Morrowind Savageworlds RPG

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Overview

The Elder Scrolls is an epic video game series set in the vast world of Tamriel. In previous games,
we have dealt with the unstable politics of provinces such as Daggerfall, battled blight-stricken
fiends on the slopes of the Red Mountain of Morrowind, charged forth into the utter chaos of
Oblivion, and saved Skyrim and the rest of the world from total annihilation. But the world is vast
and as incredible as Bethesda’s games are, they are no match for the power of pure imagination.
Tabletop role-playing games allow us to harness our imagination to help us continue to create epic
stories set in Tamriel. You can further explore areas already described in the games or even create
scenarios set in places and times that we have yet to see. More dangers lurk in Tamriel and more
stories are to be told. The limit is the extent of your imagination...

Why Savage Worlds?


Although the Savage Worlds system has mechanics that are fundamentally different from those
found in the video games, both excel at telling the stories of extraordinary heroes who are able to do
extraordinary things. The intent of this conversion is not to replicate mechanics, but rather to
replicate the feel of what it might be like to live in such an extraordinary land. In fact, descriptions
of events found in the books within the games may be easier to replicate in Savage Worlds than they
ever were in the video games.

Which Elder Scrolls Games Does This Conversion Replicate?


I’ve tried to take the best elements from all the Elder Scrolls games so I’d like to say that it
replicates all of the games. However, the later games in the series definitely had the greatest
influence on this conversion because they are much more fleshed out. However, this conversion is
in many ways an evolution of The Elder Scrolls because tabletop role-playing games allow for
many opportunities for role-playing that are simply not possible in a video game. For instance, the
Dunmer of Morrowind and Oblivion have the ability to summon an Ancestor Guardian, a ghost who
could help in combat. But the nature of tabletop role-playing games means that the Dunmer can
now have conversations with their Ancestor Guardians and rely on them for advice and wisdom,
providing exciting new role-playing opportunities for both the players and the GM.

What Sort of Adventures Can I Have?


You can have adventures anywhere and anywhen you want to! You can adventure in an area
explored by one of the games or let your imagination run free in a land that is as of yet untouched.
You can play before the events of Arena, after the events of Skyrim, or any time period in between.
The real limit is your imagination. Make a tale that’s worthy of being in the Elder Scrolls!

Setting Rules

Magic
In The Elder Scrolls, all characters have the ability to use magic with only the most rudimentary
training. Characters do not suffer backlash with a failed spell; it simply does not work. Instead of
taking the New Power Edge to gain spells, additional spells can be gained by purchasing the powers
from an arcane instructor. See the “Powers” section for more information on this. All powers are
linked to one of the six schools of magic, each of which is represented by a skill.
These skills are:
• Alteration: Making temporary changes to objects in the physical world or in minds of others.
• Sorcery: Summoning creatures and creating magical weapons and armor
• Destruction: Inflicting damaging and detrimental effects on enemies
• Deny: Disable enemy's negative spells targeted to you or your allies.
• Restoration (Spirit): Healing, curing, and fortifying
Each of these skills can be used untrained. Spells can only be cast with a successful roll of the skill.
A caster cannot use more than one spell skill in the same round.
A number of casting spells limited with Magic Charges. One Lesser spell uses one Charge, Greater
spell uses two!

Count of Magic Charges:


- for D4 Magical Atribute is 2,
- for D6 Magical Atribute is 3,
- for D8 Magical Atribute is 4,
- for D10 Magical Atribute is 5,
- for D12 Magical Atribute is 6.

Learning By Doing
After character creation, characters may only increase skills if they have learned through trial and
error and have spent time meditating on what they have learned. This learning comes by using skills
extensively during gameplay or by hiring a trainer to teach them. The GM has the final say on
whether or not the character has had sufficient practice to warrant an increase in a skill.

Races
Tamriel is home to many diverse races. There are nine that characters have access to
(the “Human” race from Savage Worlds is not allowed).
All Hindrances included with races do not count towards the total of 4 Hindrance Points.

Argonian
Homeland: Black Marsh
At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous
swamps of their homeland, with natural immunities protecting them from disease and poison. The
female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male
phase has the traits of the hunter: stealth, speed, and agility. Argonians are reserved with strangers,
yet fiercely loyal to those they accept as friends.

* Swamp-dweller: All Argonians have gills that allow them to breathe underwater. They also may
re-roll failed Physical roll if they swim, run or jump in difficult terrain.
* Reptilian nature: Argonians can re-roll failed Physical rolls for normal weapon and poison
resistance.
* Cold blooded: Although not cold-blooded, Argonians generate less of their own body heat than
other races and therefore suffer a -2 penalty to Frost resistance.
* Resourcefull: Argonians starts with +1 modificator on Search and Craft mental skills.

Bosmer (Wood Elf)


Homeland: Valenwood
The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. These
country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and
because of their curious natures and natural agility, Wood Elves are especially suitable as scouts,
agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are
no finer archers in all of Tamriel.

* Small size: All Bosmer has increased defence against shooting attacks and always cout as in
cover, but suffer a -2 penalty to all opposite Physical skill checks that uses a pure strength.
* The old ways: Bosmer have a highter resist against claws, fangs and paws of wild creatures and
receive re-roll of failed checks to feral creatures damage resistance.
* Eagle-eyed: Every combat scene Bosmers can re-roll first one failed Shoot check.
* Green Pact: Bosmers starts with +1 modificator on Nature mental skill.
Breton
Homeland: High Rock
Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn,
instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have
come out of their home province of High Rock, and in addition to their quick and perceptive grasp
of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to
destructive and dominating magical energies.
* Dragonskin: Because of their innate resistance to Magicka, Bretons can re-roll failed Mental
checks for non-elemental Magic resistance
* Fortified magicka: All Bretons gain +1 Magic Charge.
* Poor endurance: Bretons are not known for their endurance. They suffer a -1 penalty to Defence.
* Natural politics: Bretons starts with +1 modificator on Deceive social skill.

Dunmer (Dark Elf)


Homeland: Morrowind
In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call
themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with
strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark
Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war
wizards. In character, they are grim, distrusting, and disdainful of other races.
* Children of Red Mountain: Dunmer can re-roll failed Physical checks for fire resistance.
* Ancestor Guardian: All Dunmer are tied to the spirit of one of their ancestors and can call them
for protection. Dunmers every combat scene can re-roll first one failed Dodge or Deny check.
* Grim Demeanor: Outlanders often note that Dunmer do not react favorably towards them. All
Dunmer has a -1 penalty to Assure skill checks.

Imperial
Homeland: Cyrodiil
The well-educated and well-spoken native of Cyrodiil are known for the discipline and training of
their citizen armies. Though physically less imposing than the other races, Imperials are shrewd
diplomats and traders, and these traits, along with their remarkable skill and training as light
infantry, have enabled them to subdue all the other nations and races, and to have erected the
monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed
and waned throughout the eras, and most historians refer to three distinct Empires, the ends of
which each mark a new epoch in Tamrielic history.
* Voice of the Emperor: Imperials tend to have a natural charm. They have +1 bonus to Paperwork
and Assure social skills.
.* Star of the west: Imperials have a free re-roll of any first failed check in scene.

Khajiit
Homeland: Elsweyr
The Khajiit of Elsweyr can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to
the great Senche-Tiger. The most common breed found outside of The Elder Scrolls: A Savage
Worlds Conversion 11 Elsweyr, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds
have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons
in favor of their natural claws. They make excellent thieves due to their natural agility and
unmatched acrobatics ability.
* Clawed Climber: Their claws and also provide a +1 to Climbing checks on all but sheer surfaces.
* Eye of Night: Because their eyes are different from those of other races, Khajiit have low light
vision.
* Soft-Paws: Khajiit are adept at sneaking and begin with a +1 modificator in Stealth.
* Yellow-Furred: “Why are Khajiit so fast? Because they get so much practice running away!” At
least, that’s how the joke goes. Although not necessarily cowardly, Khajiit generally are a bit jumpy
when put into scary situations and suffer a –2 to Fear checks.

Redguard
Homeland: Hammerfell
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of
Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them
more suitable as scouts or skirmishers, or as freeranging heroes and adventurers, than as rank-and-
file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are
also physically blessed with hardy constitutions and quickness of foot.
*Adrenaline Rush: The blood of a Redguard is different than the blood of any other race in Tamriel
and they have the unique ability to voluntarily trigger an adrenaline rush. You can ignore -1 check
penalty from wounds.
* Born for Battle: Redguard begin with a +1 in Melee.
* Nonconformist: Redguard characters have the re-roll of failied checks if resist Fear or mind
attack.

Nord
Homeland: Skyrim
The citizens of Skyrim are aggressive and fearless in war, industrious and enterprising in trade and
exploration. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even
magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes
are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an
ecstatic ferocity that shocks and appalls their enemies.
* Paragons of Strength: Nord start with a +1 modificator in Brawl skill.
* From the Land of Frost: All Nord can re-roll failied chesck to resist the negative affects of a cold
environment or frost magic.
* Living by the Sword: Since weapons are such an integral part of their culture, all Nord can re-roll
first single failed attack check in a scene.

Altmer (High Elf)


Homeland: Summerset Isle
The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of
the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts,
and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are
often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them
far more resistant to disease than the "lesser races."
* Magical Blood: It is said that Altmer have Magicka flowing through their veins. All Altmer get +2
Magicka Charges.
* Conquerer of Disease: Altmer are immune to diseases.
* Erudite: Known for their intelligence, all High Elves can re-roll first single failed Mental check in
a scene.
* Soft from a Life of Comfort: Since they have spent millennia living in the temperate Summerset
Isle, Altmer receive a –2 penalty to resist all negative environmental effects.

Birthsign
Requirements: (Automatically granted to all Wild Card characters)
The Stars of Tamriel are divided into thirteen constellations, each of which bestow mystical powers
to those born under it and often influence their personalities. When the sun rises near one of the
constellations, it is that constellation's season. Each constellation has a Season of approximately one
month. The Serpent has no season, for it moves about in the heavens, usually threatening one of the
other constellations.
A character may only have one birthsign. The powers granted from the birthsign are perceived as
both a blessing and a curse. This Edge should usually be taken during character creation, but can be
taken later to reflect a character discovering their latent powers.

The Warrior: The Warrior is the first Guardian Constellation and he protects his charges during
their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest.
His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are
skilled with weapons of all kinds, but prone to short tempers. Characters with this birthsign receive
a +1 bonus to Defence and +1 modificator to Melee skill.

The Mage: The Mage is a Guardian Constellation whose Season is Rain's Hand when Magicka was
first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under The
Mage have more Magicka and talent for all kinds of spellcasting, but are often arrogant and absent-
minded. Characters with this birthsign receive 2 additional Magicka Charges and +1 modificator to
Deny skill.

The Thief: The Thief is the last Guardian Constellation, and her Season is the darkest month of
Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of
the Thief are not typically thieves, though they take risks more often and only rarely come to harm.
They will run out of luck eventually, however, and rarely live as long as those born under other
signs. Characters with this birthsign can re-roll 1's on savage die and has a +1 modificator to
Larceny skill.

The Serpent: The Serpent wanders about in the sky and has no Season, though its motions are
predictable to a degree. No characteristics are common to all who are born under the sign of the
Serpent. Those born under this sign are the most blessed and the most cursed. Characters with this
birthsign who successfully hit with an unarmed melee attack magically poison their target with the
equivalent of Knockout Poison (see page 88 in Savage Worlds Deluxe) in addition to the regular
damage. Immediately afterwards, the attacking character must make a Physical check at +2
difficult. On a failure, they themselves are instantly knocked out.

The Lady: The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under
the sign of the Lady are kind and tolerant. Characters with this birthsign receive a +2 bonus to
Defence.

The Steed: The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under
the sign of the Steed are impatient and always hurrying from one place to another. Characters with
this birthsign have their pace increased by 2. If they ever roll below a 3 on their Running Die, it is
counted as a 3.

The Lord: The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those
born under the sign of the Lord are stronger and healthier than those born under other signs.
Characters born with this birthsign do not suffer -1 and -2 penalty from wounds.

The Apprentice: The Apprentice's Season is Sun's Height. Those born under the sign of the
apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well.
Characters with this birthsign receive +3 Magicka Charges, but a –2 penalty to resist any magical
effects.

The Atronach: The Atronach (often called the Golem) is one of the Mage's Charges. Its season is
Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they
cannot generate magicka of their own. Characters with this birthsign have +4 Magicka Charges and
+1 to any magic resistance, but can't regenerate Magicka Charges while sleeping.

The Ritual: The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born
under this sign have a variety of abilities depending on the aspects of the moons and the Divines.
Characters with this birthsign receive the most common ability, Mara’s Gift, which allows a
character once per day to immediately make a Physical roll to recover one heavy wound.

The Lover: The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born
under the sign of the Lover are graceful and passionate. Characters with this birthsign have +1
modificator to all Social skills, but suffers a -1 penalty to Melee, Brawl and Shoot skills.

The Shadow: The Shadow's Season is Second Seed. The Shadow grants those born under her sign
the ability to hide in shadows. In the Black Marsh, Argonians born under the sign of the Shadow are
called "Shadowscales;" they are given to the Dark Brotherhood at birth and are trained to be
assassins. Characters with this birthsign are granted the invisibility Greater Spell with cast difficulty
of 0.

The Tower: The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under
the sign of the Tower have a knack for finding gold. Characters with this birthsign can make a
Search check with a diff. –2 to get a sense of where gold or other valuables can be found. It is up to
the GM how specific this sense is in a given situation, but it is generally more accurate when at
closer range.

Spellbook

Restoration
Mending: Cause a dying creature or character to stabilize. Common lesser spell.
Heal Minor Wounds: Restore one light wound, or stabilize creature or character. Lesser spell.
Fell no Pain: If casted character do not suffer any penalties for wounded condition. Lesser spell.
Heal Heavy Wounds: Restore one heavy wound, or resurrect creature or character from Out of
Action with one light wound. Greater spell.
Mass Mending: Restore one light wound to all allied creatures or characters. Greater spell.
Cure Disease: Cure one selected disease. Greater spell.
Live Drain: Make attack roll, target enemy becomes Out Of Action, target ally restore one heavy
wound. Greater spell.

Destruction
Magic Spark: Make a object burn like a match. Common lesser spell.
Magic Lance: Ranged attack that inflicts 1d10 magical damage. Lesser spell.
Elemental Touch: Make a Brawl attack against target, if hit - target suffers 2d4 elemental damage
and knocked down for 1d4 rounds. Lesser spell.
Elemental Arrow: Make a ranged attack that deals a 2d6 elemental damage. Cause continuous
elemental effect. Lesser spell.
Elemental Blast: Ranged attack with 3d6 elemental damage and 1d6 splash damage on 5m. Cause
elemental continuous effect. Greater spell.
Poison Cloud: Create a 5m. spherical uncontrolled poison cloud that inflict 1d8 poison
damage\turn, may cause hallucinogen continuous effect. Greater spell.
Light Beam: Create a light beam from you hands that inflicts 1d6 magical damage, and +1d6
damage in each next turn. Blinds out target, inflicts additional 1d6 damage to Undead. Greater spell.
Exploding Rune: Place a hidden rune that exploding on contact with any creature and inflict 2d8
elemental of magical damage. Greater spell.
Skystrike: Beam of blazing light comes from above and inflicts 3D6 damage on target and 1D6 to
all in radius of 10 m. Can't be casted on interiors. Inflicts additional 1d6 damage to Undead. Greater
spell.
Disrupt Matter: Touch that cause internal damage and destroy non-organic objects, after cast roll a
d20, on 1-11 you may destroy 10 kilos of matter, 12-18 - 50 kilos, 19-20 - aprox. 100 kilos. Greater
spell.

Alteration
Magic Mark: Inscribes a personal rune on an object or creature (visible or invisible). Common
lesser spell.
True Sight: Lets you see all things as they really are. Lesser spell.
Magic Armor: Target receives a magic armor (+3) for 1d6 rounds. Lesser spell.
Charge Weapon: Target's weapon charging with magic energy and ignore normal armor (but not
magical or daedrical armor), that buff stays 1d6 attacks. Lesser spell.
Lock-unlock: Lock or unlock the doors, locks and variety containers. Lesser spell.
Detect: Detect creatures or humanoids on 10 m. range. Lesser spell.
Pathfind: You may create astral road to you target that locate in 1 km range. Lesser spell.
Levitate: Allow you to levitate on high of 5 m. Greater spell.
Shapeshift: Turns you in another same size and race person for one scene. Greater Spell.
Illusion: You can create a illusion of human-like size that stays one scene or 1d4 rounds in combat.
Greater spell.
Might: You charge with magic energy creature or character, increase Physical attribute by
additional 1d6. Greater spell.
Darkpath: Open a portal to another location on 1 km range. Can be used once per day. Greater
spell.
Ephemereal sea: Creates a field of ephemereal water with 5 m. radius, shrouded characters count as
in cover. Stay 1d4 rounds. Greater spell.

Sorcery
Turn Undead: You can repel lesser undeads (zombies, skeletons, ghosts and draugrs). Common
lesser spell.
Banish Undead: You can banish lesser undeads (zombies, skeletons, ghosts and draugrs) Lesser
spell.
Summon Lesser Daedra: You can summon from oblivion one lesser daedra (Clannfear, Scamp,
Baneling or Imp). Summon stays 1d4 rounds. Lesser spell.
Construct Atronach: You can create one atronach for 1 hour\MC. Atronachs required elemental
resources. Greater spell. Can be used once per day.
Banish Lesser Daedra: You can banish into the oblivion one lesser daedra (Clannfear, Scamp,
Baneling or Imp). Greater spell.
Call the Daedroth: You can call the one cognum daedra from oblivion (Dremora, Saint, Seducer,
Skafnee, Daedroth or Twillight). Daedra stays 1d4 turns. Greater spell. Can be used once per day.

Deny
Avoid: You can use this spell for deflect enemy lesser spells targeted to you. Common lesser spell.
Abrogate: You can cancel one enemy greater spell in 10 m range. Lesser spell.
Absorb: You can absorb energy and cancel any enemy spell in 20 m. range. Restore one MC.
Greater spell.

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