
Torillan |

Hey there. I have been working somewhat feverishly for a bit on my own conversion of PC races of the Midgard Campaign Setting to Savage Worlds.
I wanted to start posting what I've come up with and see if I can get some feedback about what I've done. I do have these up in other forums, and I've gotten some good info (even heard from the man himself, Wolfgang Baur!).
So without further rambling by me, here are a few of the conversions. Please note, I am going for flavor here as well as simplicity, but you will note that some of the races have a lot of parts. They should all balance out to +2 ability, to stay on a (somewhat) level playing field.
Anyway, first up: Dragonkin!!
DRAGONKIN
Racial Edges and Hindrances
• Draconic Heritage: Dragonkin are imbued with the power of their dragon cousins, and begin with a d6 Strength instead of a d4. (+2)
• Darkvision: Dragonkin can see well in near darkness. They ignore attack penalties for Dim and Dark lighting. (+1)
• Dragon Scales: Dragonkin have the same tough scales as their larger cousins, giving them +2 Armor . If a dragonkin wears armor of an equal or higher value (2+), the thick scales provide a +1 to their Armor value in that location. Lower value armor (+1) is still superseded by the natural armor. Scales are occasionally lost and regrown. A foe who succeeds at a Notice roll at -2 can find such missing scales and make a Called Shot to bypass the dragonkin's natural armor at -4 instead of -6. (+2)
• Ponderous Bulk: Dragonkin are somewhat heavier than most creatures, and thus don’t move as fast. They begin with Pace 5, and raising Agility requires 2 points per step at character generation. (-3)

mplindustries |

So, I don't know where these races are from, but I love Savage Worlds, so my only comment so far is:
I think the Dragon Scales work out strangely. There's no precedent for Armor being overridden or reduced or anything else in Savage Worlds. I would personally just give them a +1 Armor and be done with it.

Torillan |

Well, again, going for flavor here. Since dragonkin in Midgard wear armor, this ability permits that. BTW, the setting is from Kobold Press.
For reference, the scales was suggested by Clint on the Pinnacle forums. I liked the idea and ran with it.
I do appreciate you comment, and wrestled with that very suggestion. Setting flavor won out.

mplindustries |

See Clint's answer in this thread:
Wow, I've never thought that the armor stacking rules applied to natural sources of armor.
I'm pretty sure I'm just going to go ahead and keep ignoring that and running it like it is in the book. It just says wearing multiple layers of armor doesn't stack, and I don't consider skin to be "worn."
Personally, since you're inventing races anyway (meaning you don't mind houserules) I'd probably still just give the race +1 Armor and change the rule about natural armor not stacking with worn armor.
I wonder now if the my love for Savage Worlds would be damaged if I actually read the forums...

Torillan |

Next, the three dwarf races:
Racial Edges and Hindrances
CANTONAL DWARF
• Forgecraft: Cantonal dwarves have mastered many crafting techniques. They begin with a d6 in a Knowledge: Craft skill. (+1)
• Greedy: A Cantonal dwarf can get rather picky when dividing loot. While not necessarily dangerous, they can get a bit testy. (-1)
• Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting. (+1)
• Slow: Dwarves begin with Pace 5”. (-1)
• Tough: Dwarves are stout and tough. They begin with a d6 Vigor instead of d4. (+2)
NORTHERN DWARF
• Heat Lethargy: Accustomed to the frigid cold of the northern realms, Northern dwarves become lethargic at temperatures of temperate or warmer. They have –1 to all trait rolls in such temperatures. (-1)
• Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting. (+1)
• Mountain Born: Northern dwarves are at home in the cold regions of the Northlands. They suffer no penalties for difficult ground in mountains or hills, and also have +4 to resist cold effects. (+2)
• Reaver Reputation: Even if your character has never raided the south, he still has a reputation of those who do. Northern dwarves have -2 Charisma when dealing with other races. (-1)
• Slow: Dwarves begin with Pace 5”. (-1)
• Tough: Dwarves are stout and tough. They begin with a d6 Vigor instead of d4. (+2)
SOUTHERN DWARF
• Cold Lethargy: Accustomed to the searing heat of the deep deserts of the southlands, Southern dwarves become lethargic at temperatures of temperate or colder. They have –1 to all trait rolls in such temperatures. (-1)
• Desert Born: Living in a region of the world that is very hot, Southern dwarves have +4 to Vigor to resist heat effects. Also, they suffer no penalties for difficult ground such as soft sand and ash.(+2)
• Forgecraft: Southern dwarves have mastered many crafting techniques. They begin with a d6 in a Knowledge: Craft skill. (+1)
• Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting. (+1)
• Racial Enemy: Southern dwarves have a particular hatred of dragons and the Mharoti Empire, and have -4 Charisma when dealing with dragons and other citizens of the Empire. (-2)
• Slow: Dwarves begin with Pace 5”. (-1)
• Tough: Dwarves are stout and tough. They begin with a d6 Vigor instead of d4. (+2)

Torillan |

Next up...Gearforged!
GEARFORGED
(+3) Construct: Gearforged are mechanical constructs, but with a soul of a sentient being, therefore they are capable of emotions and conscious thought. Gearforged are immune to disease, poison, fatigue, magical sleep effects, enchantment effects, paralysis, and other effects that require a Vigor check (unless those effects can also affect objects). Gearforged do not need to eat, sleep, or breathe. Gearforged add +2 when attempting to recover from being Shaken, and never suffer from Wound Modifiers. Gearforged cannot heal damage on their own, and use of the healing power on them suffers a -4 penalty on the Arcane Skill roll. A gearforged can be mended with a successful Repair roll or the repair power.
(+2) Composite Plating: Gearforged are covered with overlapping plates, effectively creating +2 Armor. If a gearforged wears armor of an equal or higher value (2+), the plating provides a +1 to their Armor value in that location. Lower value armor (+1) is still superseded by the plating underneath. Since some gaps appear as the gearforged moves, a foe who succeeds at a Notice roll at -2 can find such gaps and make a Called Shot to bypass the plating at -4 instead of -6.
(-1) Loyal: Gearforged were created to give their lives for their allies and can never leave an ally behind if there is a chance at all they could help.
(-1) Poor: Gearforged start with half normal wealth. This can be increased through normal means at character creation.
(-2) Unsettling: Even though gearforged are mostly accepted as sentient beings, even in Zobeck there is still a taint of uneasiness displayed by those they come into contact with. Gearforged also have difficulty realting to others, and thus have a -4 Charisma.
(+1) Vigilant: Gearforged do not need to eat, drink, or sleep, but they must must rewind their springs, repair gears, and oil and clean their parts each day for a 4-hour period to ensure normal functioning. They are fully aware during this period for the purpose of opposed Notice and Stealth rolls, but any interruption in their routine during these 4 hours requires them to start again from the beginning. Gearforged can function a number of days equal to their Vigor without performing this maintenance, but each day without such a repair period applies a cumulative –1 penalty on all trait checks. If a gearforged neglects his repair period a number of days greater than his Vigor, he becomes immobile and helpless until repaired by someone else. One 4-hour repair period eliminates all accumulated penalties.
.

Torillan |

And here is the kobold:
KOBOLD
• Agile: Kobolds are small and swift, and begin with a d8 in Agility, and may raise it to a d12+2 via normal advancement; the Expert and Master Edges may raise it to a d12+4. (+3)
• Crafty: Kobolds are exceptionally gifted at making traps, and few seldom leave their burrows without some string, springs, or other triggers for their traps. They begin with a d6 in Knowledge: Craft (Trapsmith). (+1)
• Darkvision: Kobolds can see quite well in darkness, and ignore penalties for Dim and Dark lighting. (+1)
• Keen Smell: Kobolds have sensitive snouts that make them quick to sense danger, and take a +2 to Notice when using scent. (+1)
• Light Sensitive: Since kobolds spend most of their time underground or in very dim lighting, they are sensitive to bright lights. In any conditions brighter than Dim, they take a -2 penalty to all Trait checks, and also a -2 to opposed rolls vs. powers with the light trapping. (-1)
• Outsider: Most other races have little or no tolerance for kobolds, so kobolds take a -2 Charisma penalty when dealing with other races. (-1)
• Scamper: Kobolds are small and quick. Some make great use of this in combat too, scampering about to avoid the blows of larger foes. Opponents of man-size or larger subtract 1 from attack rolls against kobolds. The benefit only applies when the character is aware the attack is coming, he is unbound and able to move freely, and has no encumbrance penalty. (+3)
• Small: Kobolds are quite small and wiry, thus taking a -1 to Toughness. (-2)
• Weak: Kobolds, being thin and nearly emaciated in appearance, require 2 points per step to increase Strength at character generation, and need two advances to raise it each step thereafter. (-3)

Torillan |
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Sorry for lack of updates!
Here is my take on the elves of Midgard:
ELFMARKED
• Elvish Blood: Even though for all intents and purposes you are human, you have enough elven blood from a distant ancestor, and can always access elven magic and bypass elven wards. You count as both human and elf for any effects related to race. That is, you are considered both a human and an elf for the purpose of taking edges, how spells and magic items affect you, and so on. You may may either start with a free Edge of your choice (as a human), or a d6 in Agility instead of a d4. (+2)
• Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting. (+1)
• Outsider: Elfmarked aren’t true outsiders (as per the Hindrance of the same name), but neither are they ever quite comfortable around humans or elves as one of their own, so Charisma suffers a –2 modifier among all but his own people. (-1)
RIVER ELF
• Agile: Elves have a natural quickness to them, so you start with a d6 in Agility instead of a d4. (+2)
• All Thumbs: Elves have an inbred dislike of mechanical objects, and thus have the All Thumbs Hindrance. They shun most mechanical items and designs. (-1)
• Forest Born: River Elves are naturally at home in their deep forest homes. They begin with the Woodsman edge. As skilled trackers and scouts, they know how to live off the land for months at a time. Thus they gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground). (+2)
• Frail: River Elves are tall and lean, and don’t have a lot of muscle mass. Vigor requires 2 points per step in character generation. (-2)
• Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting. (+1)
WINDRUNNER ELF
• Agile: Elves have a natural quickness to them, so you start with a d6 in Agility instead of a d4. (+2)
• All Thumbs: Elves have an inbred dislike of mechanical objects, and thus have the All Thumbs Hindrance. They shun most mechanical items and designs. (-1)
• Illiterate: Windrunner Elves have no written language of their own, lost to the ages. Hence they cannot read or write in any other language, no matter how many they speak. (-1)
• Insular: Windrunner Elves keep mostly to themselves, with little contact with outsiders. They have a -2 Charisma penalty when dealing with other races. (-1)
• Low Light Vision: Elvish eyes are very well adapted to all lighting conditions. You ignore attack penalties for Dim and Dark lighting. (+1)
• Plains Runner: Windrunner Elves have adapted to life on the plains, and can move faster and further than others. They begin with a +2 Pace and use a d10 for running. (+2)

Torillan |

Wow...been busy, but I have been able to work on some stuff here and there.
So, without further ado, here is my take on Minotaurs of Midgard!
MINOTAURS
• All Thumbs: Minotaurs have thick, cumbersome fingers and are not at all mechanically inclined, giving them the All Thumbs Hindrance. (-1)
• Big: Minotaurs are large and powerfully built and have +1 Toughness. (+2)
• Darkvision: Minotaurs can see well in darkness, ignoring penalties for Dim or Dark lighting. (+1)
• Horns: A minotaur can gore with his horns for Str+d4 damage. If he can charge at least 6" before attacking, he adds +4 to his damage total. (+1)
• Outsider: Due to their fearsome appearance, minotaurs are regarded as monsters by most other races. Their Charisma is -2 among races other than their own. (-1)
• Slow-witted: Minotaurs are not mentally agile, and so Smarts takes 2 points per step during character generation. (-2)
• Strong: Minotaurs begin with a starting Strength of d8, and their natural maximum Strength is d12+2. Expert and Master edges may increase it to d12+4. (+3)
• Stubborn: The phrase “bull-headed” applies to minotaurs mentally as well as physically. Once a minotaur makes up his mind, good luck trying to change it. In game, if character states what it is going to do, he has no choice but to follow through with it, even if the circumstance has changed.(-1)

Torillan |

For the minor races, I am still working on them. Here is my first take on Centaurs though.
CENTAUR
• Big: Due to their large size, centaurs get a +1 to their Toughness. Also, because of their inherent strength, Centaurs can carry twice the normal load for their Strength die type. (+2)
• Clumsy: A centaur on a slick, rocky, or hard surface suffers a -2 to all Agility-based skill rolls. (-2)
• Fast: Centaurs are naturally swift runners. Their base Pace is 10. (+2)
• Illiterate: Centaurs have no written language of their own, lost to the ages. Hence they cannot read or write in any other language, no matter how many they speak. (-1)
• Impulsive: Centaurs are creatures of whim and passion. As such they tend to speak and act without thinking. (-1)
• Kick: A centaur can kick with his hooves for Str+d4 damage. He can both kick and attack with a weapon in the same round at -2 to both attacks. (+1)
• Strong: Centaurs start with a d6 Strength and their maximum natural Strength is d12+2. (+2)
• Uncouth: Centaurs have a very hard time getting along with other races, and thus have a -2 to Charisma when dealing with non-centaurs. (-1)

Torillan |

Thread. Full. Of Awesome!
Thanks for posting this.
Thank YOU for checking it out! This has kinda become a labor of love now. I work on it when I can, piecing together a players guide of sorts.
At some point, once races are finished, I'm going to work on some Arcane Backgrounds that I feel are appropriate to Midgard. As I love the Hellfrost setting from Triple Ace Games, I may be adopting some of the rules to Midgard. For example, I really like how Elementalists are done in Hellfrost, and will most likely be using that as the primary magic using background. The Highwizard from that setting would make a good one for the Elves, using a more ritualistic approach to magic, and with cool staves to boot.
Just some musings about what I'd think might work for a full conversion of Midgard.
Thanks again, and stay tuned!!

Torillan |

Got a two-fer this time!
First, the Gnolls!
GNOLL
•Bad Reputation: Gnolls have a -2 Charisma when dealing with any race other than their own. (-1)
•Bite: Gnolls are able to bite opponents at Str+d6. (+1)
•Greedy: Gnolls really hate to share. They have the Minor Greedy Hindrance. If the PC wants to increase this to the Major version, treat it as if “buying” a Minor Hindrance (since it is technically “upgrading”) (-1)
•Laugh: Gnolls have a yapping laugh, which can be both annoying and somewhat disturbing at the same time. This effectively gives them the Taunt skill at d6. (+1)
•Low Light Vision: Gnolls ignore penalties for Dim and Dark Lighting effects. (+1)
•Scent: Gnolls have a very keen sense of smell, and receive a +2 Notice when using it. (+1)
Next, Gnomes...
GNOME
•Clever: Gnomes are very clever. They start with a d6 in Smarts instead of d4. (+2)
•Luck: Gnome characters draw one additional Benny per game session. This may be combined with the Luck and Great Luck Edges. (+2)
•Outsider: Due to their reputation as diabolists, Gnomes are generally discriminated against by others. Their Charisma suffers a –2 modifier outside of Gnomish society. (-1)
•Small: Gnomes are typically less than 4’ tall. Their small size subtracts 1 from their Toughness. (-2)
•Low Light Vision: Gnomes ignore penalties for Dim and Dark Lighting effects. (+1)
As always, suggetions and constructive criticism are welcomed. I'm working on the Ravenfolk for the next update.