Eberron For Savage Worlds.pdf

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  Eberron  for Savage Worlds is unofficial Fan Content permitted under the ​Fan Content Policy​.  Not  approved/endorsed  by  Wizards.  Portions of the materials used are property of Wizards of  the Coast. ©Wizards of the Coast LLC.  This  game references the ​Savage Worlds game system​, the ​Savage Worlds Fantasy Companion​,  the  ​Savage  Worlds  Horror  Companion​,  the  ​Savage  Worlds  Pulp  GM's  Toolkit​,  ​50  Fathoms  Player's  Guide​,  ​Slipstream  Player's  Guide​,  ​Lankhmar:  City  of  Thieves​,  and  ​Flash  Gordon​​,  available  from  Pinnacle  Entertainment  Group  at  ​www.peginc.com​.  ​Savage  Worlds  and  all  associated  logos  and  trademarks  are  copyrights  of  Pinnacle  Entertainment  Group.  Used with  permission.  Pinnacle  makes  no  representation  or  warranty  as  to  the  quality,  viability,  or  suitability for purpose of this product.   Eberron  and  its  respective  logo  are  trademarks of Wizards of the Coast, Inc., in the U.S.A. and  other countries.   

 

 

Credits  Eberron created by​Keith Baker  Savage Worlds game designed by​Shane Hensley, with Clint Black  Setting adapted by​Kristian Serrano  Character sheet designed by​Karl Keesler  Unofficial Eberron logo designed by​Alex G. Denby  Contributors  and  Supporters:  Syd Andrews, Donovan Bailey, Ron Blessing, Dylan Brooks,  David  Ginsburg,  Michael  Greszler,  Stirling  Netzlaw,  Manuel  Sambs,  Richard Woolcock, and  many  more  fans  of  both  the  fantastic  world  of  ​Eberron  and  the  Fast!  Furious!  Fun!  ​Savage  Worlds​ roleplaying game. Thank you all for exploring with me.  Special thanks to Jennifer Sutcliffe for her support and encouragement of exercising our passions.  Disclosure:  The  product  links  provided  are  affiliate  links  to  either  ​DriveThruRPG.com  or  DMsGuild.com​.   

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Table of Contents   

Credits



Table of Contents



Preface



About This Document



Sources of Inspiration



Setting Rules

10 

Prophecy Shards

10 

One-shots and Conventions

10 

Conviction

10 

Multiple Languages

11 

Three-Dragon Ante Action Deck

11 

Other Uses for Cards

11 

Other Setting Rules

11 

Creating Adventurers

12 

Races

12 

Changeling

12 

Dwarf

12 

Elf

12 

Eneko

13 

Gnome

13 

Halfling

13 

Half-elf

13 

Half-giant

14 

Half-orc

14 

Hobgoblin

14 

Human

15 

Kalashtar

15 

Shifter

15 

Warforged

16 

New Skills

17 

Artifice (Smarts)

17  3 of 64 

  Cosmology (Smarts)

17 

Crafting (Smarts)

17 

Druidism (Spirit) Spellweaving (Spirit)

17  17 

New Edges

17 

Disallowed Edges

17 

Background Edges

17 

Arcane Background

17 

Racial Edges

18 

Adamantine Body

18 

Extra Shifter Ability

18 

Elite Shifter

18 

Healing Factor

19 

Heir of Siberys/Child of Khyber

19 

Overload Metabolism

19 

Psiforged Body

19 

Reactive Shifting

19 

Shifter Acrobatics

19 

Shifter Ferocity

20 

Shifter Savagery

20 

Shifter Stamina

20 

Shifting Recovery

20 

Unarmored Body

20 

Combat Edges

20 

Action Boost

20 

Action Surge

20 

Berserk Luck

21 

Two-Fisted

21 

Power Edges

21 

Attune Arcane Weapon

21 

Craft Arcane Device

21 

Extra Effort

21 

Imbue Item

21 

Psychic Rush

21 

Weird Edges

22 

Homunculus

22  4 of 64 

 

Psicrystal

23 

Other Edges

25 

Gear

27 

Melee Weapons

27 

Ranged Weapons

31 

Special Substances and Items

32 

Tools and Skill Kits

32 

Clothing

33 

Documents

33 

Magic

35 

Arcane Backgrounds

35 

Arcane Background (Aberrant Dragonmark)

35 

Arcane Background (Artifice)

35 

Arcane Background (Dragonmark)

35 

Arcane Background (Druidism)

37 

Arcane Background (Magic)

37 

Arcane Background (Miracles)

37 

Arcane Background (Psionics)

38 

Arcane Background (Sorcery)

38 

Rituals

38 

Spellcasting Services

38 

Rituals as a Service

39 

Powers

39 

Boost/Lower Trait

39 

Modifiers

39 

Magic Mark

39 

Repairing

39 

Modifiers

40 

Secret Writing

40 

Modifiers

40 

More Powers

40 

Magic Items

42 

Dragonshards

42 

Siberys Shard Items

42 

Quori Embedded Shards

43  5 of 64 

 

Miscellaneous Magic Items

43 

Bestiary

44 

New Monstrous Abilities

44 

Aberration

44 

Living Construct

44 

Engulf

44 

✹ Daelkyr

45 

Dinosaurs

46 

Glidewing

46 

Swordtooth Titan

46 

Clawfoot

46 

Dolgaunt

47 

Dolgrim

48 

Drow

49 

Homunculus

50 

Arbalester

50 

Dedicated Wright

50 

Expeditious Messenger

51 

Furtive Filcher

51 

Iron Defender

52 

Packmate

52 

Persistent Harrier

53 

Horrid Animals

54 

Horrid Ape

54 

Horrid Rat

55 

Karrnathi Skeleton

56 

Karrnathi Skeleton Fighter

56 

Karrnathi Skeleton Archer

56 

Living Spell

57 

Living Fireball

57 

Psicrystal

58 

Sharn Watch

59 

Watch Guard, Human

59 

Elite Watch Guard, Human

59 

Watch Sergeant, Dwarf

60  6 of 64 

 

Watch Captain, Human

60 

Scorrow

60 

Scorrow, Hunter

60 

Scorrow, Clawborn

61 

Traps

62 

Warforged Scorpion

63 

Warforged Titan

63 

Character Sheet  

64   

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Preface  I have been a fan of E ​ berron​ since 2005, and I have run ​Eberron​ games off and on for about as  long. The idea of a fantasy setting incorporating themes of pulp, noir, and horror sparked my  imagination in many ways. When I first read the S​ avage Worlds Test Drive Rules​ in 2008, it  felt like an awakening. I kept thinking of all of the moments as a GM in which the players  attempted to be "big damn heroes." I replayed those moments in my head with Bennies instead  of Action Points, Extras instead of NPC classes, Wild Cards instead of PCs, and Jokers  granting bonuses. ​Savage Worlds​ was empowering, and it seemed only logical to pair it with  Eberron​—a setting that warranted empowerment!  With respect to the system’s ability to handle the two-fisted tales and noir intrigue of  Eberron, Savage Worlds has proven itself with published settings such as R ​ ippers​, D ​ eadlands:  Noir​, ​The Savage World of Solomon Kane​, ​Flash Gordon​, L ​ ankhmar: City of Thieves​, and T ​ he  Goon​.  I’ve been tinkering with adapting ​Eberron​ for S​ avage Worlds​ since November of 2008.  Now with the release of S​ avage Worlds Adventure Edition​, the system is even more  empowering, more cinematic, and more supportive of the types of tales told in E ​ berron​. After  reading through all of the new settings rules, changes to Edges, revised rules for powers, and  the new rules for arcane devices (just to name a few of the exciting updated features), I knew I  had to update this guide to bring even more of the fast, furious, and fun experience that  Eberron​ and ​Savage Worlds​ bring together. I hope this document helps you create the ​Eberron  game you'd like to play or run. 

About This Document 

Eberron for Savage Worlds​ is a guide to facilitate adapting the world of E ​ berron​ for play with  the S​ avage Worlds​ roleplaying game rules. It is not a ​Dungeons & Dragons​ conversion or  analog. Your expectations should not be to play ​D&D​ through ​Savage Worlds​, but to use  Savage Worlds​ to run or play in an E ​ berron​ campaign and create savage tales of high  adventure. Do not expect to see Least, Lesser, and Greater Dragonmark Feats represented as  Edges. Instead, the Edges New Powers and Power Points already fill that role.  I like to refer to this document as a l​ iving document​. That means you should expect to see  updates, corrections, changes, and possibly deletions as time goes on.  If you'd like a static copy of the document or want to make changes of your own, you can  make a copy from the File menu in the Google Docs toolbar above.  This document can only be utilized for personal use and not to create new games  incorporating Wizards IP or anything else that can or will be distributed that does  not also conform to W ​ izards of the Coast’s Fan Content Policy​. 

Sources of Inspiration 

This adaptation was primarily inspired by the original presentation of ​Eberron​ through the  Eberron Campaign Setting​ and other setting supplements for ​Dungeons and Dragons​ v3.5.  The recent W ​ ayfinder’s Guide to Eberron​, Keith’s personal vision of Eberron for 5e ​Dungeons  & Dragons​, has also influenced some of the interpretations of core setting concepts into  Savage Worlds​ mechanics.  A number of ​Savage Worlds​ products by Pinnacle Entertainment Group, Inc. have also  8 of 64 

  inspired some ideas for this adaptation, namely the ​Savage Worlds Fantasy Companion​, the  Savage Worlds Horror Companion​, the S​ avage Worlds Pulp GM's Toolkit​, 5​ 0 Fathoms  Player's Guide​, L ​ ankhmar: City of Thieves​, ​Slipstream Player’s Guide​, and of course ​Savage  Worlds Adventure Edition​. In many cases, this document references material available in those  products. Links to where they can be purchased are included throughout the document.  ~​Kristian Serrano 

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Setting Rules  Prophecy Shards 

It is believed that the Draconic Prophecy touches everyone. Prophecy Shards are a reflection of  the influence of the Draconic Prophecy on the fate of the adventurers. In place of Bennies,  Eberron​ uses translucent shards reminiscent of dragonshards. References to Bennies in S​ avage  Worlds​ equate to Prophecy Shards in ​Eberron​, but with the following modifications.  Prophecy Shards come in three colors as presented below. Each corresponds to a different  type of dragonshard and offers different possible uses. At the start of each game, the  Prophesier puts four Eberron (pink), two Khyber (blue), and one Siberys (yellow) Shards per  player into a pouch or other container along with one additional set. Each player then  randomly draws as many Shards as her adventurer is allowed. The Prophesier draws the usual  number after the players (see ​Game Master Bennies​in the ​Savage Worlds​ core rules).  At the end of each session, all Prophecy Shards return to the cache.  Eberron Shards:​Eberron Shards are the most common of the three types, and they behave  exactly as Bennies presented in the S​ avage Worlds​ core rules.  Khyber Shards:​As an alternative use to the standard rules for Bennies, Khyber Shards  allow a player to add a d6 to their character’s Trait or damage total which can Ace. Whenever a  player uses this Shard in this way, the Prophesier keeps the Shard for his NPCs and monsters.  Players do not draw an extra Prophecy Shard when the Prophesier uses this option.   Siberys Shards:​Siberys Shards work exactly as Khyber Shards, but the Prophersier does  not keep the Shard as it is returned to the Cache.   

One-shots and Conventions 

Randomly drawing Prophecy Shards works well for ongoing campaigns or multi-session  adventures as the Draconic Prophecy reveals itself to the adventurers each session. However, if  running a one-shot or convention game, a player might not get to enjoy using a Siberys or  Khyber Shard if their luck is bad.  Instead of drawing randomly during a one-off session, consider giving each player one Shard  of each type. This lets them use their Shards more strategically while also enjoying the benefit  of each type—or risk in the case of the Khyber Shard.  If an adventurer starts with fewer than three Shards, ensure they at least have a Siberys Shard  and possibly a Khyber Shard. If they start with more than three Shards, have them randomly  draw their additional Shards.   

Conviction 

Eberron​ campaigns include the Conviction Setting Rule presented in the ​Savage Worlds​ core  rules. The token for this reward is a red Prophecy Shard called the Heart of Eberron—a pure  Eberron Shard that is richer in color than the typical pink Eberron shard.  Instead of the uses presented in the Conviction Setting Rule, the Heart of Eberron can be  used in one of the following ways:  10 of 64 

  1. 2.

As a Siberys Shard with an additional +2 added to the total.  To reroll any roll including rolls on a table and running die rolls. 

Multiple Languages 

The world of Eberron features many cultures and races. See M ​ ultiple Languages​under  Setting Rules​in the ​Savage Worlds​ core rules. 

Three-Dragon Ante Action Deck  Using the Three-dragon Ante deck as an Action Deck is e​ ntirely optional​, but it can provide  some fun in-world flavor for an E ​ berron​ campaign.  Initiative order is determined by numerical values as normal. Ties are broken using the  following lists ordered strongest to weakest.  Original Deck:​Bahamut (Joker), Tiamat (Joker), Dracolich (Joker), gold, red, silver, blue,  bronze, green, copper, black, brass, white, mortals.  Emperor's Gambit Deck:​Io (Joker), Hatchling (Joker), mithral, adamantine, earthquake,  steel, purple, mercury, gray, iron, shadow, brown, mortals. 

Other Uses for Cards 

Savage Worlds​ has many Situational or Setting Rules that use a standard poker deck to  determine results such as C ​ hases​in the core rules, ​Traps​in ​Pulp GM's Toolkit​, and R ​ ituals  and ​Signs & Portents​in the H ​ orror Companion​. For those cases, use a standard poker deck. 

Other Setting Rules 

If the campaign features even more empowering characters, the following optional settings  rules can help make the adventurers feel more heroic. It is up to the Prophesier to decide which  additional settings rules are applied in the campaign.  ● Savage Worlds​ core rules  ○ Born a Hero  ○ Creative Combat  ○ Fanatics  ○ Fast Healing  ○ Heroes Never Die  ○ Wound Cap  ● Flash Gordon  ○ Cliffhanger       

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Creating Adventurers  Before you get started creating your adventurer, you’ll want to d ​ ownload a copy of the  Eberron​ character sheet for ​Savage Worlds​ designed by K ​ arl Keesler​. The sheet has two  background layers that can be used in combination, toggled independently, or turned off  completely. 

Races 

The races presented below are balanced to 4 points of positive abilities. 

Changeling  ●





Change Appearance (+3): ​Changelings can alter physical appearance at will as per  the ​disguise​ power except it cannot affect clothing or gear. The power has no limit  on duration. If unconscious from a Knockout Blow or dead, they return to their  natural form.  Changeling Instincts (+2):​Changelings are socially and psychologically intuitive  due to their adoption and understanding of different personas. They add 2 to rolls  made with one of the following skills: Intimidation, Persuasion, or Taunt.  Outsider (​–​1):​If identified as a changeling, they have – ​ ​2 to Persuasion as other  races tend to distrust them. 

Dwarf ●

Low Light Vision (+1):​Dwarven eyes are accustomed to the dark of the  underearth. They ignore penalties for Dim and Dark Illumination (but not Pitch  Darkness). 



Reduced Pace (–1):​Dwarves have short legs compared to human-sized races.  Decrease their Pace by 1 and their running die one die type.  Stability (+1):​+2 bonus to opposed Strength rolls for resisting Push attacks.  Stonecunning (+1):​Dwarves add 2 to Notice rolls related to unusual stonework.  Tough (+2): ​Dwarves are stout and tough. They start with a d6 in Vigor instead of  a d4. This increases their maximum Vigor to d12+1. 

● ● ●

Elf  ● ● ● ● ●

Agile (+2): E ​ lves are graceful and agile. They start with a d6 in Agility instead of a  d4. This increases their maximum Agility to d12+1.  Frail (​–​1):​Elves aren’t as sturdy as most other races. Their Toughness is reduced by  1.  Keen Vision (+1): ​+2 to Notice rolls for visual obscurities.  Low Light Vision (+1): E ​ lven eyes amplify light. Other races often claim they can  see stars in the elves’ eyes. They ignore penalties for Dim and Dark Illumination  (but not Pitch Darkness).  Trance (+1):​Elves don’t need sleep, but they must meditate in a semiconscious  state 4 hours every day.  12 of 64 

 

Eneko  ● ● ● ● ● ● ●

Brute Strength (+2): ​Eneko are naturally strong and start with a d6 Strength.  Clumsy (–3): ​Eneko suffer a –2 penalty to all Agility rolls.  Endure Elements (+2): E ​ neko have a +4 bonus to resist negative environmental  effects from heat and cold. This also counts as Armor against attacks based on those  elements.  Immune to Poison (+1): E ​ neko are hardy and resistant to toxins.  Outsider (–1): M ​ ost races are frightened by the mixed heritage of eneko, and eneko  are rather reserved and wary. They subtract 2 from Persuasion rolls when interacting  with races other than the Syrk half-giants or their own kind.  Size +1 (+1): ​Eneko are the same size as half-giants.  Sturdy (+2): ​Eneko have rugged physiology and start with a d6 in Vigor. 

Gnome  ● ● ●

Gnome Cunning (+2):​Gnomes are intelligent creatures. They begin play with a  d6 Smarts instead of a d4 (which also increases their maximum Smarts to d12+1).  Low Light Vision (+1): G ​ nomes' eyes are accustomed to seeing below ground.  They ignore attack penalties for Dim and Dark Illumination.  Illusionist (+4):​Gnomes inherently have Arcane Background (Gifted) and know  the illusion and sound powers. They also have a d4 in Focus (Spirit). They cannot  take the New Power Edge for this racial ability, but they can take Power Points. 



Reduced Pace (–1):​Gnomes have short legs compared to human-sized races.  Decrease their Pace by 1 and their running die one die type. 



Diminutive (–2):​Gnomes are considered Size –1 and have –1 Toughness. 

Halfling  ●

● ● ● ●

Shared Luck (+4):​Halfling Wild Cards draw one additional Prophecy Shard per  game session. This may be combined with the Luck and Great Luck Edges. They  may also share their Prophecy Shards with other Wild Cards with whom they can  communicate.  Spirited (+2):​Halflings are generally optimistic beings. They start with a d6 Spirit  instead of a d4 (which also increases their maximum Spirit to d12+1).  Stealthy (+1):​Halflings begin play with a d6 in Stealth. This increases their  maximum Stealth to d12+1.  Diminutive (–2): H ​ alflings are considered Size –1 and have –1 Toughness.  Reduced Pace (–1):​Halflings have short legs compared to human-sized races.  Decrease their Pace by 1 and their running die one die type. 

Half-elf  ●



Heritage (+2):​Half-elves may retain the grace of their elven parent or the  adaptability of their human ancestry. A half-elf may either start with a free Edge of  his choice or a d6 in Agility instead of a d4 (which also increases his Agility  maximum to d12+1).  Low Light Vision (+1):​Half-elves ignore penalties for Dim and Dark  13 of 64 

 



Illumination (but not Pitch Darkness).  Skilled (+1):​Sharing the ingenuity of their human relatives as well as having  slightly longer life spans, half-elves start with a d4 in any skill based on their  experiences, education, training, or culture. If the chosen skill is a core skill, skill), it  starts at d6 and the skill’s maximum increases to d12+1. 

Half-giant  ●

● ● ● ● ● ●

Brute (+2):​Half-giants are stronger than they are agile. They treat Athletics as  linked to Strength instead of Agility for purposes of Advancement. Half-giants may  also resist Athletics Tests with Strength if they choose. Finally, half-giants increase  the Range of common thrown weapons from 3/6/12 to 5/10/20.  Cumbersome (–2):​Half-giants aren't the most dextrous creatures. They suffer a  –1 penalty to Agility rolls.  Elemental Resistance (+1):​Half-giants gain a +4 bonus to resist heat. This also  acts as Armor against heat-based attacks.  Low Light Vision (+1):​Half-giants ignore penalties for Dim and Dark  Illumination (but not Pitch Darkness).  Outsider (–1):​Most races are intimidated by half-giants or simply don't know  what to make of them, often confusing them with their larger ancestors. Half-giants  subtract 1 from Persuasion rolls made to influence those who aren’t their own kind.  Size +1 (+1): ​Half-giant's are much larger than humans, standing about 6 ½ − 8  feet tall. Their maximum Strength is d12+1 and they have a +1 Toughness.  Stomp (+2):​With a forceful stomp of their foot, half-giants can create a wave of  trembling earth. With a successful Athletics roll, targets caught within a Cone  Template originating from the half-giant’s step are knocked prone; with a raise, they  are also Shaken. Half-giants have 15 Power Points to use with this ability, and each  use costs 1 Power Point. 

Half-orc  ●



● ●

Brute (+2): ​Half-orcs treat Athletics as linked to Strength instead of Agility for  purposes of Advancement. Half-orcs may also resist Athletics Tests with Strength if  they choose. Finally, half-orcs increase the Range of common thrown weapons from  3/6/12 to 5/10/20.  Heritage (+2):​Half-orcs may retain the strength of their orc parent or the  adaptability of their human ancestry. A half-orc may either start with a free Edge of  his choice or a d6 in Strength instead of a d4 (which also increases his Strength  maximum to d12+1).  Infravision (+1):​Half-orcs halve penalties for Illumination when attacking living  targets.  Outsider (–1):​Half-orcs make most other civilized races uncomfortable and so  subtract 1 from Persuasion rolls made to influence those who aren’t her own kind. 

Hobgoblin  ● ●

Low Light Vision (+1):​Hobgoblins ignore penalties for Dim and Dark  Illumination (but not Pitch Darkness).  Killer Instinct (+3):​Hobgoblins win when tied in an opposed roll. When they  lose, they get a Reroll after the defender rolls. This occurs after the defender gets his  total, so the defender may not spend Bennies to adjust it further but may spend  14 of 64 

  Conviction. 

Human  ● ●

Adaptable (+2): ​Humans begin play with one free Edge. They must meet its  Requirements as usual.  Skilled (+2):​Humans start with a d4 in any two skills based on their experiences,  education, training, or culture. If the chosen skill is a core skill, skill), it starts at d6  and the skill’s maximum increases to d12+1. 

Kalashtar  ● ● ● ● ● ●

Charismatic (+2):​Through their strong presence and psychic subtleties, Kalashtar  are adept at influencing others. They may Reroll immediately after failing a  Persuasion roll that’s not a critical failure.  Dual Mind (+2):​Because of the guidance from the quori spirit with which they are  bonded, Kalashtar add 2 to opposed Psionics rolls.  Enemy (Major) (–2):​Kalashtar are constantly hunted by the Dreaming Dark and  the Inspired of Reidra.  Mind Link (+2): ​Kalashtar have the Arcane Background (Psionics) Edge and begin  with the m ​ ind link​ power as one of their known powers granted by the Edge.  Naturally Psionic (+1): K ​ alashtar begin play with a d4 in the Psionics skill.  Outsider (–1): I​f identified as kalashtar, they subtract 1 from their Persuasion roll  as they seem to have alien dispositions with which most do not feel comfortable. 

Shifter  ● ● ●

Keen Senses (+1):​Shifters begin with a d6 Notice skill. The maximum of this skill  to d12+1.  Low-Light Vision (+1): S​hifters ignore penalties for Dim and Dark Illumination  (but not Pitch Darkness).  Shifting (Minor Shape Change) (+2):​This ability allows a shifter to tap into his  lycanthropic heritage. At character creation, the player chooses a shifter ability from  the list below. Shifting is a free action and lasts 1 minute or until dismissed as a free  action. While in this animal-like form, the shifter can ignore 1 Wound penalty.  When the shifting ends, the shifter must wait 4 hours before shifting again or suffer  a level of fatigue when the second shifting ends. This level of Fatigue can only be  removed after 4 hours of abstaining from shifting. If the shifter uses this ability  again during the recovery time, it inflicts another level of Fatigue that requires an  additional 4 hours of recovery time.  ○ Beasthide:​The skin of beasthide shifters harden, providing Armor +4.  ○ Cliffwalk:​The limbs, hands, and feet of cliffwalk shifters become  stronger, allowing cliffwalk shifters to add +2 to Athletics (climbing)  rolls, and climb at their full Pace.  ○ Dreamsight: ​Dreamsight shifters' instincts and awareness become  heightened, granting them the b​ east friend​ power. The power affects  animals of Size +1 or smaller as well as swarms of Small size. Its effects  only last while shifting rather than the power's normal duration.  ○ Gorebrute:​Gorebrute shifters manifest powerful horns that can inflict  Str+d6 damage (see N ​ atural Weapons​in S​ avage Worlds​ core rules).  15 of 64 

 

○ ○ ○ ○



○ ○

Longstride: ​The legs of longstride shifters elongate, and longstride  shifters balance on the balls of their feet. Their base Pace increases by 2  and their running die increases a die type.  Longtooth:​The face of a longtooth shifter distorts, growing a canine  muzzle full of sharp teeth that cause Str+d6 damage (see ​Natural  Weapons​in S​ avage Worlds​ core rules).  Razorclaw: ​The claws on the hands of razorclaw shifters grow and can  be used to make attacks dealing Str+d4 damage (see ​Natural Weapons  in S​ avage Worlds​ core rules).  Swiftwing:​The arms of Swiftwing shifters grow leather flaps of skin  similar to a bat's wings, granting the ability to fly at a Pace of 6 per round,  and “run” for extra movement as usual. Maneuvering uses the Athletics  skill. These wings can be targeted, Bound, or Entangled by foes.  Truedive:​Truedive shifters grow fins and webs of skin between their  toes and fingers. They become aquatic creatures that cannot drown in  water, can move their full Pace when swimming (see ​Movement in  Combat​in S​ avage Worlds​ core rules).  Wildhunt: ​Wildhunt shifters' sense of smell becomes more sensitive,  providing a +2 bonus to Notice rolls.  Winterhide:​A winterhide shifter gains a +8 bonus to resist the negative  effects of a cold environment. Cold damage is also reduced by 8. 

Warforged  ● ●

● ●



Composite Plating (+1):​A warforged is covered in tough plating made of  magically-treated woods and metals. Warforged gain a +2 Armor. Warforged are  unable to wear additional armor.  Living Construct ( +7):​Warforged are living constructs made from organic and  inorganic matter and are capable of emotions and conscious thought. They do not  need to breathe, eat, or drink, and are immune to poison and disease. Warforged  also don’t need to sleep, and arcane powers can’t put them to sleep; however, they  must spend at least six hours in a relaxed state. In this state, warforged remain  conscious, can see and hear as normal, and can perform simple tasks including using  the Repair skill on themselves. Warforged cannot heal naturally, and characters  using the h​ ealing​ power or Healing skill on them subtract 4 from the respective  rolls. A warforged can be mended with the ​repairing​ power or the Repair skill. Each  attempt of the Repair skill takes one hour per current Wound level and ignores the  “Golden Hour.”  Loyal (–1):​Warforged are trained to protect their allies in combat, and will always  be the first to come to their rescue.  Built for War (​–2 ​ ):​Warforged were designed, built, and trained as tools of war.  Negotiations were not part of their training, and their world knowledge off of the  battlefield is limited. They do not have Common Knowledge and Persuasion as core  skills.  Outsider (–2): W ​ ith a long history of being dedicated soldiers of war, warforged  have difficulty blending into post-war Khorvaire. Most non-warforged strongly  dislike the sight of warforged as they stand as living reminders of the horror that was  the Last War. As such, warforged have –2 to Persuasion rolls when interacting with  non-warforged and are often treated as less than.  16 of 64 

 



Steel Fists (+1): ​Warforged may attack with their fists and deal Str+d4 damage. 

New Skills 

Eberron includes Cosmology and Crafting as a new skills. The Electronics, Hacking, Occult,  Science, and Weird Science skills are not used. 

Artifice (Smarts) 

Artifice is the arcane skill required for ​Arcane Background (Artifice)​. 

Cosmology (Smarts) 

The planes of Eberron affect every aspect of the material world. This skill covers knowledge of  the astral, ethereal, and shadow planes, the thirteen orbiting planes, their properties, planar  influences, native inhabitants, and manifest zones connected to them on the material plane.  For spells and magical effects related to the planes, use the appropriate Arcane Skill. 

Crafting (Smarts) 

Adventurers sometimes take time to create items from raw materials using appropriate tools.  Creating an item requires appropriate raw materials costing half the item’s total cost. Making  something is usually resolved as an extended skill check, with each skill roll representing  roughly a day’s work, though this may be smaller for particularly simple jobs.  The number of successes required and modifiers depend on the complexity, size, and cost of  the item to be created, as well as the availability of suitable plans and tools. A critical failure on  a skill roll means the work has been ruined and the raw materials wasted. 

Druidism (Spirit) 

Druidism is the arcane skill required for ​Arcane Background (Druidism)​. 

Spellweaving (Spirit) 

Spellweaving is the arcane skill required for Arcane Background (Sorcery), described in the  Fantasy Companion​. 

New Edges  Disallowed Edges  Prohibited Edges:​Double Tap, McGyver, Rapid Fire, Rock and Roll!, Two-Gun Kid. 

Background Edges  Arcane Background  17 of 64 

  Arcane Background functions the same as in the core rules except it can be taken multiple  times. Each Arcane Background has its own set of powers, Power Points, and Arcane Skill.  When taking the New Powers Edge or Power Points Edge, it is for a specific Arcane  Background and should be noted as such. 

Child of the Draconic Prophecy 

The Draconic Prophecy favors the adventurer. This Edge is the ​Eberron​ name for the Destiny’s  Child Edge included with the S​ avage Worlds Adventure Deck​. 

Racial Edges  Adamantine Body 

Requirements:​Novice, Warforged.  The warforged was created from a specially designed line made with adamantine giving him +4  Armor instead of the normal +2 from Composite Plating.   Special:​This Edge must be taken during character creation. 

Extra Shifter Ability 

Requirements:​Novice, Shifter (any)  The adventurer come from a mixed lineage of shifters and has one additional shifter ability.  They can manifest this additional ability while shifted as well. 

Elite Shifter 

Requirements: ​Novice, Shifter (any)  Either inherently or through conditioning, the shifter’s ability is enhanced beyond its normal  abilities. All abilities are in effect only while shifting. 

● ● ● ●

● ● ● ●

Beasthide:​The shifter’s bonus to Toughness increases to +4.  Cliffwalk:​The shifter adds an additional +4 to Agility (climbing) rolls.  Dreamsight: ​The shifter can spend a full round to gain extraordinary visual power,  gaining a +2 bonus to Notice rolls based on vision and can see creatures and objects  under the influence of the ​invisibility​ power.  Gorebrute:​With a successful charge attack, the shifter may use the Push action as a  free action. He may use any of the options available except shield bash. The Push  action still requires an opposed rull. The effects of the Push action are in addition to  the damage dealt by his horns.  Longstride: ​The shifter’s Pace increases by an additional +2, and her running die  increases by another die type.  Longtooth:​Wounds dealt by the shifter’s bite attacks bleed copiously. Whenever  the shifter makes a successful damage roll from a bite attack, she adds +4 to the  damage.  Razorclaw:​If the shifter can charge at least 6" before attacking a target with her  claws, she can make two claw attacks at the end of the charge. The shifter also adds  +4 to damage rolls for each claw attack.  Swiftwing: T ​ he shifter can fly at a Pace of 12”.  18 of 64 

  Truedive:​The shifter can swim at twice his Pace.  Wildhunt:​Non-visual senses improve to such a degree that the shifter’s Notice skill  increases by one die size. This increase applies to non-visual senses only.  ● Winterhide:​The shifter’s bonus to resist cold environments increases to +16. Cold  Damage is also reduced by 16.  Special:​Shifters with the Extra Shifter Ability Edge may take this Edge a second time to  enhance the second trait. 

● ●

Healing Factor 

Requirements:​Seasoned, Shifter, Vigor d8+  After the shifter’s current period of shifting ends, she may immediately make a free Soak roll to  remove any Wounds taken while shifted. 

Heir of Siberys/Child of Khyber  Requirements:​Heroic, Dragonmark race, d12+ in any two skills, cannot have Arcane  Background (Dragonmark or Aberrant Dragonmark)  An Heir of Siberys or Child of Khyber gains either the Dragonmark or Aberrant Dragonmark  Arcane Background respectively, but when she activates the power, she may automatically  apply a single Ritual effect as if she had successfully completed a Ritual to activate the power. 

Overload Metabolism 

Requirements:​Novice, Warforged, Agility d8+, Strength d8+  The warforged can heal damage at a cost to his other physical attributes by exciting his  warforged metabolism. Once per session, he can make a Vigor roll to repair damage. On a  success, he repairs one Wound. On a raise, he repairs two Wounds. Doing this reduces his  Strength and Agility by one die type for 10 minutes.  If the warforged is Incapacitated and has not yet used this ability, any use of the Imbue Item  Edge (i.e., Gadgeteer) targeted upon him automatically activates this Edge. 

Psiforged Body 

Requirements:​Novice, Warforged, Arcane Background (Psionics)  This warforged’s body has trace amounts of psionically resonant deep crystal, providing her  with increased psionic power and the ability to store psionic energy in its body. This functions  as a m ​ ana stone​ (see ​Named Miscellaneous Magic​in the ​Fantasy Companion​) with 5 Power  Points. A warforged with this edge is sometimes referred to as a psiforged.  Special:​This Edge must be taken during character creation. 

Reactive Shifting 

Requirements:​Novice, Shifter (any), Quick  Some shifters can activate their abilities as a reflex. Reactive Shifting allows them to begin  shifting as a free action even when it's not their turn. 

Shifter Acrobatics  19 of 64 

  Requirements: ​Novice, Shifter (Cliffwalk, Longstride, or Swiftwing), Athletics d8+  Your shifter’s heritage makes even more them agile and light-footed. When shifting, he adds +2  to Athletics rolls related to climbing, jumping, balancing, Tests, and Maneuvering (see C ​ hases  in the S​ avage Worlds​ core rules). 

Shifter Ferocity 

Requirements:​Seasoned, Shifter (any), Hard to Kill   A shifter with this Edge continues to fight without penalty if he is Shaken. Additionally,  further Shaken results do not cause a Wound. 

Shifter Savagery 

Requirements:​Veteran, Shifter (Longtooth, Gorebrute, or Razorclaw), Berserk  Shifters from the wilds sometimes tap into their barbaric and animalistic natures concurrently.  While shifting and going Berserk simultaneously, the Berserk shifter adds +1d6 to the damage  dealt by his natural weapons. 

Shifter Stamina 

Requirements:​Novice, Shifter (Beasthide, Truedive, or Wildhunt)  Some shifters can persist with endurance beyond most others. Shifters with this Edge are  immune to nonlethal damage, and the effects of fatigue and exhaustion are suppressed. When  their shifting ends, any fatigue or exhaustion effects that would have taken effect during  shifting (or that were in effect when shifting began) take effect normally. 

Shifting Recovery 

Requirements:​Novice, Shifter  After shifting ends, the recovery time to remove a level of Fatigue is halved. This Edge can be  taken multiple times, each time halving the recovery time to a minimum of 15 minutes. 

Unarmored Body 

Requirements: ​Novice, Warforged  To offer more versatility, House Cannith produced a line of warforged without armor like  most others. Unarmored warforged do not have the Composite Plating racial ability (and its  +2 Armor), but instead may wear any armor sized to fit a large human.  Special:​This Edge must be taken during character creation. 

Combat Edges  Action Boost 

Requirements:​Wild Card, Seasoned  The adventurer’s Wild Die increases one die size when spending a Prophecy Shard to reroll a  Trait roll.  20 of 64 

 

Action Surge 

Requirements:​Wild Card, Seasoned  The adventurer can spend a Prophecy Shard to take one additional action on her turn. This  action does not add or include a Multi-Action penalty. Any other actions on that turn are still  accounted for when determining the penalty for those other actions. 

Berserk Luck 

Requirements:​Wild Card, Novice, Berserk  When going Berserk, the adventurer has a greater ability to alter her luck than most others do.  This Edge grants 1 temporary Prophecy Shard while going Berserk. If the adventurer doesn’t  use this Prophecy Shard while going Berserk, it disappears when it ends. 

Two-Fisted 

As in Savage Worlds core rules but covers both melee and ranged weapons. 

Power Edges  Attune Arcane Weapon

Requirements: ​Seasoned, Arcane Background (Artifice) or Craft Arcane Device  Some artificers become adept at eking every advantage out of an arcane device’s enchanted  qualities.  When wielding a weapon that is an Arcane Device, artificers with this Edge gain a +1 bonus  on attack and damage rolls. They must spend 24 hours with a newly acquired magic weapon  before they can gain this benefit when wielding it. 

Craft Arcane Device 

Craft Arcane Device is the Eberron name for the Artificer Edge.  All items created require the crafter to create or obtain a schema of the arcane device’s  design as well as a small E ​ berron shard​ as a material component. 

Extra Effort 

Adventurers with Arcane Background (Aberrant Dragonmark) or Arcane Background  (Dragonmark) can select this Edge as if they had Arcane Background (Gifted). 

Imbue Item 

Requirements:​Seasoned, Arcane Background (Artifice), Artifice d6+  Artificers in Eberron understand and can manipulate magical energy in such a way that  enables them to quickly imbue items and constructs, including living constructs, with  infusions (powers imbued on objects). Imbue Item is the ​Eberron​ name for the Gadgeteer  Edge. This version of the Edge is limited to the following powers (as with the Gadgeteer Edge,  different trappings can be applied each time the artificer casts an infusion on an item): ​arcane  protection​, b​ arrier​, ​boost/lower Trait​, ​deflection​, ​detect/conceal arcana​, e​ lemental manipulation​,  21 of 64 

  environmental protection​, l​ ight​, ​protection​, ​repairing​, ​smite​. 

Psychic Rush 

Requirements:​Wild Card, Heroic, Arcane Background (Psionics)  Some psionicists can occasionally activate a psionic power with less effort. A psionicist with  this Edge can spend a Prophecy Shard to S​ hort​a power by d6 Power Points without any  penalty applied to the arcane skill roll. 

Weird Edges  Homunculus 

[This will likely need revision after the new Fantasy Companion comes out. It seems as though  Beast Master might replace Familiar mechanically.]  Requirements:​Seasoned, Arcane Background (Artifice) or Craft Arcane Device, Arcane Skill  d10+  The crafter has created a ​homunculus​. The construct created varies with the crafter's Rank  when he first takes this Edge. Use the Available Homunculi table to determine the type of  construct a crafter can choose. 

AVAILABLE HOMUNCULI  RANK 

HOMUNCULI TYPES 

Seasoned 

Dedicated wright​, ​expeditious messenger​, ​furtive filcher 

Veteran 

Arbalester​, ​iron defender​, ​packmate​, p ​ ersistent harrier 

The crafter and the homunculus acquire the Loyal Hindrance with regard to each other.  The homunculus cannot refuse to follow the crafter's orders and follows orders precisely.  For example, an iron defender will relentlessly pursue a target until given another order.  The creator and homunculus are telepathically linked and automatically know what the  other knows. This communication functions out to a distance equal to the crafter’s Smarts x  100 yards. A homunculus never travels beyond this distance willingly but can be moved  forcibly.  The homunculus is a Wild Card with respect to Wounds and the Wild Die, but has no  Prophecy Shards. The crafter may spend his for the homunculus, however.  Each additional time this Edge is taken, the crafter can pick one of the powers below. Each  power may only be taken once. The crafter may take this Edge only once each Rank. 

● ● ● ●

The crafter can transfer Wounds and Fatigue levels to or from his homunculus as a  free action.  The crafter may increase one attribute of his choice which is lower than that of the  homunculus by one die, to a maximum of d12.  The homunculus can use the crafter’s Combat Edges as its own.  Any spells the crafter casts on himself also affect the homunculus. If he casts armor  with a raise, both he and his homunculus gain +4 Armor for the duration, for  example.  22 of 64 

  The homunculus has 5 Power Points, which the crafter may use as if they were his  own. They recharge at the same rate as the crafter’s (usually 1 per hour).  If the homunculus is destroyed, the character must take this Edge again to create a new  homunculus. However, the previous acquisitions of this Edge to add to its abilities are applied  to the new homunculus. 



Psicrystal 

[This will likely need revision after the new F ​ antasy Companion​ comes out. It seems as though  Beast Master might replace Familiar mechanically.]  Requirements: ​Novice, Arcane Background (Psionics), Smarts d8+  A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a  semblance of life. It appears as a crystalline construct about the size of a human hand.  Psicrystal Personalities:​A psicrystal has its own personality (a fragment of the owner’s  personality), which gives its owner a bonus on certain types of Trait Tests, as given on the table  below. These special abilities and bonuses apply only when the owner and the psicrystal are  within 1 mile of each other. 

PSICRYSTAL PERSONALITIES  PERSONALITY 

BENEFIT TO OWNER 

Bully 

+1 bonus on Intimidation checks 

Friendly 

+1 bonus on Persuasion checks 

Hero 

+1 bonus on Vigor rolls 

Nimble 

+1 bonus on Agility rolls to interrupt actions 

Observant 

+1 bonus on Notice checks 

Resolved 

+1 bonus on Spirit rolls 

Sage 

+1 bonus on Academics rolls 

Single-minded 

+1 bonus to Psionics rolls while maintaining powers 

Sneaky 

+1 bonus on Stealth checks 

Sympathetic 

+1 bonus on Smarts rolls 

Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from  among those given on the table. Upon taking this Edge, its owner typically gets a feel for a  psicrystal’s personality only through occasional impulses, but as the owner increases gains  experience, the psicrystal’s personality becomes more pronounced.  As the owner advances, it is not uncommon for a psicrystal to constantly ply its owner with  observations and advice, often severely slanted toward the psicrystal’s particular worldview.  The owner always sees a bit of himself in his psicrystal, even if magnified and therefore  distorted.  23 of 64 

  Psicrystal Advancement:​At each Rank of the owner, the psicrystal has the following  abilities: 

● ● ● ● ●

Novice:​Armor +1; Smarts d4  Seasoned: A ​ rmor +2; Smarts d6  Veteran:​Armor +3; Smarts d8  Heroic:​Armor +4; Smarts d10  Legendary:​Armor +5; Smarts d12 

A psicrystal can speak one language of its owner’s choice (so long as it is a language the  owner knows). A psicrystal can understand all other languages known by its owner, but  cannot speak them.  Because of the telepathic link between a psicrystal and its owner, the owner has the same  connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a  room, the owner can teleport into that room as if he has seen it too, negating the –4 penalty for  the destination being an unknown area; the –2 penalty for not being able to see it presently  might still apply.  The psicrystal is a Wild Card with respect to Wounds and the Wild Die, but has no  Prophecy Shards. The owner may spend his for the psicrystal, however.  Each additional time this Edge is taken, the psion can pick one of the powers below. Each  power may only be taken once. The psion may take this Edge only once each Rank. Taking it  during character creation allows the psion to take it again while he’s a Novice.  The psicrystal gains Arcane Resistance against psionics.  The psion can transfer Wounds and Fatigue levels to or from his psicrystal as a free  action.  ● The psion can use the psicrystal's senses as if they were his own. This requires  concentration. The maximum range for this ability is the psion's Smarts x 100 yards.  ● Whenever the psicrystal is adjacent to or in the possession of its owner, the owner  has the Alertness Edge.  ● Any powers the psion manifests on himself also affect the psicrystal. If he manifests  armor with a raise, both he and his psicrystal gain +4 Armor for the duration, for  example.  ● The psicrystal has 5 Power Points, which the psion may use as if they were his own.  They recharge at the same rate as the psion's (usually 1 per hour).  ● The psicrystal can act as a conduit for the psion's powers by delivering touch powers  manifested by its owner. The owner and the psicrystal must be in contact at the  time the power is manifested. The power must be delivered before the owner can  manifest another power. At Legendary Rank, the owner can manifest the power  through the psicrystal to a distance of up to 1 mile.  ● At Seasoned Rank or above, the owner, as a standard action, can will his psicrystal  to fly with Pace 6. The effect lasts for one day (or until the owner dismisses it, at  which point the psicrystal drifts gently to the ground).  If the psicrystal is destroyed, the character must take this Edge again to create a new  psicrystal. However, the previous acquisitions of this Edge to add to its abilities are applied to  the new psicrystal.   

● ●

24 of 64 

 

Other Edges 

The following Edges are recommended for inclusion in Eberron:  ● Fantasy Companion  ○ Professional Edges  ■ Artifact Hunter  ■ Knight  ■ Troubadour  ● Horror Companion  ○ Background Edges  ■ Relentless  ○ Leadership Edges  ■ Fanaticism  ○ Professional Edges  ■ Exorcist  ■ Necromancer  ● Master Necromancer  ■ Monster Hunter  ○ Social Edges  ■ One of the Chosen  ■ Tower of Will  ● Pulp GM's Toolkit  ○ Combat Edges  ■ Bring ‘Em On!*  ■ Sucker Punch  ○ Professional Edges  ■ Explorer  ○ Social Edges  ■ Femme Fatale/Ladykiller  ● Slipstream Player’s Guide  ○ Combat Edges  ■ Bring ‘Em On*  ■ Sucker Punch  ○ Professional Edges  ■ Explorer  ○ Social Edges  ■ Femme Fatale/Ladykiller  ■ Fence  ● 50 Fathoms Player’s Guide  ○ Combat Edges  ■ Close Fighting  ● Improved Close Fighting  ■ Dirty Fighter  ● Really Dirty Fighter  ■ Oversized Weapon Master  ● Lankhmar: City of Thieves  ○ Combat Edges  ■ Brutal  ■ Close Fighting  ● Improved Close Fighting  25 of 64 

  ■ ■ ■ ■

Dirty Fighter  ● Really Dirty Fighter  Lunge  Spot Weakness  Wall of Steel 

Flash Gordon  ○ Combat Edges  ■ Combat Sense*  ■ Improved Combat Sense*  ■ Determination  *Bring ‘Em On!, Combat Sense/Improved Combat Sense, and Wall of Steel are all similar with  regards to reducing or eliminating Gang Up bonuses. Choose the one that best suits your  campaign.      ●

26 of 64 

 

Gear Melee Weapons 

Alchemy Blade:​Appearing much like a short sword, an alchemy blade has two channels  forming a groove on each side of the blade. As an action, a wielder is able to plug a flask of  alchemist's fire or alchemist's frost into its pommel, priming the weapon. (It could also accept  a flask of acidic fire or alchemist’s spark, but a single use of either of these would render the  weapon useless.)  When the wielder makes a successful Fighting roll using the primed blade, a pump forces the  substance through the hilt and along the blade's channels. In addition to the damage from  blade, the target also takes damage from the alchemist's fire or alchemist's frost with a chance  of catching fire in the case of the former. Adjacent creatures are not subject to damage. The  damage from the alchemical substance is rolled separately from the weapon damage for the  purpose of overcoming the target’s Toughness.  Cane, Monk’s:​At first glance, a monk’s cane looks like an ordinary walking stick with a  straight shaft with hooked head often decorated and carved.  With a monk’s cane, the wielder gains a +1 bonus to Fighting rolls when attempting a  Disarm maneuver as well as a +1 bonus to the Strength roll to avoid being disarmed.  It is nearly impossible to tell that a monk’s cane is a weapon. An observer has to study the  cane’s owner carefully, making a successful Notice roll at –4 (or at –2 if the observer has the  Danger Sense Edge) to discern that the cane is dangerous in his hands. The wielder can make a  Persuasion roll or Stealth roll to avoid giving away his proficiency.  Cutting Wheel:​Cutting wheels are handheld weapons that surround the fist with a blade.  The exact shape can vary. The traditional form is a solid circle of metal that has one small area  wrapped in leather as a handle. The rest of the wheel is bladed and features protrusions at  evenly spaced intervals for piercing and tearing. To protect the hand and aid in gripping, a  bladed guard is forged just above the grip on the inside of the wheel. The kalashtar designed  another version that is triangular in shape.  Because of the cutting wheel’s size and protected grip, a wielder ignores the –2 penalty on  Strength rolls to resist Disarm attempts.  Flute, Steel: A ​ ppearing as simple musical instruments, steel flutes are hollow shafts of  metal carefully crafted as balanced short staffs. While commonly made of steel, this Adaran  weapon can be made of just about any metal.  As with a monk’s cane, an observer must study a steel flute’s owner to tell the flute is a  weapon.  Scimitar, Valenar Double:​The elves of Valenar employ a deadly double weapon with  curving scimitar blades on each end. Attacking with a double scimitar allows the character to  make two Fighting rolls as if attacking with two weapons, but doing so incurs a Multi-Action  penalty and a penalty for attacks made with the off-hand.  Sharrash, Talenta:​A sickle-like blade at the end of a long pole, the Talenta sharrash was  created by the halflings of the Plains. A sharrash requires two hands to use and has a reach of  1".  Because of a sharrash's curved blade, a wielder can use the Fighting skill instead of Athletics  for a Push maneuver to knock the target Prone which requires only a success rather than a raise  27 of 64 

  as normal.  Spade, Monk’s:​As many weapons in Sarlona, the monk’s spade evolved from a simple tool.  The spade is a double weapon with a broad slashing blade on one end and a bludgeoning  counterweight on the other. The weapon allows the character to make two Fighting rolls as if  attacking with two weapons, but doing so incurs a Multi-Action penalty and a penalty for  attacks made with the off-hand. The wielder can use either the slashing or blunt head as the  primary weapon. The other head is the off-hand weapon. A warrior wielding a monk’s spade  in one hand can’t use it as a double weapon—only one end of the weapon can be used.  Spikard, Spear:​A spear spikard appears the same size as a shortspear but thicker. The shaft  is hollow and is capable of projecting a bolt as part of a melee attack. Along the rear of the shaft  is a channel into which a bolt can be loaded as well as a spring-based firing mechanism.  Loading a spear spikard requires an action much like loading a light crossbow.  A wielder cannot use a spear spikard to shoot bolts at range, nor does throwing the weapon  fire the bolt. The weapon propels the bolt with a successful Fighting roll which automatically  triggers the mechanism, propelling the bolt directly into the target. The target takes piercing  damage equal to the weapon die (d6) in addition to the damage dealt by the initial attack.  Spikard, War:​A war spikard operates similarly to the spear spikard but has a crossbow  mechanism that is melded smoothly into the weapon creating something that resembles a  warhammer.  The hammerhead of the war spikard is a nearly solid cylinder with a small conduit through  which the bolt is projected. The firing mechanism is located in the rear of the hammerhead.  The wielder loads the bolt through a channel similar to the one through which the bolt exist  on the striking surface. Loading a war spikard requires an action much like loading loading a  light crossbow.  The war spikard cannot fire bolts as a ranged weapon. The weapon propels the bolt with a  successful Fighting roll which automatically triggers the mechanism, propelling the bolt  directly into the target. The target takes piercing damage equal to the weapon die (d6) in  addition to the damage dealt by the initial attack.  Sword, Hook:​A single piece of forged metal makes up the grip, guard, and blade of this  weapon, which also has a smaller crescent blade on the outer part of the guard as well as a hook  on the end of the larger blade. The end opposite the hook and near the grip forms a dagger-like  spike that can be used for stabbing. The wielder can strike with the smaller crescent blade or  the spike, dealing the lower damage die for the weapon—piercing damage or slashing damage  respectively. The long, hooked blade of the weapon deals the higher damage die as slashing  damage.  With a hook sword, the wielder gets a +1 on Fighting rolls made to Disarm an enemy.  Sword, Spinning:​Designed by the quori for warriors engaging with multiple enemies, the  spinning sword, or chattaval in Quori, is a whip-like weapon made of multiple long strands of  cord-like flexible steel. A spinning sword has a 1" reach.  A spinning sword can be hidden by wearing it as a belt. The grip functions as a buckle. A  successful Notice roll with a –2 penalty discerns that the belt is actually a weapon.  Tangat, Talenta:​The tangat, a sword designed by the Talenta halflings, features a curved  scimitar-like blade mounted on a short haft.  Zulaat:​Zulaats are Riedran weapons that have glaive-like heads at either end. Warriors can  fight with zulaats as if fighting with two weapons, but doing so incurs a multi-action penalty  and a penalty for attacks made with the off-hand. A creature can wield a zulaat in the primary  hand to make a single attack with no penalty.    28 of 64 

   

MELEE WEAPONS  WEAPON 

DAMAGE 

MIN  STR. 

WEIGHT 

COST 

NOTES 

Alchemy  Blade 

Str+d6 

d6 



350 

+1d6 damage from  fire or frost and an  additional 1d6 damage  if using alchemist's fire  on subsequent rounds  if the target catches  fire (see F ​ ire​in S​ avage  Worlds​) 

Cane,  Monk’s 

Str+d6 

d6 



100 

+1 to Fighting rolls or  Strength rolls during  Disarm attempts. 

Cutting  Wheel 

Str+d6 

d6 



150 

Because of the cutting  wheel’s size and  protected grip, a  wielder ignores the –2  penalty on Strength  rolls to resist Disarm  attempts. 

Cane,  Monk’s 

Str+d6 

d6 



100 

— 

Flute, Steel 

Str+d4 

d4 



150 

— 

Scimitar,  Valenar  Double 

Str+d8 

d8 

15 

1,000 

Sharrash,  Talenta 

Str+d6+1 

d6 

10 

250 

2-handed 

Spade,  Monk’s 

Str+d8 

d8 

10 

20 

+1 Parry, can be  bludgeoning or  slashing 

Parry +1, 2 hands, can  be used as a weapon in  each hand 

Spikard,  Spear 

Str+d6 

d6 



200 

Parry +1, +1d6  piercing damage when  loaded with a spikard  bolt 

Spikard, War 

Str+1d8 

d8 



350 

AP1, additional 1d6  piercing damage when 

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  loaded with a spikard  bolt  Sword,  Hook 

 

Str+d4 or  Str+d6 

d4 or  d6 



400 

+1 Fighting to Disarm 

Sword,  Spinning 

Str+d6 

d6 



500 

Reach 1 

Tangat,  Talenta 

Str+d6+1 

d6 



400 

2-handed 

Zulaat 

Str+d8 

d8 

12 

800 

2-handed or  single-handed 

 

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Ranged Weapons  Boomerang, Talenta:​Boomerangs, commonly found among the halflings of the Talenta  Plains, are curved, polished sticks designed to return to the thrower.  If the wielder fails her throwing roll for the ranged attack, it misses the target and returns  normally. On a critical failure, the boomerang deviates from the thrower, including behind the  thrower (see ​Deviation​under A ​ rea Effect Attacks​in the S​ avage Worlds​ core rules). 

RANGED WEAPONS  RANGE 

DAMAGE 

AP 

RO F 

MIN  STR. 

WEIGHT 

COST 

Cane, Monk’s 

2/4/8 

Str+d6 

— 



d6 



100 

Cutting Wheel 

2/4/8 

Str+d6 

— 



d6 



150 

Boomerang,  Talenta 

6/12/24 

Str+d4 

— 



d4 



300 

Flute, Steel 

2/4/8 

Str+d4 

— 



d4 



150 

Spikard, Spear 

3/6/12 

Str+d6 

— 



d6 



200 

WEAPON 

 

 

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Special Substances and Items 

Most special substances are consumable arcane devices (see ​Savage Worlds​ core rules) with  specific trappings. Each entry includes the power used for the effects of the item.  Acid:​Acid can erode, weaken, and dissolve most materials. Adventurers can throw a flask  of acid as an Area Effect Attack (Range 2/4/8). The acid deals 2d6 damage to all characters in a  Small Blast Template. (​blast​ with Small Blast Template modifier, 25gp)  Acidic Fire:​Acidic fire is a combination of alchemist’s fire and acid. An adventurer can  throw a flask of acidic fire as an Area Effect Attack (Range 2/4/8). This substance can deal 1d6  acid damage and 1d6 fire damage to all targets in a Medium Blast Template. Victims also have  a chance of catching fire (see F ​ ire​under H ​ azards​in the ​Savage Worlds​ core rules). (​blast​,  80gp)  Alchemist's Fire:​Alchemist’s fire erupts when exposed to air. Adventurers can throw a  flask of alchemist's fire as an Area Effect Attack (Range 2/4/8). The fire deals 2d6 damage to  all characters in a Medium Blast Template. Victims also have a chance of catching fire (see ​Fire  under ​Hazards​in the ​Savage Worlds​ core rules). (​blast​, 50gp)  Alchemist's Frost:​A freezing counterpart to alchemist’s fire, alchemist’s frost drops to  extreme cold temperatures when it is exposed to air. An adventurer can throw a flask of  alchemist's frost as an Area Effect Attack (Range 2/4/8). It can deal 2d6 points of damage  from the intense cold to all characters in a Medium Blast Template. (​blast​, 62gp)  Alchemist's Spark:​A flask of Alchemist's spark has two chambers that separates two  different substances. When the flask is broken, the mixed substances emit a powerful electrical  discharge that deals 2d6 damage from electricity to all characters in a Medium Blast Template.  (​blast​, 62gp)  Antitoxin:​Antitoxin aids in resisting poisons. It adds +2 to Vigor rolls to resist poison for  1 hour. (​healing​ with neutralize poison modifier,​ 1​25gp)  Smokestick:​This alchemically treated wooden stick instantly creates thick, opaque smoke  when ignited. The smoke fills the area of a Small Blast Template. A strong wind dissipates the  smoke in 1 round. The stick is consumed after 1 round, and the smoke dissipates naturally.  (​obscure​ (thick smoke) with a raise, 50gp)  Smokestick, Noxious:​This smokestick releases a noxious cloud of smoke when it is  ignited. Aside from the obscuring effects of a normal smokestick, a noxious smokestick causes  any creature within the smoke to cough and retch. They must succeed on a Vigor roll or  become Distracted (see P ​ oison​under ​Hazards​in the S​ avage Worlds​ core rules). (​obscure  (thick smoke) infused with a poison, 200gp)  Sunrod:​This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly  illuminates an area the size of a Large Blast Template. It glows for 6 hours, after which the gold  tip is burned out and worthless. (​light​, 8gp) 

Tools and Skill Kits 

Alchemist’s Trunk:​Alchemists require tools to work their craft. This portable laboratory  contains a small oil lamp, glass beakers and tubes, distillation vases, tweezers, pipettes, and a  reference chart of common minerals and herbs. Creating consumable arcane devices without  an alchemist's trunk subtracts 2 from the Arcane Skill roll to activate the power. (15 lb, 1,000  gp)  Glyphbook:​Glyphbooks are guides to deciphering the ancient scripts of Xen'drik. Using  32 of 64 

  the book requires some familiarity with the ancient languages (at least a d4 Language (Giant)),  but grants a +2 bonus on Language rolls made to read inscriptions on Xen'drik ruins. (2 lb, 20  gp)  Holy Symbol, Flametouched Iron:​Holy Warriors of the Church of the Silver Flame use  these holy symbols made from flametouched iron. When brandishing the holy symbol while  using the Holy Warrior Edge, the targets suffer a –2 penalty to Spirit rolls made to resist being  repulsed. (1 lb, 750 gp)  Inquisitive’s Kit:​The inquisitive’s kit contains often-used tools of investigation, including  containers of various shapes and sizes; fine silk gloves; mundane dusts and brushes; tweezers,  picks, and probes; a magnifying lens; ink and quills; chalk and charcoal; parchment sheets; and  a small journal for recording notes. It grants a +2 bonus on Notice rolls made to investigate the  scene of a crime or other mystery. (4 lb, 300 gp)  Lockpicks:​A character who tries to pick a lock without these tools suffers a –2 penalty to  her Thievery roll. (1 lb, 200 gp)  Warforged Repair Kit:​Warforged repair kits contain the same organic and inorganic  materials that make up a warforged’s body as well specialized tools. The kit grants a +1 bonus  on Repair rolls made to repair damage to a warforged. (1 lb, 50 gp) 

Clothing 

Clothing, Darkweave:​Interwoven strands of shadow and black thread make up this  beautiful but coarse cloth. D ​ arkweave​ clothing grants a +1 bonus to Stealth rolls made in dim  light, darkness, or pitch dark. (+100 gp)  Clothing, Glamerweave:​G ​ lamerweave​ is a fine, light-weight fabric with illusions woven  into it. Its color shifts subtly and is hard to describe, which gives it a striking and strangely  beautiful appearance. Characters wearing g​ lamerweave​ clothing gain an additional +1 bonus  to Persuasion rolls in social interactions. (–1lb, +100 gp)  Shiftweave:​See M ​ iscellaneous Magic Items​.  Tailored Formal Clothes:​This set of clothes is designed specifically to be expensive and to  show it. Anyone wearing tailored clothing may add +1 to his Persuasion rolls in situations  where his status has an effect. (200 gp)  Winter Gear:​Characters without warm cloaks and boot covers suffer –2 to their Fatigue  rolls in cold weather. (3 lb,​ ​200 gp) 

Documents 

Arcane Signet Ring:​Dragonmarked houses use these rings for identification purposes.  These rings are set with large gemstones that contain an intricate runic pattern—actually an  arcane mark—that becomes visible when worn by the person for whom it was constructed. It  is extremely unusual for anyone who does not have the Aristocrat Edge as a member of a  dragonmarked house to wear an arcane signet ring. ​(​150 gp)  Signet Brooch:​Members of a house, whether actual scions or high-standing employees,  sometimes wear signet brooches instead of arcane signet rings to identify their affiliation.  Signet brooches don't contain arcane marks. ​(​75 gp)  Identification Papers: M ​ ost people of the middle and upper classes, at least in the most  civilized areas of Khorvaire (Aundair, Breland, Karrnath, Thrane, Zilargo, and the Mror  Holds) carry identification papers with them at all times. Issued by national governments and  33 of 64 

  notarized by House Sivis, these papers present a detailed physical description of a person (the  wealthy sometimes commission small portraits of themselves), the person's name and  residence, and in some cases additional information about the person's affiliations (particularly  including any connection to a dragonmarked house, royalty, or a large institution). (2 gp, 5 gp  with portrait)  Letter of Marque:​The concept of letters of marque originated during the Last War, when  the rulers of the warring nations granted adventurers permission to attack ships and assets  belonging to other nations. The Treaty of Thronehold declared void all letters of marque that  existed at the time, but the idea survives in Breland, though in a rather altered form. The king  of Breland now issues papers granting adventurers permission to explore and plunder the ruins  of Xen'drik. Though such permission is not technically necessary, wise adventurers are sure to  secure it before using Sharn as a launching point for expeditions to Xen'drik. Those who try to  sell treasures from Xen'drik on the open market in Breland must produce a letter of marque or  face stiff fines—on top of forfeiting the treasure they won on their adventures. (500 gp)  Traveling Papers:​Anyone who travels across national borders is usually required to carry  traveling papers identifying them, their residence, their destination, and their reason for travel.  Traveling papers consist of a parchment sheet with the appropriate information and an arcane  mark, carried in a leather folder. House Sivis, House Orien, House Deneith, and House  Lyrandar all offer traveling papers that are recognized throughout central Khorvaire. ​(2​ sp) 

 

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Magic  Arcane Backgrounds 

Eberron​ for ​Savage Worlds​ introduces several new Arcane Backgrounds: Aberrant  Dragonmark, Dragonmark, and Druidism. In addition, there are some minor modifications to  the existing options found in the core. 

Arcane Background (Aberrant  Dragonmark) 

Arcane Skill:​Focus (Spirit)  Starting Power Points:​15  Starting Powers:​1  This Arcane Background is only available to dragonmarked races. Adventurers with a true  dragonmark cannot select this Arcane Background as well.  The adventurer bears an aberrant dragonmark, descended from a bloodline of a corrupted  dragonmarked family.  Each time the adventurer selects the New Powers or Power Points Edge for this Arcane  Background, her dragonmark changes into a larger, more complex pattern and increases in  power.  Powers:​B ​ last​, b​ lind​, b​ olt​, ​lower Trait​, ​burrow​, ​burst​, ​confusion​, d ​ amage field​, ​drain Power  Points​, d ​ rain years​, ​elemental manipulation​ (fire), e​ ntangle​, ​fear​, ​havoc​, h​ ealing​, ​illusion​,  intangibility​, i​ nvisibility​, ​jet​, ​legerdemain​, ​levitate​, ​light/darkness​, m ​ end​, m ​ ind link​, ​mind  reading​, ​mind wipe​, n ​ ightmares​, o​ bject reading​, p​ rotection​, ​puppet​, q​ uake​, ​relief​, ​resurrection​,  shape change​, s​ loth/speed​, s​ lumber​, ​smite​, ​sound/silence​, ​speak language​, s​ pirit shield​, s​ trength of  the dead​, ​stun​, ​summon ally​, ​summon demon​, s​ ummon elemental​, s​ ummon spirit​, ​suppress  lycanthropy​, ​telekinesis​, ​teleport​, ​wall walker​, ​warrior’s gift​, ​zombie  Special:​Characters with this Edge also have the Outsider Hindrance, but do not gain  additional points. 

Arcane Background (Artifice)  Arcane Skill:​Artifice (Smarts)  Artifice is simply a renaming of Weird Science to better fit Eberron. Artifice is the creation of  arcane devices as a form of arcane science through an understanding and manipulation of the  magic inherent to the world of Eberron. Characters in Eberron with this Arcane Background  are referred to as artificers. Artificers can create arcane devices with any power except the  following: e​ mpathy​, ​mind link​, ​mind reading​, ​mind wipe​, t​ elekinesis​.  For more details about this Arcane Background, refer to ​Arcane Background (Weird  Science)​in the ​Savage Worlds​ core book. 

Arcane Background (Dragonmark)  Arcane Skill:​Focus (Spirit)  Starting Power Points:​15 

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  Starting Powers:​1  This Arcane Background is only available to dragonmarked races. Adventurers with an  Aberrant Dragonmark cannot select this Arcane Background as well.  The adventurer has a dragonmark as appropriate to his race. The dragonmark grants the  ability to use dragonmark focus items and a power granted by that specific mark for which he  meets the Rank requirement. The mark also grants a bonus to specific skills as indicated in the  mark's description listed below.  Each time the adventurer selects the New Powers or Power Points Edge for this Arcane  Background, the dragonmark changes into a larger, more complex pattern and increases in  power. 

DRAGONMARK ABILITIES  MARK 

Mark of  Detection 

RACE 

SKILL BONUS 

POWERS 

Half-elf 

+1 to Persuasion and  Intimidation rolls related to  Networking​(see S​ avage  Worlds​ core rules) 

Darksight​, d ​ etect arcana​,  divination 

+1 to Survival rolls 

Farsight​, ​light​, o​ bject  reading 

Mark of  Finding 

Half-orc or  human 

Mark of  Handling 

Human 

+1 to Riding or Persuasion  when dealing with animals  (choose one) 

Beast friend​, ​boost trait  (animals only), e​ mpathy  (animals only) 

Mark of  Healing 

Halfling 

+1 to Healing rolls 

Boost Vigor​, h​ ealing​,  relief 

Mark of  Hospitality 

Halfling 

+1 to Persuasion when  dealing with creatures of at  least human intelligence 

Empathy​ (species of  human intelligence only),  elemental manipulation  (air, fire, and water only),  slumber 

Mark of  Making 

Human 

+1 to Repair rolls 

Drain Power Points  (arcane devices only),  repairing​, ​mend 

Mark of  Passage 

Human 

+1 to Driving or Riding rolls 

Fly​, ​speed​, ​teleport 

Mark of  Scribing 

Gnome 

+1 to Research rolls 

Magic mark​, s​ ecret  writing​, s​ peak language 

Mark of  Sentinel 

Human 

+1 to Fighting rolls 

Deflection​, ​protection​,  warrior's gift 

Mark of 

Elf 

+1 to Stealth rolls 

Darkness​, ​disguise​, 

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  Shadow 

illusion 

Mark of  Storm 

Half-elf 

+1 to Boating or Piloting rolls  (choose one) 

Elemental manipulation  (air and water only), ​settle  storm​, ​zephyr 

Mark of  Warding 

Dwarf 

+1 to Notice or Thievery rolls  related to locks or traps  (choose one) 

Arcane protection​,  barrier​, s​ ummon ally  (sentinel) 

Arcane Background (Druidism) 

Arcane Skill:​Druidism (Spirit)  Starting Power Points:​10  Starting Powers:​3  Powers:​A ​ nalyze foe​, ​barrier​, ​beast friend​, ​blast​, ​blind​, ​bolt​, ​boost/lower Trait​, ​burrow​, ​burst​,  concentrate​, ​darksight​, d ​ eflection​, ​detect/conceal arcana​, ​dispel​, d ​ ivination​, ​drain Power Points​,  elemental manipulation​, ​empathy​ (animals only), e​ ntangle​, ​environmental protection​, ​farsight​,  fly​, ​growth/shrink​, h​ avoc​, h​ ealing​, ​invisibility​, j​ et​, ​mind link​ (animals only), ​object reading​,  protection​, p​ uppet​, ​quake​, r​ elief​, ​settle storm​, ​shape change​, s​ loth/speed​, s​ mite​, s​ torm​, ​summon  ally​, ​summon elemental​, ​suppress lycanthropy​, w ​ all walker​, ​water walk​, z​ ephyr  Activation:​Druids must be able to speak and gesture (they cannot be ​Bound​as per the  Savage Worlds​ core rules) to cast their spells.  Environments:​Modifiers apply to Druidism rolls based on the environment in which they  are using their powers. While druids are typically powerful in natural environments, they  suffer penalties while within artificial or worked structures which block the natural magic  flowing within the Dragon Between. 

ENVIRONMENT MODIFIERS  MOD 

ENVIRONMENT 

+2 

In the wild 

+0 

Rural (farm, worked cavern, mine) 

−2 

Urban (town or city, artificial structures) 

Arcane Background (Magic)  Characters with Arcane Background (Magic) have access to all powers except for the  following: e​ mpathy​, ​healing​, ​mind link​, ​mind reading​, m ​ ind wipe​, o​ bject reading​, ​relief​,  telekinesis​. 

Arcane Background (Miracles) 

Characters with Arcane Background (Miracles) have access to all powers. Players should  consult the Prophesier when selecting their powers and trappings to determine which are  37 of 64 

  appropriate for their chosen faith. 

Arcane Background (Psionics)  Below is a list of powers available to characters with Arcane Background (Psionics).  Powers:​A ​ nalyze foe​, ​arcane protection​, ​barrier​, ​blast​, b​ lind​, b​ olt​, b​ oost/lower Trait​, b​ urst​,  concentrate​, ​confusion​, d ​ amage field​, ​darksight​, ​deflection​, d ​ etect/conceal arcana​, ​disguise​,  dispel​, ​drain Power Points​, e​ lemental manipulation​, ​empathy​, f​ arsight​, ​fear​, f​ ly​, h​ ealing​ (self  only), ​illusion​, ​intangibility​, ​invisibility​, ​legerdemain​, l​ evitate​, l​ ight/darkness​, m ​ ind link​,  mind reading​, m ​ ind wipe​, ​nightmares​, ​object reading​, ​protection​, ​puppet​, q​ uake​, ​relief​ (self  only), ​sloth/speed​, ​slumber​, ​smite​, ​speak language​, ​stun​, s​ ummon ally​ (astral construct),  telekinesis​, t​ eleport​, w ​ all walker​, ​warrior’s gift 

Arcane Background (Sorcery) 

Sorcery, found in the ​Fantasy Companion​, can and should be included as an Arcane  Background.  Activation:​Sorcerers must be able to speak and gesture (they cannot be B ​ ound​as per the  Savage Worlds​ core rules) to cast their spells. 

Rituals 

Those with an Arcane Background Edge are able to perform rituals as presented in the H ​ orror  Companion​ with only the following mechanical differences. 

● ●



Arcane Skill:​Characters use their Arcane Skill to perform the Dramatic Tasks  associated with Rituals.  Materials:​A caster may attune an E ​ berron shard​ as part of his ritual. If a small  Eberron shard is attuned, the caster may add +1 to his Arcane Skill check each  action. If a greater Eberron shard is attuned, he may add +2. Because dragonshards  used for rituals are attuned, they cannot be reused for other purposes at the end of  the ritual, whether it was successful or not.  Failure:​Failure during a ritual results in the normal results in Backlash as usual as  well as the loss of any material components, including attuned dragonshards. If the  failure occurs on a Complication, all participants suffer 2d6 damage that ignores  armor. 

Spellcasting Services 

Magic is a massive industry in ​Eberron​, and many of the Dragonmarked Houses and their  guilds provide spellcasting services to those who can afford it. The cost of these services is 25gp  per Power Point, double for a raise.  It is assumed that any individual performing the service would at least have a d6 Arcane Skill  and would likely perform the casting with others who are making cooperative rolls to  guarantee a success. If the customer pays for a success only, any benefits from a raise are at no  extra cost. If the customer requires a raise, the additional cost accounts for any rerolls that  might be necessary to achieve the desired result.  38 of 64 

 

Rituals as a Service 

If the spellcasting service required includes any enhanced effects achievable through Rituals,  the cost of the service increases by 50%, or 100% if a raise is also required. 

Powers  Boost/Lower Trait  Add the following modifier to b​ oost/lower Trait​. 

Modifiers  ●

TRAIT BONUS/PENALTY (+2/+4):​For +2 points, a success instead adds or  subtracts 1 to rolls made by the designated Trait, or 2 with a raise. For +4 points, the  bonus or penalty is 2, or 3 with a raise. 

Magic Mark 

Rank:​Novice  Range:​Touch  Power Points:​1  Duration:​Permanent  Trappings:​mystical tattoos, invisible sigils, arcane runes  Magic mark​ can be visible or invisible. If a magic mark was created as a visible mark, a caster  can use c​ onceal arcana​ to temporarily hide it. Casting ​detect arcana​ will reveal a permanent or  temporarily concealed magic mark. Casting ​dispel​ on an arcane mark can remove it  permanently. 

Repairing 

Rank:​Novice  Power Points:​3  Range:​Touch  Duration:​Instant  Trappings:​The caster must touch the object with at least one free hand.  Repairing​ fixes damage to objects, including constructs and living constructs, that have taken  damage but are not entirely broken.  For Wild Cards, each use of repairing removes a Wound with a success, two with a raise.  The penalty to the caster’s Arcane Skill roll is the target’s Wounds, if any (to a maximum of –3  for targets that can take more than three). A success removes one Wound, and a raise removes  two. The power may be cast additional times to remove additional Wounds.  For Extras or objects, the Prophesier must first determine if the construct or object is already  destroyed. If so, no repair may be attempted. If not, a successful Arcane Skill roll repairs the  construct or object. 

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Modifiers  ●



GREATER REPAIRING (+10): G ​ reater repairing can actually rebuild objects  that are completely broken as long as all parts are still available. This spell may also  be used to restore constructs (but not living constructs) that have perished.  CRIPPLING INJURIES (+20):​For Living Constructs, the power can repair a  permanent Crippling Injury (see Incapacitation in the Savage Worlds core rules).  This requires an hour of preparation and only one casting is permitted per injury. If  it fails, this caster cannot heal that particular injury (but someone else may try). If  successful, the subject is Exhausted for 24 hours. 

Secret Writing 

Rank:​Novice  Power Points:​⅓  Range:​Touch  Duration:​Permanent  Trappings:​Chanting while writing, enchanted paper, magically transcribed spoken words  This spell requires ten minutes to cast and disguises the contents of a page, scroll, book or  other suitable writing material, making it appear however the caster wishes. The caster must  specify a command word when the spell is cast. Speaking the command word can reveal the  true contents of the page or hide it again. Speaking the command word twice in rapid  succession removes the spell completely. D ​ ispel​ removes the effects of the spell and reveals the  original contents of the page. 

Modifiers  ●

Suggestion (+2):​The caster can designate specific individuals who can read it  automatically. To everyone else it appears as described above, but with an added  effect of a non-harmful suggestion such as “This scroll never existed.” The  suggestion must be defined when the power is activated. When the suggestion is  triggered, the unauthorized reader must make a Spirit roll opposed by the caster's  Arcane Skill roll originally made to activate the power. 

More Powers 

Many of the lists of powers above include powers that are not included in the S​ avage Worlds  core rules. These powers are available in other S​ avage Worlds​ products from Pinnacle  Entertainment Group. Below is a list of those powers and the setting or supplement in which  they can be found.  ● Fantasy Companion  ○ analyze foe  ○ concentrate  ○ draining touch  ○ jet  ● Horror Companion  ○ bind entity  ○ consecrate ground  ○ corpse senses  40 of 64 

 





○ drain years  ○ enhance undead  ○ grave shroud  ○ grave speak  ○ nightmares  ○ spirit shield  ○ strength of the dead  ○ summon demon  ○ summon spirit  ○ suppress lycanthropy  50 Fathoms Player’s Guide  ○ mend  ○ quake  ○ settle storm  ○ storm  ○ summon elemental  ○ zephyr  ○ water walk  Flash Gordon  ○ levitate 

 

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Magic Items  Prophesiers are encouraged to include items presented under T ​ reasure​in the ​Fantasy  Companion​ in addition to items in this section. In the case of the latter, prices should be  adjusted to suit the setting.  Additionally, Prophesiers and players should refer to ​Arcane Devices​in the ​Savage Worlds  rules for designing items of their own creation. 

Dragonshards 

Unattuned dragonshards have Toughness 10. The process of attunement softens a stone  slightly, reducing its Toughness to 8. 

DRAGONSHARD PRICES  VALUE  RANGE 

AVERAGE VALUE 

Small 

4d4 × 50 gp 

500 gp 

Large 

4d4 × 400 gp 

4,000 gp 

2d4 × 2,000 gp 

10,000 gp 

VALUE  RANGE 

AVERAGE VALUE 

2d8 gp 

9 gp 

4d4 × 20 gp 

200 gp 

VALUE  RANGE 

AVERAGE VALUE 

4d4 × 150 gp 

1,500 gp 

4d4 × 1,000 gp 

10,000 gp 

SIBERYS SHARDS 

Greater  EBERRON SHARDS 

Small  Greater  KHYBER SHARDS 

Small  Greater   

Siberys Shard Items 

Dragonmark Focus:​A dragonmark focus grants a +1, +2, or +3 bonus, depending on the  purity of the shard, to the wearer's Focus roll when activating a dragonmark power. (500 gp for  +1, 1,200 gp for +2, or 2,200 gp for +3)  Dragonshard Reservoir:​A dragonmarked character who wears the ring for 24 hours  without removing it gains 5 additional Power Points to use for one specific dragonmark  power. If the character removes the ring, she must wear it for another 24 consecutive hours  42 of 64 

  before she can make use of its power.​ (​​2,500 gp)  Channeling Rod:​A dragonmarked character using a channeling rod halves the Power  Point cost when using her dragonmark power. This is especially useful when applying  modifiers to powers. (5,000 gp) 

Quori Embedded Shards 

Quori embedded shards are made from Siberys shards. They act as Major Artifacts (see  Using Magic Items​in the ​Fantasy Companion​).  Aura Mask:​This shard holds an imprint of a complete personality, designed by the creator  of the item. An aura mask grants a +2 bonus to Spirit rolls made to resist the effects of ​analyze  foe​. (1,250 gp)  Crystalline Eye:​This shard acts as an additional eye, usually embedded in the palm of the  hand to allow for spying over and around obstacles. The crystalline eye also protects the bearer  from any attacks that require eye contact such as staring into the gaze of a medusa and similar  creatures with reduced risk.  If a character has at least four crystalline eyes scattered around his body and all four are  exposed, he gains the benefit of all-around vision. This ability provides a +2 bonus on Notice  rolls, and multiple opponents do not benefit from any Gang Up Bonus. (2,500 gp)  Ectoplasmic Armor:​This shard grants +2 Armor to the bearer in the form of a barely  visible ghostly quori form composed of astral ectoplasm. The Armor from additional shards  stack to a maximum of +10. With each shard, the quori image becomes more visible with five  shards making it appear as if it were a tangible quori form. (2,500 gp)  Ectoplasmic Fist:​This shard is embedded into one limb of the bearer’s choice. When  activated, it creates a ghostly outline of a quori limb surrounding it, and the bearer is not  considered to be an U ​ narmed Defender​(see S​ avage Worlds​ core rules). (1,500 gp)  Faceted Persona:​This shard carries the effects of b​ oost Trait​ for one Attribute to which it  is attuned. (1,250 gp)  Multifaceted Persona:​This shard acts just as a f​ aceted persona shard​. As an action,  however, the bearer can spend 5 Power Points to switch the Attribute to which the power is  applied. (2,500 gp)  Shadowsight:​This shard bestows the ​darksight​ power upon the bearer. (2,500 gp)  Talent:​This shard is attuned to and grants an additional +2 to rolls for either Athletics,  Notice, or Stealth. (2,500 gp) 

Miscellaneous Magic Items 

Shiftweave:​A suit of s​ hiftweave​ can be embedded with up to five outfits, including  darkweave​ or g​ lamerweave​ clothing with the price adjusted accordingly. The wearer can use a  free action to change the ​shiftweave​ clothing to any one of the outfits. At the Prophesier’s  discretion, ​shiftweave​ may provide a character with up to a +2 bonus on a Persuasion rolls for  disguises.  If embedding armor into ​shiftweave​, only cloth or light leather armor are applicable (see  Armor​in the ​Savage Worlds​ core rules). Magic garments, such as a ​cloak of invisibility​,  cannot be embedded in s​ hiftweave​ clothing. New outfits cannot be embedded after the  clothing has been created. (+25 gp)    43 of 64 

 

Bestiary  New Monstrous Abilities  Aberration  ● ●

Immunity:​Aberrations are immune to poison and disease.  Weakness (byeshk):​Weapons made with byeshk deal an additional +2 damage to  aberrations. 

Living Construct 

Living Constructs are made from organic and inorganic matter and are capable of emotions  and conscious thought. They lack some of the benefits of constructs, but also have some  distinct advantages. Living constructs do not need to breathe, eat, or drink, and are immune to  disease and poison. They also don’t need to sleep, and arcane powers can’t put them to sleep;  however, they must spend at least six hours in a relaxed state. In this state, living constructs  remain conscious, can see and hear as normal, and can perform simple tasks including using  the Repair skill on themselves. Living constructs cannot heal naturally, and characters using  the healing power or Healing skill on them subtract 4 from the respective rolls. Wounds must  be mended via the Repair skill (each attempt takes one hour per current Wound level and  ignores the “Golden Hour”) or the ​repairing​ power. 

Engulf 

The creature can completely swallow or surround targets it moves over, as long as it doesn't  make any other attacks the same round. Victims who fail an Agility roll are engulfed, and are  subject to attacks from the creature each round on the creature’s turn. Engulfed targets are  considered to be Grappled.   

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✹ ​Daelkyr 

Attributes:​Agility d12+2, Smarts d12+3, Spirit d12+2, Strength d12+2 , Vigor d12+3  (d12+2 without living breastplate)  Skills:​Athletics d12, Fighting d12+1, Healing d12+2, Intimidation d12+2, Spellcasting  d12+2, Cosmology d12+2, Notice d12+2, Persuasion d12+2, Stealth d12+1, Survival d8 (+2  on other planes)  Pace:​8; ​Parry:​8; T ​ oughness:​13 (3)  Treasure: ​Rich  Gear: L ​ iving breastplate (+3), tentacle whip (Str+d4)  Special Abilities:  ● Aberration:​Aberrations are immune to poison and disease. They take additional  +2 damage from weapons made of byeshk.  ● Alien Mind:​Any creature that attempts to reach into a daelkyr's mind with a  power risks suffering insanity. (GMs are encouraged to use a sanity system of their  choice).  ● Aura of Madness:​As a free action, Daelkyr can create an aura of madness using the  confusion​ power. The area of effect is a Medium Blast Template.  ● Corrupting Touch:​A daelkyr possesses the innate ability to twist and corrupt any  creature that it touches. This effect is equivalent to the lower trait power. A  daelkyr's tentacle whip can channel this effect with a successful Fighting roll  regardless of whether the target is Shaken or Wounded from the attack.  ● Living Breastplate:​+3 armor. Increases Vigor by one die size.  ● Infravision:​Daelkyr halve penalties for Illumination when attacking living targets.  ● Slam:​Str+d4. Corrupting touch.  ● Tentacle Whip:​Str+d4. Reach 3". +1 Fighting. +2 bonus for rolls to Disarm.  Corrupting touch.   

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Dinosaurs  Glidewing  Glidewing is the name for pteranodons in Eberron.  Attributes:​Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d6  Skills:​Athletics d10, Fighting d6, Notice d6, Stealth d6  Pace:​4; ​Parry:​6; T ​ oughness:​8  Treasure:​Meager, in nest  Special Abilities:  ● Bite: ​Str+d6.  ● Flight:​Glidewings have a Flying Pace of 12”  ● Size +2:​Glidewings measure 10’ in length, and have a large wing span. 

Swordtooth Titan 

Swordtooth titan is the name for a tyrannosaurus rexes in Eberron.  Attributes:​Agility d6, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d8  Skills:​Athletics d4, Fighting d8, Notice d8, Stealth d6  Pace: 8​; ​Parry:​6; T ​ oughness:​15 (2)  Treasure:​Worthwhile, in lair  Special Abilities:  ● Armor +2:​Swordtooth titans have thick, leathery hides.  ● Bite:​Str+d8; AP 2.  ● Resilient:   ● Roar:​As an action a swordtooth titan can emit a terrifying roar. All those who hear  the roar—typically anyone within a mile—must make a Spirit roll or be Shaken.  ● Size +7:​Swordtooth titans have a Scale Modifier of +3 and a Toughness modifier  of +7. They also can take one Wound before they’re incapacitated. 

Clawfoot 

Is the name of the Velociraptor in Eberron.  Attributes:​Agility d8, Smarts d8 (A), Spirit d6, Strength d10, Vigor d8  Skills:​Athletics d6, Fighting d8, Notice d8, Stealth d8  Pace:​8; ​Parry:​6; T ​ oughness:​9 (2)  Treasure:​Meager, in lair  Special Abilities:  ● Armor +2:​Velociraptors have thick leathery hides.  ● Bite or Claw: S​tr+d6.  ● S​ize +1:​Velociraptors are roughly 7’ tall.   

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Dolgaunt 

Attributes:​Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d8  Skills:​Athletics d10, Common Knowledge d4, Fighting d6, Notice d8, Stealth d8  Pace:​6; ​Parry:​5; T ​ oughness:​7 (1)  Edges:​Combat Reflexes, Frenzy  Special Abilities:  ● Aberration:​Aberrations are immune to poison and disease. They take additional  +2 damage from weapons made of byeshk.  ● Armour +1: ​Dolgaunts have tough, leathery skin.  ● Tentacles:​Dolgaunts can strike with two tentacles with their Strength in damage  and a Reach of 1". They also add +2 to grappling rolls, including those made to hold  onto Entangled prey. Severing a tentacle is a Called Shot at –2. If damage exceeds  the dolgaunt’s Toughness, the limb is severed and the dolgaunt is Shaken. If it was  already Shaken, it takes a Wound. Attacking a tentacle that has Bound or Entangled  a friend is just like attacking characters in melee and uses the Innocent Bystander  rule.  ● Blindsight:​Ignore sight-based penalties and gaze attacks.  ● Very Resilient:​Can take two Wounds before Incapacitated  ● Vitality Drain:​If a dolgaunt gets hold of an opponent, it can burrow into the flesh  of its victim and draw out vital fluids using the tendrils that cover its skin. With a  raise on a Fighting roll to grapple, the dolgaunt decreases the victim's Vigor by 1 die  size (to a minimum of d4) in addition to normal damage. The decrease in Vigor is a  temporary injury as per the Incapacitation rules (recovered when all Wounds are  healed). An injured dolgaunt recovers 1 Wound every time it successfully uses this  ability.     

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Dolgrim 

Attributes:​Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8  Skills:​Athletics d10, Common Knowledge d6, Fighting d6, Notice d4, Stealth d4  Pace:​5; ​Parry:​7; T ​ oughness:​7 (1)  Gear:​Leather armour (+1), morningstar (Str+d8), short spear (Str+d6; Parry +1), medium  shield (+1 Parry), light crossbow (Range 15/30/60; 2d6; AP 2)  Edges:​Dodge, Two-Fisted  Special Abilities:  ● Aberration:​Aberrations are immune to poison and disease. They take additional  +2 damage from weapons made of byeshk.  ● Dual Consciousness:​A dolgrim has two brains coordinating its attacks. In  addition to providing +1 bonus on Spirit rolls, the dual brain enables a dolgrim to  make off-hand attacks at no penalty.  ● Multiple limbs:​A dolgrim’s additional arms allow it to ignore 2 points of  Multi-Action penalties each turn.  ● Size –1:​Reduces Toughness by –1.  ● Very Tough:​+1 Toughness.   

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Drow 

Attributes:​Agility d10, Smarts d6, Spirit d6, Strength d6 , Vigor d6  Skills:​Athletics d6, Common Knowledge d6, Fighting d8, Notice d8, Shooting d10, Stealth  d8, Survival d8  Pace:​6; ​Parry:​6; T ​ oughness:​7 (2)  Hindrances:​Outsider  Edges:​Ambidextrous, Two-Fisted, Combat Reflexes, Marksman, Woodsman  Treasure:​Meager per 3 warriors  Gear:​Chitin armor (+2), Drow long knife (Str+d6 or Range: 3/6/12, Damage: Str+d6),  Xen'drik boomerang (Range: 4/8/16, Damage: Str+d6)  Special Abilities:  ● Darkness:​Drow can create an aura of magical darkness using the o​ bscure​ power.  They have 5 Power Points usable solely for this power. These Power Points recharge  at a rate of 1 per hour and are unaffected by Rapid Recharge; Power Points from  other sources cannot be used with this power. Drow use Smarts as their Arcane Skill  for this power.  ● Infravision:​Drow halve penalties for Illumination when attacking living targets. 

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Homunculus  Arbalester  Attributes:​Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8  Skills:​Athletics d4, Notice d4, Shooting d8, Stealth d4  Edges:​Marksman  Pace: 2​; ​Parry:​2; T ​ oughness:​1  Special Abilities:  ● Bite:​Str  ● Construct: ​+2 to recover from being Shaken. Called shots do no extra damage. Do  not suffer from disease or poison.  ● Fearless: ​Immune to Fear and Intimidation  ● Infravision:​Arbalesters halve penalties for Illumination when attacking living  targets.  ● Size –3 (Very Small):​Arbalesters have a Scale Modifier of –4 and a Toughness  modifier of –3. 

Dedicated Wright 

Attributes:​Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8  Skills:​Artifice or Spellcasting d8, Athletics d4, Notice d4, Repair d6, Stealth d4  Pace: 2​; ​Parry:​4; T ​ oughness:​4  Edges:​​Craft Arcane Device  Special Abilities:  ● Hammer: S​tr+d4  ● Construct: ​+2 to recover from being Shaken. Called shots do no extra damage. Do  not suffer from disease or poison.  ● Fearless: ​Immune to Fear and Intimidation  ● Infravision:​Dedicated wrights halve penalties for Illumination when attacking  living targets.  ● Size –3 (Very Small):​Dedicated Wrights have a Scale Modifier of –4 and a  Toughness modifier of –3.  ● Item Creation:​Dedicated wrights can craft basic items on behalf of its master. The  master provides all other resources, including the known power and Power Points.  The master must spend one hour channeling the power or powers into the  dedicated wright. Afterward, she may leave the dedicated wright to perform the task  of creating the item. The dedicated wright still invests the time needed as described  under ​Arcane Devices​in the ​Savage Worlds​ core rules (typically one hour per  power).   

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Expeditious Messenger 

Attributes:​Agility d12, Smarts d6, Spirit d8, Strength d4, Vigor d8  Skills:​Athletics d4, Notice d4, Stealth d12  Pace: 4​; ​Parry:​2; T ​ oughness:​0  Edges:​Dodge, Extraction (Improved)  Special Abilities:  ● Sting: S​tr  ● Construct: ​+2 to recover from being Shaken. Called shots do no extra damage. Do  not suffer from disease or poison.  ● Fearless: ​Immune to Fear and Intimidation  ● Flight:​Expeditious messengers have a Flying Pace of 20” and Climb of 20”  ● Infravision:​Expeditious messengers halve penalties for Illumination when  attacking living targets.  ● Message:​An expeditious messenger's master can converse with a creature up to 1  mile away through the homunculus.  ● Size –4 (Tiny):​Expeditious messengers have a Scale Modifier of –6 and a  Toughness modifier of –4. 

Furtive Filcher 

Attributes:​Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8  Skills:​Athletics d4, Notice d4, Stealth d12  Pace: 1​0; ​Parry:​2; ​Toughness:​1  Edges:​Fleet-Footed  Special Abilities:  ● Bite: ​Str+d4  ● Construct: ​+2 to recover from being Shaken. Called shots do no extra damage. Do  not suffer from disease or poison.  ● Fearless: ​Immune to Fear and Intimidation  ● Infravision:​Furtive filchers halve penalties for Illumination when attacking living  targets.  ● Size –3 (Very Small):​Furtive filchers have a Scale Modifier of –4 and a Toughness  modifier of –3.     

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Iron Defender 

Attributes:​Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8  Skills:​Athletics d4, Fighting d6, Notice d4, Stealth d4  Pace: 1​0; ​Parry:​5; ​Toughness:​7 (2)  Edges:​Fleet-Footed  Special Abilities:  ● Armor +2:​Metal plating  ● Bite: ​Str+d6  ● Construct: ​+2 to recover from being Shaken. Called shots do no extra damage. Do  not suffer from disease or poison.  ● Fearless: ​Immune to Fear and Intimidation  ● Infravision:​Iron defenders halve penalties for Illumination when attacking living  targets.  ● Size –1:​Iron defenders have a Toughness modifier of –1. 

Packmate 

Attributes: A ​ gility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8  Skills: ​Athletics d6, Notice d4, Stealth d4, Swimming d6  Pace: 6​; ​Parry:​5; T ​ oughness:​5 (2)  Special Abilities:  ● Armor +2:​Metal plating  ● Construct: ​+2 to recover from being Shaken. Called shots do no extra damage. Do  not suffer from disease or poison.  ● Fearless: ​Immune to Fear and Intimidation  ● Feed Potion:​A packmate is dexterous enough to retrieve a potion from one of its  storage compartments, uncork it, and administer it to a fallen creature. A packmate  is typically given instructions to use a healing potion (oil of repair in the case of a  warforged master) on its master if he falls.  ● Hardy:​The packmate does not suffer a Wound from being Shaken twice.  ● Infravision:​Packmates halve penalties for Illumination when attacking living  targets.  ● Ready Item:​The telepathic connection between a packmate and its master allows  the packmate to anticipate what item its master might call for next. If the  homunculus and mast are adjacent, then the master can retrieve an item from the  packmate as a free action.  ● Size –1:​Packmates have a Toughness modifier of –1.  ● Slam: S​tr+d4  ● Throw Flask:​A packmate can be directed to throw vials of acid, holy water, or  similar weapons it carries.   

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Persistent Harrier 

Attributes:​Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8  Skills:​Athletics d4, Fighting d4, Notice d4, Stealth d4  Pace: 8​; ​Parry:​5; T ​ oughness:​5(2)  Edges:​Fleet-Footed  Special Abilities:  ● Acrobat:​+2 to all Agility rolls made to perform acrobatic maneuvers. +1 to Parry.  ● Armor +2:​Metal plating  ● Construct: ​+2 to recover from being Shaken. Called shots do no extra damage. Do  not suffer from disease or poison.  ● Fearless: ​Immune to Fear and Intimidation  ● Ganging Up:​Persistent Harriers always attempt to "gang up" on their targets.  ● Infravision:​Persistent harriers halve penalties for Illumination when attacking  living targets.  ● Spikes: S​tr+d6  ● Size –1:​Persistent harriers have a Toughness modifier of –1.   

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Horrid Animals 

A horrid animal gains the following abilities.  ● Armor +2:​Bony or chitinous plates cover the horrid animal’s body, giving it an  armored appearance.  ● Acidic Attack:​A horrid animal’s natural weapons deal an extra 1d6 acid damage.  ● Ill-Tempered:​Persuasion rolls involving a horrid animal take a –2 penalty, since  horrid animals are more difficult to control than normal animals or even dire  animals.  ● Immunity to Acid:​A horrid animal has immunity to acid.  ● Healer:​A horrid animal adds +2 to all natural healing rolls for its own Wounds.  ● Resilient:​Horrid animals can take one Wound before being Incapacitated. 

Horrid Ape 

Attributes:​Agility d10, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10  Skills:​Athletics d12, Fighting d4, Notice d6, Stealth d6  Pace:​6; ​Parry:​4; T ​ oughness:​11 (2)  Treasure:​None  Special Abilities:  ● Alertness:​+2 to Notice rolls.  ● Armor +2:​Bony or chitinous plates cover the horrid animal’s body, giving it an  armored appearance.  ● Acidic Attack:​A horrid animal’s natural weapons deal an extra d6 acid damage.  Any material hit by the acid is damaged (armor loses a point of protection).  ● Bite/Claw:​Str+d8+d6 acid.  ● Healer:​A horrid animal adds +2 to all natural healing rolls for its own Wounds.  ● Ill-Tempered:​Persuasion rolls involving a horrid animal take a –2 penalty, since  horrid animals are more difficult to control than normal animals or even dire  animals.  ● Immunity to Acid:​A horrid animal has immunity to acid.  ● Resilient:​Horrid animals can take one Wound before being Incapacitated.  ● Size +2:​Toughness +2. 

 

 

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Horrid Rat 

Attributes:​Agility d12, Smarts d6 (A), Spirit d6, Strength d6, Vigor d10  Skills:​Athletics d10, Fighting d4, Notice d6, Stealth d8  Pace:​8; ​Parry:​4; T ​ oughness:​8 (2)  Treasure:​None  Special Abilities:  ● Alertness:​+2 to Notice rolls.  ● Armor +2:​Bony or chitinous plates cover the horrid animal’s body, giving it an  armored appearance.  ● Acidic Attack:​A horrid animal’s natural weapons deal an extra d6 acid damage.  Any material hit by the acid is damaged (armor loses a point of protection).  ● Bite:​Str+d4+d6 acid; infection.  ● Healer:​A horrid animal adds +2 to all natural healing rolls for its own Wounds.  ● Ill-Tempered:​Persuasion rolls involving a horrid animal take a –2 penalty, since  horrid animals are more difficult to control than normal animals or even dire  animals.  ● Immunity to Acid:​A horrid animal has immunity to acid.  ● Infection:​Anyone Shaken or Wounded by a rat must make a Vigor roll or suffer a  level of Fatigue from an infected bite. Cumulative bites can lead to Incapacitation,  but never to Death. The infection lasts 2d6 days.  ● Low Light Vision:​Ignore penalties for Dim and Dark Illumination.  ● Resilient:​Horrid animals can take one Wound before being Incapacitated.  ● Size –1:​Two feet long; Toughness –1.   

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Karrnathi Skeleton  Karrnathi Skeleton Fighter  Attributes:​Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6  Skills:​Athletics d4, Fighting d8, Intimidation d6, Notice d6, Shooting d6, Stealth d4  Pace:​7; ​Parry:​6; T ​ oughness:​10 (+3)  Edges:​Ambidextrous, Two-Fisted  Gear:​Scimitar x 2 (Str+d8), plate corselet (+3, torso)  Special Abilities:  ● Bony Claws:​Str+d4.  ● Fearless:​Skeletons are immune to Fear and Intimidation.  ● Undead:​+2 Toughness; +2 to recover from being Shaken; Called Shots do no extra  damage. 

Karrnathi Skeleton Archer 

Attributes:​Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6  Skills:​Athletics d4, Fighting d6, Intimidation d6, Notice d4, Shooting d8, Stealth d4  Pace:​7; ​Parry: 5​; T ​ oughness:​10 (+3)  Edges:​Marksman  Gear:​Longbow (2d6, 15/30/60), 24 arrows, Scimitar x 2 (Str+d8), plate corselet (+3, torso)  Special Abilities:  ● Bony Claws:​Str+d4.  ● Fearless:​Skeletons are immune to Fear and Intimidation.  ● Undead:​+2 Toughness; +2 to recover from being Shaken; Called Shots do no extra  damage.   

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Living Spell 

A “living spell” is an ability applied to an arcane or divine power effect (or in some cases, a  group of power effects) instead of a creature, turning the power into a living entity. The  characteristics of a living spell are determined by the nature of the spell(s), including the rank  of the powers. The ability can be applied to any powers that uses a Blast or Cone Template.  Special Abilities:  ● Engulf:​Living spells can move over targets to engulf them. Victims who fail an  Agility roll are engulfed and subject to the power’s effects each round on the living  spell’s turn. Engulfed targets are considered to be Grappled.  ● Fearless:​Immune to Fear and Intimidation.  ● Mindless:​Immune to mind-affecting powers.  ● Slam: S​tr+power.  Living spells vary in sizes. The size is based on the template size of the power’s effect as  indicated in the list below.  ● Small Blast Template:​Size +4 (Scale Modifier +2, Strength d12+1, Toughness  +4).  ● Medium Blast or Cone Template:​Size +6 (Large (+1 Wound), Scale modifier +2,  Strength d12+3, Toughness +6).  ● Large Blast Template:​Size +8 (Huge (+2 Wounds), Scale modifier +4, Strength  d12+5, Toughness +8). 

Living Fireball 

A living fireball is based on the ​blast​ power using a Medium Blast Template.  Attributes:​Agility d4, Smarts d4 (M), Spirit d4, Strength d12+3, Vigor d6  Skills:​Fighting d4  Pace:​4; ​Parry:​4; T ​ oughness:​11  Special Abilities:  ● Engulf:​Living fireballs can move over targets to engulf them. Victims who fail an  Agility roll are engulfed and subject to the ​blast​ power with a fire trapping (2d6  damage; fire) each round on the living fireball’s turn. Engulfed targets are  considered to be Grappled.  ● Fearless:​Immune to Fear and Intimidation.  ● Mindless:​Immune to mind-affecting powers.  ● Size +6:​Living fireballs are about 24’ in diameter, covering an area equal to a  Medium Blast Template. They have a Scale Modifier of +2, +6 Toughness, and can  take one Wound before becoming Incapacitated.  ● Slam:​Str+2d6 (fire).   

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Psicrystal 

Attributes:​Agility (as owner's)*, Smarts d4, Spirit (as owner's), Strength d4*, Vigor d12  Skills:​Athletics d10, Notice d6, Stealth d6  Pace:​6* ; ​Parry:​2; T ​ oughness:​4(1)  Edges:​Dodge (Improved)  Treasure:​None; possibly found with owner's treasure  * With self-propulsion ability activated.  Special Abilities:  ● Armor +1:​The process of creating a psicrystal hardens the base crystal from which  it is made.  ● Construct:​Psicrystals add +2 to recover from being Shaken, ignore 1 point of  Wound penalties, and do not breathe and immune to poison or disease.  ● Telepathy:​Telepathic link with owner, as if under the effect of telepathy, out to a  distance of 1 mile.  ● Self-propulsion: A ​ s an action, an owner can will the psicrystal to form spidery,  ectoplasmic legs that give it a Pace 6 and Climbing d10; it can walk on vertical  surfaces at Pace 6 as well. The legs fade into nothingness after one day (or sooner, if  the owner desires).  ● Sighted: ​Although it has no physical sensory organs, a psicrystal can telepathically  sense its environment as well as a creature with normal vision and hearing. Darkness  (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though  a psicrystal still can’t discern invisible or ethereal beings.  ● Size –3:​Psicrystals are about the size of a human hand. They have a Scale Modifier  of –4 and a Toughness modifier of –3.   

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Sharn Watch  Watch Guard, Human  Attributes:​Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8  Skills:​Athletics d6, Common Knowledge d4, Fighting d4, Intimidation d6, Notice d4,  Stealth d4  Pace:​8; ​Parry:​4; T ​ oughness:​7 (+2)  Edges:​Alertness, Fleet-Footed  Gear:​Reinforced leather armor (torso, arms, and legs, +1 bypassed if hit with a raise), sap  (Str+d4), halberd (Str+d8), symbol of the Sharn City Watch, identification papers.  Treasure:​Meager per 3 guards. 

Elite Watch Guard, Human 

Attributes:​Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8  Skills:​Athletics d6, Common Knowledge d6, Fighting d4, Intimidation d6, Notice d4,  Shooting d6, Stealth d4  Pace:​8; ​Parry:​4; T ​ oughness:​10 (+4)  Edges:​Alertness, Fleet-Footed  Gear:​Plate Corselet w/ +1 Toughness (torso only), halberd w/ +1 Fighting (Str+d8),  crossbow (2d6, 15/30/60, AP 2, 1 action to reload), 20 bolts, potion of f​ ly​, symbol of the  Sharn City Watch, identification papers.  Treasure:​Meager per 2 guards.   

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Watch Sergeant, Dwarf 

Attributes: A ​ gility d10, Smarts d6, Spirit d8, Strength d8, Vigor d10  Skills:​Fighting d4, Common Knowledge d8, Intimidation d6, Notice d4, Shooting d6,  Stealth d4  Pace:​5; ​Parry:​4; T ​ oughness:​9 (+2)  Edges:​Marksman  Gear:​Reinforced leather armor (torso, arms, and legs, +1 bypassed if hit with a raise), sap  (Str+d4), morningstar (Str+d6), mini-crossbow (2d4, 6/12/24, AP 1), 20 bolts, symbol of the  Sharn City Watch, identification papers.  Treasure:​Meager  Special Abilities: 



Low Light Vision (+1):​Dwarven eyes are accustomed to the dark of the  underearth. They ignore penalties for Dim and Dark Illumination (but not Pitch  Darkness). 



Reduced Pace (–1):​Dwarves have short legs compared to human-sized races.  Decrease their Pace by 1 and their running die one die type.  Stability (+1):​+2 bonus to opposed Strength rolls for resisting Push attacks.  Stonecunning (+1):​Dwarves add 2 to Notice rolls related to unusual stonework.  Tough (+2): ​Dwarves are stout and tough. They start with a d6 in Vigor instead of  a d4. This increases their maximum Vigor to d12+1. 

● ● ●

Watch Captain, Human 

Attributes:​Agility d8, Smarts d6, Spirit d4, Strength d10, Vigor d8  Skills:​Athletics d6, Fighting d6, Common Knowledge d8, Intimidation d8, Notice d4,  Stealth d4  Pace:​6; ​Parry:​5; T ​ oughness:​10 (+4)  Edges: Level Headed  Gear:​Plate Corselet w/ +1 Toughness (torso only), medium shield (+1 Parry, +2 Armor to  ranged shots that hit), bastard sword w/ +1 Fighting and damage (Str+d8+1), crossbow (2d6,  15/30/60, AP 2, 1 action to reload), 20 bolts, featherfall talisman, symbol of the Sharn City  Watch, identification papers.  Treasure:​Meager. 

Scorrow  Scorrow, Hunter  Attributes: A ​ gility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8  Skills: ​Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8,  Stealth d8  Pace:​8; ​Parry:​6; T ​ oughness: ​10 (2)  Edges:​Fleet-Footed, Frenzy (Improved), Marksman  Treasure:​Meager  Gear: D ​ row long knife (Str+d6 or Range: 3/6/12, Damage: Str+d6), Xen'drik boomerang  (Range: 4/8/16, Damage: Str+d6)  60 of 64 

  Special Abilities:  ● Armor +2: ​Chitinous skin.  ● Low-light Vision:​Ignores penalties for Dim and Dark Illumination.  ● Infravision:​Halves penalties for Illumination when attacking living targets.  ● Poison: ​Anyone Wounded or Shaken by a stinger attack must make a Vigor roll or  become Incapacitated. Death follows in 2d6 minutes. A Healing roll at –2 prevents  death.  ● Size +2:​Scorrow are relatively large.  ● Stinger:​Str+d6.  ● Very Resilient:​Can take two Wounds before Incapacitated. 

Scorrow, Clawborn 

Attributes:​Agility d8, Smarts d6, Spirit d6, Strength d12+1, Vigor d8  Skills: ​Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8,  Stealth d8  Pace:​8; ​Parry:​6; T ​ oughness:​10 (2)  Edges:​Fleet-Footed, Frenzy (Improved), Marksman  Treasure:​Meager  Special Abilities: 

● ● ● ● ● ● ● ●

Armor +2:​Chitinous skin.  Low-light Vision:​Ignores penalties for Dim and Dark Illumination.  Infravision:​Halves penalties for Illumination when attacking living targets.  Pincers:​Str+d4.  Poison:​Anyone Wounded or Shaken by a stinger attack must make a Vigor roll or  become Incapacitated. Death follows in 2d6 minutes. A Healing roll at –2 prevents  death.  Size +2:​Scorrow are relatively large.  Stinger:​Str+d6.  Very Resilient:​Can take two Wounds before Incapacitated.   

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Traps 

Traps are designed as presented in the ​Pulp GM’s Toolkit​ with the following modifications.  Disarming:​Disarming a trap is performed by the Thievery skill. 

RANDOM TRAPS 

(modified from the ​Pulp GM’s Toolkit​)  CARD  DRAWN 

TRAP 

Bolt 

Jack   

Shooting  Die 

Range 

Damage 

RoF 

♣ 

d6 

12/24/48 

2d6 



♦ 

d8 

12/24/48 

2d6 



♥ 

d10 

12/24/48 

3d6 



♠ 

d12 

12/24/48 

3d6 



Blast 

Queen   

Area of Effect  (centered on trap location) 

Damage 

♣ 

Medium Blast Template 

2d6 

♦ 

Medium Blast Template 

3d6 

♥ 

Large Blast Template 

2d6 

Large Blast Template 

3d6 

♠   

 

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Warforged Scorpion 

Attributes:​Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d10  Skills:​Athletics d8, Fighting d8, Notice d6, Shooting d6, Stealth d6  Pace:​6; ​Parry:​6; T ​ oughness:​12 (3)  Special Abilities: 



● ● ●

● ● ●

Acid Spray:​Warforged scorpions can project a spray of acid using the Cone  Template. Characters within the cone must make an opposed Agility roll against the  warforged scorpion's Shooting roll or suffer 2d8 damage. If the victim does not take  an action to wash off the acid or strip off any acid covered items, the acid does 1d8  damage on the warforged scorpion's next action.  Armor +3:​Warforged scorpions have chitinous skin made out of metal.  Construct:​Warforged scorpions add +2 to recover from being Shaken, ignore 1  point of Wound penalties, and do not breathe and immune to poison or disease.  Grapple:​A warforged scorpion may grapple a foe with one or both pincers. If it  uses both, each must make a successful opposed Strength roll. Escaping from a  double grapple gives the prey a –4 penalty to his Strength roll to escape. A stinger  attack against a grappled foe is made at +2, +4 if the victim is held in both pincers.  Pincers:​Str+d4  Size +2:​Warforged scorpions measure 9' in length.  Sting:​Str+d6+d6 acid 

Warforged Titan 

Attributes:​Agility d4, Smarts d4, Spirit d6, Strength d12+3, Vigor d12  Skills:​Athletics d4, Fighting d10, Notice d4, Stealth d4  Pace:​10; P ​ arry:​6; ​Toughness:​19 (4)  Gear:​Axe (Str+d6), maul (Str+d8; Parry –1; AP 2)  Edges:​Sweep  Treasure:​None  Special Abilities:  ● Armour +4:​Natural armour.  ● Construct:​Warforged titans add +2 to recover from being Shaken, ignore 1 point  of Wound penalties, and do not breathe and immune to poison or disease.  ● Endurance:​+2 to Soak rolls.  ● Infravision:​Half penalties for bad lighting.  ● Knockback:​Successful attack causes target to fly backwards 1d4”, plus 1d4” for  each raise on the attack roll, and an additional +1d6 if it hits a large solid object.  ● Size +7:​Warforged titans have a Scale Modifier of +3 and a Toughness modifier of  +7. They also can take one Wound before Incapacitated.     

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Character Sheet  Download the ​Eberron for Savage Worlds character sheet​ PDF​. 

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