for
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 byKeith Baker Savage Worlds game designed byShane Hensley, with Clint Black Setting adapted byKristian Serrano Character sheet designed byKarl Keesler Unofficial Eberron logo designed byAlex 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
2
Table of Contents
3
Preface
8
About This Document
8
Sources of Inspiration
8
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 Benniesin 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 Languagesunder Setting Rulesin 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 hasesin the core rules, Trapsin Pulp GM's Toolkit, and R ituals and Signs & Portentsin 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 ●
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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.
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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.
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Reduced Pace (–1):Gnomes have short legs compared to human-sized races. Decrease their Pace by 1 and their running die one die type.
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Diminutive (–2):Gnomes are considered Size –1 and have –1 Toughness.
Halfling ●
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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
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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 ●
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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 ●
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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): If 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): Shifters 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 Weaponsin S avage Worlds core rules). 15 of 64
○ ○ ○ ○
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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 Weaponsin 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 Combatin 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 ● ●
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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
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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 Magicin 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 horta 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.
● ●
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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. ●
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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
2
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 irein S avage Worlds)
Cane, Monk’s
Str+d6
d6
1
100
+1 to Fighting rolls or Strength rolls during Disarm attempts.
Cutting Wheel
Str+d6
d6
1
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
1
100
—
Flute, Steel
Str+d4
d4
2
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
3
200
Parry +1, +1d6 piercing damage when loaded with a spikard bolt
Spikard, War
Str+1d8
d8
9
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
4
400
+1 Fighting to Disarm
Sword, Spinning
Str+d6
d6
3
500
Reach 1
Tangat, Talenta
Str+d6+1
d6
8
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 Deviationunder A rea Effect Attacksin 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
—
1
d6
1
100
Cutting Wheel
2/4/8
Str+d6
—
1
d6
1
150
Boomerang, Talenta
6/12/24
Str+d4
—
1
d4
1
300
Flute, Steel
2/4/8
Str+d4
—
1
d4
2
150
Spikard, Spear
3/6/12
Str+d6
—
1
d6
3
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 ireunder H azardsin 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 Hazardsin 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, 125gp) 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 oisonunder Hazardsin 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 Boundas 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 oundas 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 reasurein 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 Devicesin 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 Itemsin 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 Armorin 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: Str+d6. ● Size +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: 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: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 Devicesin 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: 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 ● 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: 10; 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: 10; 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: Str+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: Str+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: Str+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:
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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).
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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.
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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:
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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
2
♦
d8
12/24/48
2d6
3
♥
d10
12/24/48
3d6
2
♠
d12
12/24/48
3d6
3
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:
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● ● ●
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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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