So, going to be GM'ing Fantasy soon, converting an old D&D world idea to Savage Worlds, this is what I have so far as modifying the races Thoughts
All Races are built on 4 points
Humans: Humans are the most adaptable of races, they also breed faster than most and are less likely to kill each other than orks, thus they have spread across the world and is the doinant race
Change Adaptable: Humans begin with 4 hinderance points that they can spend normaly (edges, skills, etc...) this does not prevent them from taking the normal 4 points of hinderances.
Dwarves: The dwarves are a race tied closely to the earth. Their skin has a rough and a gray cast to them.
Add Hardy
Elves: Elves are more of the woodland spirit than the typical fantasy, they have a slightly greenish cast to their skin and dwell in forest enclaves
Add Woodsman edge
Half Elves: The children of the two races, while rare, they are often respected for their grace in human cultures (Many a bard) or their adaptability in elven society (of course this is based on specific communities)
Half elves get both the bonus to agility and 1 point of Hinderances (See human)
Add: May choose one extra minor hinderance based on their upbringing (ie Max hinderance points from hinderances is 5 +1 free=6 hinderance points possible)
Remove: Outsider
Half Folk: Half folk do not have their own communities but are common sights in almost any other community. In their early adult (Or late adolescence) they will leave their home "To see where the wind takes me", Eventually settling down after their wanderlust abates.
Remove Lucky & Small
Add: Soldier, diminutive (Fantasy companion), and Mild Manner.
Half Orc (Fantasy Companion): The children of the violent orcs, and humans (or sometimes elves), half orcs are large scaley humanoids
Start with both Attribute bonuses
add Environmental Protection: Fire Heat, Thin Skinned
All Races are built on 4 points
Humans: Humans are the most adaptable of races, they also breed faster than most and are less likely to kill each other than orks, thus they have spread across the world and is the doinant race
Change Adaptable: Humans begin with 4 hinderance points that they can spend normaly (edges, skills, etc...) this does not prevent them from taking the normal 4 points of hinderances.
Dwarves: The dwarves are a race tied closely to the earth. Their skin has a rough and a gray cast to them.
Add Hardy
Elves: Elves are more of the woodland spirit than the typical fantasy, they have a slightly greenish cast to their skin and dwell in forest enclaves
Add Woodsman edge
Half Elves: The children of the two races, while rare, they are often respected for their grace in human cultures (Many a bard) or their adaptability in elven society (of course this is based on specific communities)
Half elves get both the bonus to agility and 1 point of Hinderances (See human)
Add: May choose one extra minor hinderance based on their upbringing (ie Max hinderance points from hinderances is 5 +1 free=6 hinderance points possible)
Remove: Outsider
Half Folk: Half folk do not have their own communities but are common sights in almost any other community. In their early adult (Or late adolescence) they will leave their home "To see where the wind takes me", Eventually settling down after their wanderlust abates.
Remove Lucky & Small
Add: Soldier, diminutive (Fantasy companion), and Mild Manner.
Half Orc (Fantasy Companion): The children of the violent orcs, and humans (or sometimes elves), half orcs are large scaley humanoids
Start with both Attribute bonuses
add Environmental Protection: Fire Heat, Thin Skinned
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