Posts tagged Pinnacle Entertainment
Several days ago, I posted about my first day at Origins. Things were going very well and I was enjoying both the roleplaying games I was playing and the board games I was running. Now that the convention is over, I’m pleased to say that the great experience I had that first day carried over through the rest of the convention as well. And contrary to the previous years at Origins, I didn’t have a single bad game!
I don’t know how interesting a full recap of my events is to others, but I’m going to go ahead and post one anyway! 😀
I got up bright and early once again for an 8 AM game of The Avengers using Mutants & Masterminds 3rd Edition. I’ve always liked the Mutants & Masterminds system for doing a good job of emulating the superhero genre while still allowing it to be somewhat tactical and crunchy if desired. And after being blown away by this year’s summer film The Avengers, I decided that it would be a lot of fun to play in it.
I grabbed Captain America (my favorite superhero) as soon as the sheets came out. It turns out that this group of Avengers was from the comics, rather than the summer film, so we had Iron Fist and Black Panther available rather than Hulk and Thor (the GM did note that Thor would likely be too powerful given that he tended to be the Avengers’ magic bullet rather than an equal member of the team). I had to get a recap on who Kang the Conqueror was, but ultimately, I was able to enjoy the session despite not being nearly as well-read in the comics as the other people at the table. And in the end, Cap was able to help his fellow Avengers save America from yet another supervillain threat. The GM could have been a bit more enthusiastic, but all in all, it was a great session.
The rest of the day consisted of me running not one but two roleplaying games. First up was A Traveller’s Guide to the Galaxy, which was an intro to the Traveller roleplaying game (Mongoose Publishing version) consisting of both character creation and a quick scenario (feel free to see part 1 and part 2 of my review of Traveller). I had a pretty eclectic mix of experience levels with two players who had never played Traveller, one who just started GMing a campaign but had never played, one who played about ten years ago, one who played when the first version came out in 1977, and one who not only played since 1977, but works for Terra/Sol Games which sells nothing but Traveller supplements!
Players old and new enjoyed creating characters. To my surprise, every character had average or above average stats with multiple 12s being rolled at the table. Almost all of the chosen careers wound up being military occupations, so it was definitely a battle-hardened group. To my surprise, the players were deathly afraid of the Aging Table, so our characters mostly ranged from 34-46 years old with only one character adventuring at the ripe old age of 54. As a result, group character creation only took 1 1/2 hours, which was the shortest that I have ever had it take.
The scenario I ran was a pretty basic one where someone hires the crew to do a field survey on a recently colonized world, but it quickly becomes apparent that their patron is motivated by something else. This time, it was a search for psionic artifact that the government had placed there as an experiment to diminish aggression, but with prolonged exposure, it wound up making beings far more aggressive. The team recovered it and decided that the best way to deal with their treacherous patron was to space him. Not all that heroic, but it was an interesting turn of events.
In the evening was Stargate Universe: Rescue using the Savage Worlds system. Stargate Universe was the third (and currently last) show in the Stargate series. Although admittedly the first episodes were very poor, the show got quite a bit better about halfway through the first season and had a (in my opinion) stellar second season. Unfortunately, that wasn’t enough to save it from a premature cancellation from Syfy Channel’s chopping block (or from Syfy’s vendetta against all sci-fi shows if you’re bitter about Sanctuary and Eureka also getting prematurely cancelled and being replaced by yet another paranormal show). The final episode was left pretty open-ended with everyone in stasis pods and Eli alone on the ship, looking out at the stars.
So I created a scenario that provided at least some closure to that. One and a half years later, the Lucian Alliance had managed to recapture Destiny by leading a covert strike on Langara and using their Stargate to dial the ninth chevron and gate to Destiny (and I decided that a successful ninth chevron dial to Destiny immediately drops the ship out of FTL). So what does Stargate Command do? They send their A-Team to get it back! So we had Samantha Carter, Daniel Jackson, Rodney McKay, John Sheppard, Carson Beckett, and Col. Telford leading a rescue operation on Destiny.
The whole explanation of how that turned out is too long for this blog post, so I hope at some point to write up how that went and how our group decided to provide a partial conclusion to Stargate Universe. Oh, and in case you’re wondering, some time ago, I did write up a conversion for using the Stargate setting in Savage Worlds, but it’s undergoing a complete overhaul to bring it up to the same level of quality as my Elder Scrolls conversion. So if you’re a Stargate fan and you want this, stay tuned!
Friday began with the new board game Oh My God! There’s an Axe in My Head! by Game Company 3. After hearing about it from the Wittenberg Role-playing Guild Patriarch since I joined the Guild, I decided to try it out (apparently the company they originally hired to print it didn’t pull through, but they broke away from them and it’s finally coming out).
In this game, you are all delegates meeting in Switzerland to negotiate treaties following World War I. The Swiss have hired axe jugglers as entertainment, but they have suddenly gone crazy and are chucking axes into the crowd! So now you’re left to negotiate treaties while dodging axes flying past you. Oh, and you can pick them up and throw them at other delegates too! It was a fun game and I decided to splurge for it.
In the afternoon was our Battle of Endor LARP. This was intended to be the Wings of War LARP (without full cardboard planes) adapted to the Battle of Endor from Return of the Jedi. On paper it sounded great and we prepped it for 21-42 people (which happened to give us a whopping 21 credit hours for the purpose of getting free rooms).
Unfortunately, only one person (who was from the Wittenberg Role-playing Guild) showed up, so we obviously couldn’t run it. I think there were two main factors that kept people from signing up. First, it was classified as a LARP, but wasn’t a typical LARP and so it probably didn’t appeal to the right crowd. Had we advertised it as “GIANT Battle of Endor” much like the popular “GIANT Settlers of Catan,” and advertised it as a miniatures game (kind of a macro-miniature game I guess) we might have drawn the right audience. Second, they placed us in the farthest room of the farthest hotel adjoining the Convention Center, meaning there was no potential for walk-ups. It’s unlikely that we’ll try this again in the future, but it was a valiant attempt.
Then in the evening was The Price of Success, a Firefly game using the Savage Worlds system. In this game, we got to play the remaining crew members of the Serenity after the Miranda incident (minus Kaylee who was back on the ship). I got to play Malcolm Reynolds!
The game used the increasingly recycled scenario of the characters waking up without any memories of the last day and having to retrace their steps to figure out what happened. In the process, we found out that, among other things, Jayne got caught up in an underground fighting ring (and became the hero Clobberin’ Cobb!), River had helped Simon cheat at cards in a casino, and the rest of the crew crashed a party Mr. Niska hosted for his (very ugly) daughter. The author said that at some point he would post the characters and scenario online and I’ll be sure to link to them when he does.
EDIT: Less than twelve hours after I post, it’s up online! Check it out at Dragonlaird Gaming!
Saturday I started off with the D&D Next playtest. Yes, I am allowed to talk about it, but I would like to save that for a later post about what I think about D&D Next as a whole.
In the afternoon, I ran A Timelord in King Arthur’s Court, a scenario for Doctor Who: Adventures in Time and Space. Although the tickets sold out in 20 minutes, I was surprised to find that only four people showed up. I felt bad for the people who told me during the convention that they wanted to get in the game, but couldn’t because it was sold out.
The players decided to try something I’ve never seen done before: they wound up choosing both the Tenth and Eleventh Doctors for the same group. Fortunately, the players who played them were able to have a lot of great banter off of each other. Accompanying them were Donna Noble and Rory Williams (without Amy apparently).
In this adventure, the characters found themselves in the time of King Arthur. (When is that time exactly? Forget that you asked, it gets in the way of the story!). After being sent to look after the missing Knights of the Round Table, they ran into a suit of armor with a Vashta Nerada inside (who fortunately was prevented from leaving to wreck havoc among Earth), a downed spaceship, and a cage that housed a creature that looks remarkably like what Earth people would call a dragon. Oh and they discovered that Merlin was The Master!
There was a very epic ending to the scenario in which The Master was using Blood Control (from the Sycorax) to control the dragon to destroy Camelot. The companions decided that King Arthur needed Excalibur to slay the dragon. But where do they find Excalibur? They came up with a very creative solution: they remembered that Excalibur was sometimes called “The Singing Sword,” and so they decided to rig up a Sonic Screwdriver with a standard sword to create a Sonic Sword! Then they gave it to Donna, who was dressed in blue, to be the Lady of the Lake (she at least called herself Lady since she was a Noble) who badgered King Arthur until he took it. During this time, Rory taught Lancelot CPR, which likely evolved into the legends about him being able to lay on hands.
And then the epic showdown came when the Tenth Doctor confronted The Master and told him that what he was doing was wrong. Meanwhile, the Eleventh Doctor snuck behind the unsuspecting Master and knocked the Blood Control device out of his hands. Rory smashed it to bits and Donna yelled for King Arthur to attack as the dragon plunged toward him and his army. With everyone chipping in story points for extra dice, King Arthur rolled a whopping 73 to slay the dragon (mind you 30 is “Nearly Impossible”). And so we decided that the tale of King Arthur slaying the dragon would be a legend forever.
The group let the Master get away and we decided that the final scene of the episode was The Master getting into the downed ship and the Vashta Nerada’s ominous shadows closing in.
Finally, I ran Night Train for the Deadlands setting of Savage Worlds. Did they survive the scenario that is known for resulting in many TPKs? That’s a story that will have to be saved for another post!
Today I’m dutifully doing a discourse describing Deadlands developments. Yep.
First, I would like to say that I have finally run a successful session of Independence Day, one of the Deadlands Dime Novel adventures. I ran it almost a year ago but the scenario really suffered because of issues with the The Butcher’s invulnerability. When I ran it last month, it fell flat because I kept trying to bail the players out of failure. But the third time’s a charm and I finally got the scenario right.
With my brother and his friend having to cancel their D&D game, they asked me if I had an adventure to run. We wound up deciding on doing Deadlands and I had Independence Day already prepped since I ran it last month. The duo wound up excelling in the investigation and were able to figure out The Butcher’s identity even before the last few clues came out. Unfortunately, they were not able to discover The Butcher’s weakness and died trying to fight him. This time, I didn’t bail the characters out of their failure. Ultimately, the game wound up being better because of that and, although they were a bit disappointed to have not stopped The Butcher, the players were happy with the scenario in the end.
Turns out that while I’ve been running some Classic adventures, Pinnacle has been hard at work with all sorts of new Deadlands stuff. The fan-maintained Big List of Pinnacle Products shows that there are a whopping 14 supplements/adventures in the pipeline! And that’s not counting Deadlands: Hell on Earth Reloaded coming out this summer.
But the big news this week was Pinnacle’s new setting: Deadlands Noir. Instead of being set in the Weird West, Deadlands:Noir is set in 1930s New Orleans. The description says that typical player concepts include “steely-eyed private dicks, fast-talking grifters, wild-eyed inventors, and shadowy houngans” and you can bet there’ll be mafia too. Oh, and lots and lots of obligatory New Orleans Hucksters (and I thought they were surprisingly many of them floating around the Weird West as it is!). As a fan of the general Deadlands metaplot, I have to say that I’m wondering how this will all fit in (and why Stone is going to be around, as has been hinted at). At this point though, it’s all speculation, so we’ll find out.
Unlike most Pinnacle products, this one is an experiment in crowd-funding using Kickstarter with individuals pledging money ahead of time so that the product can be created. Each project has incentives that backers receive for pledging more, like signed copies of the books. Turns out that their $8,000 goal was raised in less than 24 hours! As of this writing, they are 345% funded and are planning on releasing their “stretch goals” to give extra benefits to backers if they raise enough money. Pinnacle hasn’t announced them yet, but my guess is that it will be more adventures and cut-out “figure flats” like they have with their other products.
Now that the description is out of the way, it’s time for my take on the whole thing. Kickstarter seems to be an increasingly popular means of generating funds, especially from game companies, and I suppose it was only a matter of time before Pinnacle gave it a shot. And it’s clearly worked for them with support shattering their expectations with hundreds of backers willing to invest in their product, sight unseen (certainly the Deadlands reputation helped, but they don’t know what the product will actually be like yet). It was a pretty good business move I think. Overall, I think that Kickstarter is starting to become a bit too saturated and that eventually there is going to be some backer fatigue, but for the time being, Pinnacle took advantage of the situation.
The setting itself is interesting, but I can’t say the hardboiled genre it seeks to emulate is entirely my cup of tea. Maybe it’s the fact that’s it’s more gritty and less optimistic than I like my settings to be. Or the meandering monologues become a bit too much after a while. I went ahead and backed the project because it’s Deadlands, but I don’t think it will wind up on my must-play list (although for what it’s worth, it took me a long time to warm up to the idea of a post-apocalyptic Deadlands (that would be Deadlands: Hell on Earth), so maybe I will warm up to this as well).
I’m also a little concerned because the hardboiled genre involves a lot of investigation, which is often a difficult thing for GMs to run properly in a role-playing game. My guess is that there will be some new mechanics to keep things fast, furious, and fun (probably spend a Fate Chip to automatically get a clue or something). I also anticipate a modified version of the Social Conflict rules in Savage Worlds Deluxe to better handle interrogations.
At the end of the day though, I have to admit that playing a private eye huckster does sound really sweet!
I’ve discovered something about how I GM: I hate to see the players lose. I love throwing enormous challenges in front of them, having characters make a noble sacrifice for the greater good, and beating the odds to pull out a tremendous victory (the Death Star trench run is one of my all time favorite movie sequences, largely for this reason). When all goes the way I’d like it to, it creates the sort of story I love to see: a story where a small group of individuals defy the odds and come out heroes.
Unfortunately, role-playing games don’t always go that way.
My long-running Necessary Evil campaign finally came to a close the weekend before last with the villains earning a hard-fought victory agains their greatest enemies with the odds stacked against them. And then in a final showdown with the Overmind, they had several very lucky rolls and pulled out a surprise victory, saving the world and saving the galaxy from the evil threat of the V’Sori. I loved it!
Since we had one more good weekend of gaming, I decided to run a Deadlands one-shot for the group. Originally they wanted me to run Night Train, which is so deadly that rumor has it the author gets royalties for every character killed in it (not really, but it definitely is a character killer). I had my misgivings about this scenario and with a few players saying they couldn’t make it, I ultimately decided to run Independence Day, in which they investigate several mysterious murders in Dodge City by The Butcher.
Last time I ran that scenario, it went well overall, but I had some issues with it that I planned to resolve the next time I ran it. I didn’t use the Adventure Deck and attempted to have a fight earlier in the scenario. (But the characters just wound up talking themselves out of it, which was good I guess. Note to self: next time start the game in media res with a small fight that gets them noticed by Earp and then starts the scenario.)
The biggest problem I had with the scenario last time was with the way The Butcher had invulnerability. I wound up just changing it this time to “he regenerates one wound each round” unless his weakness is exploited. I decided not to have him have a free soak roll because I had so few players. So far so good.
But this time when I ran it, the players were having a lot of trouble. After they had gathered all of the clues (knowingly or not), I told them that they needed to piece together the mystery and figure out who the culprit was. After about a minute of thinking, one of the players proudly declared “it must be the undertaker!” I nearly face-palmed myself right there. I had just offhand mentioned the undertaker picking up one of the bodies and apparently they thought that made him a suspect.
Had I been an evil GM, I might have let them arrest the undertaker and have them enjoy the night, only to have The Butcher strike again and get the heck out of Dodge (literally). Instead, I had the undertaker help them make some connections between clues, thanks to his love of mystery novels. It got them back on track at least.
They split up in search of The Butcher and unfortunately, one of the characters got a critical failure while trying to make a Notice check to find him. The Butcher got the drop on her and sliced off her arm to add to his collection (yup, really). With one arm severed, she tried to shoot with her off hand, but missed. The Butcher sliced her other arm and let her bleed out on the dirt. The other Huckster made it to the scene then, but in the first round suffered an ignoble death when The Butcher made a called shot to the head, and dealt 5 wounds, none of which got soaked. The Butcher had murdered two more people and could have walked away into the night, ready to continue his reign of terror in the next town.
The players were about to pack up, having failed to stop The Butcher, but I hated to leave them on such a tragic note. At first, I contemplated making both of their characters Harrowed until I decided having a Harrowed Huckster with only a head was just a bad idea. So I offered them my other pregenerated characters to come in as reinforcements. The Blessed was just lucky enough to stay alive, but the Mad Scientist wasn’t. Yet another replacement character came who I said had some ideas about The Butcher’s weakness. With a lucky shot, they exploited it and defeated The Butcher once and for all.
Unfortunately, this victory seemed hollow to me. They didn’t identify the culprit without help and went through three replacement characters before I more or less told them what The Butcher’s weakness was. I did it because I really hated to see the players lose. But in making sure that they didn’t lose, I made it so that they didn’t really win. Or at least it wasn’t the same.
It’s a lesson I had to learn: that even if you really want to see the players succeed, sometimes the stars aren’t right and they will fail. It makes the true victories more meaningful, I think, even if we hate to see the failures when they happen. And it’s almost just as bad to blatantly tilt the odds to prevent the players from losing.
What about you all? Have you had similar thoughts or do you have a different mindset when it comes to players failing?
I generally play roleplaying games, but every once in a while, I dabble with miniature games. Recently I’ve tried out Savage Worlds Showdown, a miniatures version of Pinnacle Entertainment‘s Savage Worlds. Basically, it’s a stripped down version of the roleplaying game with a few extra rules to make it fast, furious, and fun on the tabletop. And best of all, it’s freely available for download here.
There is no GM. It’s just two teams of players fighting against each other to the death. Because of this, all skills, Hindrances and Edges that don’t do anything in combat are eliminated. Figures are either Wild Cards or groups of Extras and they have a point cost based on how powerful they are. When one side is defeated or random chance declares that the game has ended, the two sides count up the point values of the units they have defeated. The ratio of the winner’s kills to the loser’s kills determines how much of a victory was achieved.
There’s a paid scenario for each of Weird Wars and Deadlands, and a whole setting called G-Men and Gangsters. I haven’t tried any of them yet, but I have tried Pinnacle’s two free scenarios: Brides of Dracula, pitting Van Helsing and his hirelings vs. Dracula and his brides, and Rumble in the Jungle, featuring Buck Savage and company caught in the middle of some poachers and a 20-foot tall gorilla!
Several weeks ago, I played Rumble in the Jungle with the Wittenberg Role-playing Guild. Beforehand, I printed out the free figure-flats that come with the scenario. There was nearly a show stopper when I found that the scenario as printed gave the poachers extra units making their total point value nearly twice as much as the Savages! Fortunately, I found a correction on the Pinnacle forums that made the sides much more even.
We had five players, myself included. We decided to divide the players up three and two. The rules say that each player receives three bennies at the start of the game, but with uneven sides, this seemed kind of unfair. So we decided to have six bennies for each team that anyone could use.
The poachers led by Baron Wellingsford decided to put those with guns prone on the cliffside while putting the native spearmen behind the rocks below. When the first round started, the Savages went in guns abalazing at whomever they had line of sight for. Everybody has unlimited ammo, so one of the quirks of Savage Worlds Showdown is that it’s always worth it to try and make a chance in a million shot.
Things started off pretty even for both teams. The poachers were taking pot shots, the Savages were duking it out with the spearmen, and no side was really dominating. But then came a ferocious cry from deep in the jungle: DONGA!
Unfortunately for the Savages, Donga randomly appeared near them and started fighting the intruders in his jungle. Fortunately, the twenty-foot tall beast wouldn’t harm the beauty and refused to attack Virginia Dare under any circumstances (which we realized meant she could shoot at him all day and Donga wouldn’t mind).
Danny Dare was the first casualty of Donga’s wrath and the rest of the Savages eagerly booked it away in the hopes that the native spearmen might get between them and the fearsome beast. In the mean time, they took a few shots at the spearmen and were able to get them to flee in terror. Unfortunately for the Savages, they made their morale roll and started coming back to avenge their fallen comrade. The Savages were caught between the bloodthirsty natives and the giant ape and several more fell. But not before killing a few more natives and even shooting some poachers up on the cliffs.
Things fell apart for us at the table when we noticed that Donga has the Gargantuan ability. The Showdown rules describe it as follows:
Gargantuan creatures have Heavy Armor, are Huge, and add their Size to their Strength roll when crushing targets via Fighting rolls.
This is certainly an appropriate ability for a King of the Jungle, but it threw in a monkey wrench to the mechanics of the game. The first problem was the fact that Gargantuan grants Donga Heavy Armor. In Savage Worlds Showdown, this means that only Heavy Weapons can deal damage to the unit (the intention is that a bazooka can destroy a tank, but not a pistol with a lucky damage roll). Unfortunately, no character on either side had a Heavy Weapon. We figured that Baron Wellingsford’s Elephant Gun might count as one even though it wasn’t listed as such, but the Savages certainly didn’t have one and so they had no possible means of getting the victory points for dealing the final wounding blow to Donga. So we just dropped the fact he had Heavy Armor and the remaining native spearmen just swarmed him and stabbed him to death. Not a fitting end for a 20-foot giant ape.
The other issue was that we discovered that Size was not explained anywhere in the Savage Worlds Showdown rules. Savage Worlds has numerical modifiers for sizes (e.g. +3) and I believe that was the intention was for Savage Worlds Showdown as well. But it is completely omitted from the rules. So the whole part about adding Donga’s Size to Strength rolls when crushing targets couldn’t actually be done.
At the end of the game, the Poachers won by a wide margin after eliminating the Savages and dealing the final killing blow to Donga. With the exception of the confusion about Donga’s Gargantuan ability, all players agreed that the game was simple and enjoyable to play. Both sides were balanced and it was largely the fact that Donga randomly appeared near the Savages that made them lose.
All in all, Savage Worlds Showdown was a good miniatures game that I would happily play again. With the rules clarified and the typos in the free scenarios fixed, it would be a perfect entry game for anyone looking to get into miniatures games.
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 74 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
- Several new Professional Edges
- A bestiary with everything from Mudcrabs to Dremora Lords
- Over thirty 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. I seek no profit and it is my intention that rather than inhibiting sales, the creation of this product will encourage sales of both Savage Worlds and The Elder Scrolls products.
Here are some character sheets that have been made for this setting:
- Maltanoro’s Form-fillable Sheet (w/ Disposition section)
- Maltanoro’s Form-fillable Sheet (w/o Disposition section)
Version 1.2 (5 September 2012)
- Created the Savant Professional Edge, allowing well-educated characters to receive +2 to Common Knowledge rolls
- Created the Moth Priest Professional Edge, allowing for a character to learn Elder Scrolls prophecy
- New artifacts: Auriel’s Bow, Auriel’s Shield, Blade of Woe, Chrysamere, Daedric Crescent, Helm of Oreyn Bearclaw, Scourge, Spear of Bitter Mercy, and Warlock’s Ring. All of the “classic” artifacts from Arena and Daggerfall are now included as well as just about all of the ones appearing in two or more of the later games.
- Added a Racial Edge for Imperials, Luck of the Emperor, which lets Imperials spend a benny to add +1d6 to their trait roll once per day
- Dai-katanas, darts, and throwing stars have been added to the weapons section
- Created a table with the prices for every spell in Savage Worlds Deluxe as a spell tome, potion/scroll, and enchantment (with the formulae in Appendix B).
- Added gear listings for beverages, transportation, and moon sugar/skooma
- Added Falmer, Dwarven Automata, Mazken, and Rats to the Bestiary
- Added descriptions for Dragons, Ghosts, Goblins, Liches, Minotaurs, Skeletons, Trolls, Werewolves, Vampires, and Zombies with instructions to look at their stats in Savage Worlds Deluxe
- Created Appendix A containing information for using the Fantasy Companion with The Elder Scrolls.
- Characters no longer receive any free powers, but start with 10 Magicka
- The All Thumbs Hindrance is now forbidden
- Khajiit now receive +2 to Streetwise checks to find moon sugar or skooma (this is being counted as a +0 racial ability because it has such as specific use)
- The Breton “Excessive Eccentricity” has been changed. They now pick any two of several Minor Hindrances
- Sinning Tables for Dibella, Kynareth, and Mara have been adjusted
- The requirements for Wizard and Soul Drain were changed to remove references to the Spellcasting skill
- Adept, Champion, and Holy Warrior now require the Mysticism skill instead of Restoration
- The Arcane Resistance Edge can now be taken by characters
- Potent Adrenaline Rush Edge had is rank requirement reduced to Seasoned (was Veteran)
- Strong Dragonskin now only requires Vigor d6+ (was Vigor d8+) and provides only +1 Armor, but it can stack with other armor.
- Way of the Voice now allows any power to be taken and the penalties for rolling a 1 are reduced.
- The Serpent Birthsign is simplified to just require a Touch Attack
- The Shadow Birthsign now just provides the invisibility power; no separate pool for its use.
- The Lord Birthsign has been changed to allow those born under it to spend a Benny to automatically heal one wound
- Enchanting is simpler: enchanted artifacts get a pool of Magicka equal to 5 times the power needed to cast the spell.
- Changed the range of Jump to Touch and reduced the Magicka required to 2
- Divine Intervention is now its own power (was previously a modifier for Teleport)
- Water Walking is now a function of Environmental Protection instead of Elemental Manipulation
- All Vampires now gain a bite attack dealing Str+d4 damage
- Sunlight is drastically more lethal to vampires, resulting in a Fatigue level every hour, minute, three rounds, and round of exposure for the first through fourth days respectively.
- The positive benefits of Vampirism after the fourth day without feeding have been changed to gaining the Undead monstrous ability and temporarily gaining the invisibility power that only works at night.
- Clanfear have Agility d8 (was d6)
- Daedroth have Agility d6 and Smarts d4(A) (was Agility d8 and Smarts d8(A))
- Dremora have Smarts d10 (was d8)
- Dremora Lords have Smarts d12 (was d10)
- Dreugh have Intimidation d6 (was d4) and no longer have animal intelligence
- Frost Atronachs have Strength d6 (was d4) and a Frostbolt ability to match the Flame Atronach’s Firebolt ability.
- Golden Saints have Intimidate d6 (was untrained)
- Hunger’s “Devour Metal” special ability now uses the Breaking Things rule in Savage Worlds Deluxe.
- Scamps no longer have Shooting d4.
- Slaughterfish are now a Swarm, rather than an individual creature
- Spriggan now have Smarts d8 (was d10), Claws, and Fast Regeneration
- Storm Atronachs now have Smarts d10 (was d8) and a Shockbolt ability to match the Flame Atronach’s Firebolt ability.
- The Ebony Mail now only prevents three of the most common offensive powers from working, rather than all powers from the Destruction school.
- Wabbajack transformations now only last for 1d6 hours instead of 1d6 days
- The Elder Scrolls artifact has been modified due to the addition of the Moth Priest Edge.
- Went through every page with a red pen, making hundreds of text revisions and clarifications
- Moved information about powers from the Fantasy Companion to the newly formed Appendix A
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