12+2 and d12+3 respectively. </span></p><p><span style="font-size: 10px"><strong>• Darkvision (+1):</strong> Dwarves can see in the dark up to a distance of 12". </span></p><p><span style="font-size: 10px"><strong>• Stonecunning (+½):</strong> Dwarves have an intuitive feel for stone. They gain a +1 bonus to Notice rolls related to stonework, including traps, secret doors, unsafe surfaces, etc. </span></p><p><span style="font-size: 10px"><strong>• Short (-1):</strong> Dwarves are short and stocky, and have a base Pace of 5. </span></p><p><span style="font-size: 10px"><strong>• Gruff (-½):</strong> Dwarves tend to be gruff and short-tempered. They suffer a -1 penalty to Charisma. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Elf</strong></span><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px"><strong>• Low Light Vision (+1):</strong> Elves have superb night vision, and ignore penalties for Dim and Dark lighting. </span></p><p><span style="font-size: 10px"><strong>• Keen Senses (+1):</strong> Elves have much sharper senses than humans. They receive a +1 bonus to all Notice rolls. </span></p><p><span style="font-size: 10px"><strong>• Graceful (+*):</strong> Elves tend to be agile and graceful. They can increase their Agility to d12+1 with normal advances, and to d12+2 and d12+3 with the Professional and Expert Edges respectively. </span></p><p><span style="font-size: 10px"><strong>• Slender (-*):</strong> Elves tend to be slender of build, and cannot increase their Vigor beyond d10 with normal advances. If they have Vigor d10, they may take the Professional and Expert Edges at Legendary to raise their Vigor to d12 and d12+1 respectively. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Gnome</strong></span><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px"><strong>• Innate Magic (+3):</strong> Gnomes have a natural affinity with illusions, and are able to conjure glowing balls of light, or produce strange ghostly sounds. These are treated exactly like the Light/Obscure (dancing lights) spell and the Light/Obscure (Illusion) spell respectively, except that the latter produces sounds instead of images, and is always limited to a SBT. The gnome uses his Spirit die as the arcane skill, and suffers a level of Fatigue if he rolls 1 on the trait die. </span></p><p><span style="font-size: 10px"><strong>• Low Light Vision (+1):</strong> Gnomes have excellent night vision, and ignore penalties for Dim and Dark lighting. </span></p><p><span style="font-size: 10px"><strong>• Speak to Mammals (+½):</strong> Gnomes are able to understand and communicate with burrowing mammals, such as badgers and foxes. This is treated as Knowledge (Burrowing Language), which starts at d4 and can be raised normally. The animals won't be any more friendly or cooperative than normal, although the gnome may use the lowest of Persuasion and Knowledge (Burrowing Language) to try and befriend or negotiate with them, using the normal rules for Persuasion. </span></p><p><span style="font-size: 10px"><strong>• Keen Hearing (+½):</strong> Gnomes have exceptional hearing, and gain a +1 bonus to listening-based Notice rolls. </span></p><p><span style="font-size: 10px"><strong>• Robust (+*):</strong> Gnomes tend to be pretty tough for their size. They can increase their Vigor to d12+1 with normal advances, and to d12+2 and d12+3 with the Professional and Expert Edges respectively. </span></p><p><span style="font-size: 10px"><strong>• Weak (-*):</strong> Gnomes are weaker than most races, and cannot increase their Strength beyond d10 with normal advances. If they have Strength d10, they may take the Professional and Expert Edges at Legendary to raise their Strength to d12 and d12+1 respectively. </span></p><p><span style="font-size: 10px"><strong>• Little (-3):</strong> Gnomes stand 3 to 3½ feet tall. This reduces their Size (and therefore also their Toughness) by 1, and gives them a base Pace of 5. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Half-Elf</strong></span><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px"><strong>• Low Light Vision (+1):</strong> Half-Elves have good night vision, and ignore penalties for Dim and Dark lighting. </span></p><p><span style="font-size: 10px"><strong>• Likeable (+1):</strong> Half-Elves tend to get along well with most people. They gain a +1 bonus to Charisma. </span></p><p><span style="font-size: 10px"><strong>• Elf Blood (+0):</strong> Half-Elves are treated as both humans and elves for the purposes of Edges and magical affects. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Half-Orc</strong></span><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px"><strong>• Strong (+2*):</strong> Half-Orcs tend to be heavily muscled. They automatically increase their Strength by +1 die step during character creation, and can raise their Strength to d12+1 through normal advances. The Professional and Expert Edges allow them to increase their Strength to d12+2 and d12+3 respectively. </span></p><p><span style="font-size: 10px"><strong>• Darkvision (+1):</strong> Half-Orcs can see in the dark up to a distance of 12". </span></p><p><span style="font-size: 10px"><strong>• Persecuted (-1):</strong> Half-Orcs receive a rough time from other races. They suffer a -2 penalty to Charisma. </span></p><p><span style="font-size: 10px"><strong>• Slow-Witted (-*):</strong> Half-Orcs aren't particularly clever, and cannot increase their Smarts beyond d10 with normal advances. If they have Smarts d10, they may take the Professional and Expert Edges at Legendary to raise their Smarts to d12 and d12+1 respectively. </span></p><p><span style="font-size: 10px"><strong>• Orc Blood (+0):</strong> Half-Orcs are treated as both humans and orcs for the purposes of Edges and magical affects. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><span style="font-size: 15px"><strong>Halfling</strong></span><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px"><strong>• Serendipitous (+2):</strong> Halflings begin each session with an extra benny. </span></p><p><span style="font-size: 10px"><strong>• Courageous (+1):</strong> Halfings receive a +1 bonus to Fear tests. </span></p><p><span style="font-size: 10px"><strong>• Sneaky (+1½):</strong> Halflings begin with Stealth d6 and Climbing d4. </span></p><p><span style="font-size: 10px"><strong>• Keen Hearing (+½):</strong> Halflings have exceptional hearing, and gain a +1 bonus to listening-based Notice rolls. </span></p><p><span style="font-size: 10px"><strong>• Nimble (+*):</strong> Halflings tend to be quick and nimble. They can increase their Agility to d12+1 with normal advances, and to d12+2 and d12+3 with the Professional and Expert Edges respectively. </span></p><p><span style="font-size: 10px"><strong>• Weak (-*):</strong> Halflings are weaker than most races, and cannot increase their Strength beyond d10 with normal advances. If they have Strength d10, they may take the Professional and Expert Edges at Legendary to raise their Strength to d12 and d12+1 respectively. </span></p><p><span style="font-size: 10px"><strong>• Little (-3):</strong> Halflings stand about 3 feet tall. This reduces their Size (and therefore also their Toughness) by 1, and gives them a base Pace of 5.</span></p></blockquote><p></p>
[QUOTE="Zadmar, post: 6249696, member: 6700109"] As I'm going to be using the default setting for War of the Burning Sky, I decided to convert the D&D races. The Savage Worlds Deluxe rulebook (as well as the Fantasy Companion) have a number of fantasy races which could be used instead, but I'd prefer to keep as much of the flavour as possible from the originals. The races are all balanced at +2, which is the default for most settings. [SIZE=4][B]Human[/B][/SIZE][SIZE=2][SIZE=4] [/SIZE] [B]• Adaptable (+2):[/B] Humans tend to be far more adaptable than other races. They begin with one free Edge of their choice. [B]• Diverse (+0):[/B] Humans come from a widely diverse range of cultures. They have the option of choosing one additional Minor Hindrance in return for a free d6 in one skill of their choice. Both the Hindrance and skill should be related to their cultural background. [/SIZE][SIZE=4][B]Dwarf[/B][/SIZE][SIZE=2][SIZE=4] [/SIZE] [B]• Sturdy (+2):[/B] Dwarves are very tough. They automatically increase their Vigor by +1 die step during character creation, and can raise their Vigor to d12+1 through normal advances. The Professional and Expert Edges allow them to increase their Vigor to d12+2 and d12+3 respectively. [B]• Darkvision (+1):[/B] Dwarves can see in the dark up to a distance of 12". [B]• Stonecunning (+½):[/B] Dwarves have an intuitive feel for stone. They gain a +1 bonus to Notice rolls related to stonework, including traps, secret doors, unsafe surfaces, etc. [B]• Short (-1):[/B] Dwarves are short and stocky, and have a base Pace of 5. [B]• Gruff (-½):[/B] Dwarves tend to be gruff and short-tempered. They suffer a -1 penalty to Charisma. [/SIZE][SIZE=4][B]Elf[/B][/SIZE][SIZE=2][SIZE=4] [/SIZE] [B]• Low Light Vision (+1):[/B] Elves have superb night vision, and ignore penalties for Dim and Dark lighting. [B]• Keen Senses (+1):[/B] Elves have much sharper senses than humans. They receive a +1 bonus to all Notice rolls. [B]• Graceful (+*):[/B] Elves tend to be agile and graceful. They can increase their Agility to d12+1 with normal advances, and to d12+2 and d12+3 with the Professional and Expert Edges respectively. [B]• Slender (-*):[/B] Elves tend to be slender of build, and cannot increase their Vigor beyond d10 with normal advances. If they have Vigor d10, they may take the Professional and Expert Edges at Legendary to raise their Vigor to d12 and d12+1 respectively. [/SIZE][SIZE=4][B]Gnome[/B][/SIZE][SIZE=2][SIZE=4] [/SIZE] [B]• Innate Magic (+3):[/B] Gnomes have a natural affinity with illusions, and are able to conjure glowing balls of light, or produce strange ghostly sounds. These are treated exactly like the Light/Obscure (dancing lights) spell and the Light/Obscure (Illusion) spell respectively, except that the latter produces sounds instead of images, and is always limited to a SBT. The gnome uses his Spirit die as the arcane skill, and suffers a level of Fatigue if he rolls 1 on the trait die. [B]• Low Light Vision (+1):[/B] Gnomes have excellent night vision, and ignore penalties for Dim and Dark lighting. [B]• Speak to Mammals (+½):[/B] Gnomes are able to understand and communicate with burrowing mammals, such as badgers and foxes. This is treated as Knowledge (Burrowing Language), which starts at d4 and can be raised normally. The animals won't be any more friendly or cooperative than normal, although the gnome may use the lowest of Persuasion and Knowledge (Burrowing Language) to try and befriend or negotiate with them, using the normal rules for Persuasion. [B]• Keen Hearing (+½):[/B] Gnomes have exceptional hearing, and gain a +1 bonus to listening-based Notice rolls. [B]• Robust (+*):[/B] Gnomes tend to be pretty tough for their size. They can increase their Vigor to d12+1 with normal advances, and to d12+2 and d12+3 with the Professional and Expert Edges respectively. [B]• Weak (-*):[/B] Gnomes are weaker than most races, and cannot increase their Strength beyond d10 with normal advances. If they have Strength d10, they may take the Professional and Expert Edges at Legendary to raise their Strength to d12 and d12+1 respectively. [B]• Little (-3):[/B] Gnomes stand 3 to 3½ feet tall. This reduces their Size (and therefore also their Toughness) by 1, and gives them a base Pace of 5. [/SIZE][SIZE=4][B]Half-Elf[/B][/SIZE][SIZE=2][SIZE=4] [/SIZE] [B]• Low Light Vision (+1):[/B] Half-Elves have good night vision, and ignore penalties for Dim and Dark lighting. [B]• Likeable (+1):[/B] Half-Elves tend to get along well with most people. They gain a +1 bonus to Charisma. [B]• Elf Blood (+0):[/B] Half-Elves are treated as both humans and elves for the purposes of Edges and magical affects. [/SIZE][SIZE=4][B]Half-Orc[/B][/SIZE][SIZE=2][SIZE=4] [/SIZE] [B]• Strong (+2*):[/B] Half-Orcs tend to be heavily muscled. They automatically increase their Strength by +1 die step during character creation, and can raise their Strength to d12+1 through normal advances. The Professional and Expert Edges allow them to increase their Strength to d12+2 and d12+3 respectively. [B]• Darkvision (+1):[/B] Half-Orcs can see in the dark up to a distance of 12". [B]• Persecuted (-1):[/B] Half-Orcs receive a rough time from other races. They suffer a -2 penalty to Charisma. [B]• Slow-Witted (-*):[/B] Half-Orcs aren't particularly clever, and cannot increase their Smarts beyond d10 with normal advances. If they have Smarts d10, they may take the Professional and Expert Edges at Legendary to raise their Smarts to d12 and d12+1 respectively. [B]• Orc Blood (+0):[/B] Half-Orcs are treated as both humans and orcs for the purposes of Edges and magical affects. [/SIZE][SIZE=4][B]Halfling[/B][/SIZE][SIZE=2][SIZE=4] [/SIZE] [B]• Serendipitous (+2):[/B] Halflings begin each session with an extra benny. [B]• Courageous (+1):[/B] Halfings receive a +1 bonus to Fear tests. [B]• Sneaky (+1½):[/B] Halflings begin with Stealth d6 and Climbing d4. [B]• Keen Hearing (+½):[/B] Halflings have exceptional hearing, and gain a +1 bonus to listening-based Notice rolls. [B]• Nimble (+*):[/B] Halflings tend to be quick and nimble. They can increase their Agility to d12+1 with normal advances, and to d12+2 and d12+3 with the Professional and Expert Edges respectively. [B]• Weak (-*):[/B] Halflings are weaker than most races, and cannot increase their Strength beyond d10 with normal advances. If they have Strength d10, they may take the Professional and Expert Edges at Legendary to raise their Strength to d12 and d12+1 respectively. [B]• Little (-3):[/B] Halflings stand about 3 feet tall. This reduces their Size (and therefore also their Toughness) by 1, and gives them a base Pace of 5.[/SIZE] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Savage War of the Burning Sky
Top