Swade Eberron
Swade Eberron
Swade Eberron
Cover design by Kristian Serrano with art by Storn Cook
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CONVERSION
COMPANION
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1
Eberron and its respective logo are trademarks of Wizards of the
Coast, Inc., in the U.S.A. and other countries.
2
This game references the Savage Worlds game system, 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. This product also references 50 Fathoms, the
Fantasy Companion, the Fantasy Gear Toolkit, the Horror Companion,
the Pulp GM's Toolkit, Slipstream, and Savage World of Flash Gordon in
addition to the Savage Worlds core rules.
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Preface
I have been a fan of Eberron since 2005, and I have GM'd
Eberron games for about as long. The idea of a fantasy setting
incorporating themes of pulp, noir, and horror sparked my
imagination in many ways. Unfortunately, running Eberron under
its original D&D v3.5 system mechanics left something to be
desired. Action Points felt like they had good intentions, but they
often fell flat with their effects. Heroes in D20 often felt like they
were running up against what the rules are telling them they
cannot do rather than being facilitated by rules that tell them
what they can do. With a nagging unease, I had accepted those
moments and just continued with the game as designed.
When I first read the Savage Worlds Test Drive Rules, 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" only to be
disappointed by mechanics that hindered them. I replayed those
moments in my head with Bennies instead of Action Points,
Extras instead of NPC classes, Wild Cards instead of PCs, Jokers
granting bonuses, and characters taking as many actions in a turn
as they'd like and being able to move-attack-move without
needing three feats. Savage Worlds was empowering, and it
seemed only logical to pair it with Eberron—a setting that
warranted empowerment!
I hope this document helps you create the Savage Worlds
Eberron game you'd like to play or run. The document is set to
view-only permissions. If you have any questions or suggestions,
contact me via my Google+ profile.
Regarding the document itself, I like to refer to it as a living
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.
~Kristian Serrano
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Preface 3
Table of Contents 4
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Gear 43
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Religion 60
The Sovereign Host 60
Arawai 60
Aureon 60
Balinor 60
Boldrei 60
Dol Arrah 61
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Magic 65
Arcane Backgrounds 65
Arcane Background (Druidism) 65
Arcane Background (Magic) 66
Arcane Background (Miracles) 66
Sins 66
Loss of Faith 66
Arcane Background (Psionics) 66
Arcane Background (Weird Science) 67
Rituals 67
Spellcasting Services 68
Rituals as a Service 68
Powers 69
Magic Mark 69
Greater Repairing 69
Repairing 69
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Bestiary 75
New Monstrous Abilities 75
Aberration 75
Engulf 75
Daelkyr 75
Dinosaurs 76
Swordtooth Titan 76
Dolgaunt 77
Dolgrim 77
Drow 78
Homunculus 78
Arbalester 79
Dedicated Wright 79
Expeditious Messenger 79
Furtive Filcher 80
Iron Defender 81
Packmate 81
Persistent Harrier 82
Horrid Animals 83
Horrid Ape 83
Horrid Rat 84
Karrnathi Skeleton 85
Karrnathi Skeleton Fighter 85
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Creating Adventurers
Before you get started creating your adventurer, you’ll want to
download a copy of the Savage Worlds Eberron character sheet
created by Karl Keesler. The sheet has two background layers that
can be used in combination, toggled independently, or turned off
completely.
Character Concepts
With all of the options available in the Savage Worlds Deluxe
core rules and in the Edges section below, it might feel
overwhelming to understand how to express a character concept
in terms of skills and Edges. Below are suggestions that help define
the abilities of archetypal character concepts that inhabit an
Eberron story. This is not an exhaustive list, but it should be
enough to help you recognize patterns.
Artificer/Magewright
Manipulators of the pure magical energy that Eberron
embodies, artificers are the mad scientists that excel at creating
magical technology. They also have the ability to infuse objects
with raw magical properties temporarily. Many artificers are or
were once employed by House Cannith or its Tinkers Guild.
Others work independently conducting their own experiments or
crafting their own artifacts. Magewrights are the most common
employees of the Tinkers Guild and Fabricators Guild, but they do
not have the expertise of imbuing powers using the Gadgeteer
Edge.
Edges: Alchemy, Arcane Artificer, Improved Arcane Artificer,
Arcane Background (Weird Science), Attune Magic Weapon,
Efficient Artificer, Enchant, Improved Enchant, Gadgeteer,
Homunculus, Master Artificer, Stable Device
Skills: Investigation, Lockpicking, Repair
Assassin
A member of House Phiarlan, House Thuranni’s Shadow
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Barbarian
Barbarians most commonly venture from the less “civilized”
parts of the world, most commonly the Eldeen Reaches, the
Demon Wastes, the Shadow Marches, the Talenta Plains, and
occasionally as far away as the island of Seren of the northern
coast of Argonnessen. They are fierce, brutal warriors that are
also skilled at hiding and surviving in the wild. Some barbarians
make use of their skills to acquire treasures or to simply seek the
thrill of adventure.
Edges: Berserk, Berserk Luck, Close Fighting, Improved Close
Fighting, Danger Sense, Dirty Fighter, Really Dirty Fighter,
Frenzy, Improved Frenzy, Hard to Kill, Harder to Kill,
Improvisational Fighter, Killer Instinct, Liquid Courage, Nerves of
Steel, Improved Nerves of Steel, No Mercy, Sweep, Improved
Sweep, Trademark Weapon, Improved Trademark Weapon,
Two-fisted
Skills: Climbing, Fighting, Intimidation, Notice, Stealth,
Survival, Throwing
Bard
Bards are truly special in Eberron. They maintain a deep
connection to its natural magic and can invoke that energy
through music, prose, or movement. While they could earn a
modest living through travelling and performing for audiences,
they are better known for adventuring and chronicling and
sharing the lore of the world. They seek knowledge of the world
and its history and will travel far and wide to obtain it. Some
bards play the role of diplomats for governments and merchant
houses, employing their skills of diplomacy.
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Bounty Hunter
The most reputable bounty hunters in Khorvaire are members of
House Tharashk’s Finders Guild. Still others might operate
independently to avoid the strict policies and procedures imposed
by House Tharashk, but competition with the Finder’s Guild is
stiff.
Edges: Bounty Hunter
Skills: Fighting, Healing, Intimidation, Lockpicking, Shooting,
Streetwise, Survival, Throwing, Tracking
Chronicler
Chroniclers write for publications such as the Korranberg
Chronicle or the Sharn Inquisitive. Everything that happens around
them is a story that needs to be written. They seek adventure
wherever they can find it; however, some act more like passive
observers than active participants.
Edges: Connections, Investigator, Jack-of-All-Trades, Scholar
Skills: Investigation, Persuasion, Streetwise
Cleric
Clerics are beyond the capabilities of acolytes and priests who
occupy temples. They are holy warriors of the churches of
Khorvaire, trained and blessed with skill in martial combat and
divine power. They serve and fight for a higher authority.
Edges: Arcane Background (Miracles), Champion, Exorcist,
Healer, Holy Warrior, One of the Chosen, Talisman Craftsman
Skills: Faith, Healing
Druid
There are several Druidic traditions in Eberron, each carrying a
different philosophical outlook with respect to their role as
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Expedition Guide
Whether exploring the wilds and ruins of Xen’drik, or traversing
the wilds across the continent of Khorvaire, an expedition guide
knows his way around and can navigate the way for others. They
might also be familiar with the indigenous cultures which can
better... or worse.
Edges: Explorer, Scavenger
Skills: Climbing, Notice, Survival, Tracking
Fighter/Warrior
Soldiers, mercenaries, bodyguards–these are just a few of the
roles played by the guilds of House Deneith. The Blademarks
Guild, the Defenders Guild, and the Sentinel Marshals train the
best of Khorvaire’s fighters and warriors. Others unaffiliated with
these guilds find their way in post-war Khorvaire, some formerly
soldiers fighting on behalf of their nation currently seeking
independent employment or joining local law enforcement.
Edges: Any Combat Edge
Skills: Fighting, Intimidation, Riding, Shooting, Taunt,
Throwing
Healer
House Jorasco is known for its hospitals and healing services.
During The Last War, they provided services to heal wounded
soldiers on the battlefields. Some clerics heed the call to tend to
the sick, those who cannot afford the costs of healing services
otherwise. Among adventurers and explorers, healers provide a
crucial service among their teams, especially when journeying
through dangerous wilds and unexplored areas.
Edges: Arcane Background (Miracles), Dragonmark (Healing),
Healer
Skills: Healing, Survival
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Noble/House Scion
The highest levels of nobility are shared among the Dragonmark
Houses and the nations of Khorvaire, but other nobles exist
among families of great import or strong political ties.
Edges: Connections, Noble, Rich, Filthy Rich
Skills: Persuasion
Inquisitive
Most typically, inquisitives are members of House Medani’s
Warning Guild. There are more than a handful that work
independently, mostly because they’re just that good at what they
do. Serving as private investigators and detectives for hire,
inquisitives are cunning, perceptive, and resourceful.
Edges: Alertness, Connections, Dragonmark (Mark of
Detection), Investigator
Skills: Intimidate, Investigate, Notice, Persuasion, Streetwise,
Taunt
Knight
Edges: Command, Command Presence, Fanaticism, Fervor,
Hold the Line, Inspire, Knight, Leader of Men, Natural Leader,
One of the Chosen, Relentless, Tactician, Tower of Will,
Trademark Weapon
Skills: Fighting, Persuasion, Riding
Monk
Edges: Acrobat, Arcane Background (Miracles), Adept, Danger
Sense, Fleet-footed, Martial Artist, Improved Martial Artist,
Tower of Will
Skills: Climbing, Fighting, Faith or Psionics, Stealth, Throwing
Necromancer
Edges: Arcane Background (Magic or Miracles), Necromancer,
Master Necromancer
Skills: Spellcasting or Faith
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Paladin
Like clerics, Paladins are the champions of the churches, most
notably the Church of the Silver Flame and, in some cases, select
churches of the Sovereign Host. Paladins follow an exalted life
and are held to a higher standard than even clerics. Clerics can fall
to corruption and still retain their abilities, but paladins are above
the corruption that can infect a church and adhere to the highest
ideals of their faiths.
Hindrances: Code of Honor
Edges: Arcane Background (Miracles), Champion, Command,
Command Presence, Fanaticism, Fervor, Hold the Line, Holy
Warrior, Inspire, Knight, Leader of Men, Natural Leader, One of
the Chosen, Relentless, Tactician, Tower of Will
Skills: Faith, Fighting, Healing, Persuasion, Riding
Pilot/Ship Captain
Edges: Ace, Command, Command Presence
Skills: Boating, Driving, Piloting
Psion
Edges: Arcane Background (Psionics), Ascetic Psion, Danger
Sense, Mentalist, Psicrystal Affinity, Psychic Rush, Tower of Will
Skills: Fighting, Psionics
Ranger
Edges: Ambidextrous, Beast Bond, Beast Master, Flurry of
Arrows, Improved Flurry of Arrows, Marksman, Monster Hunter,
Steady Hands, Two-Fisted, Quick Draw, Woodsman
Skills: Fighting, Notice, Shooting, Survival, Tracking
Rogue
Edges: Acrobat, Criminal Background, Dirty Fighter, Really
Dirty Fighter, Femme Fatale/Ladykiller, Fence, Level-Headed,
Improved Level-Headed, Luck, Great Luck, Quick, Quick Draw,
Scavenger, Thief, Tricky Fighter
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Scout
Skills: Fighting, Notice, Shooting, Stealth, Survival
Sorcerer
Edges: Arcane Background (Sorcery), Enhance Power, Expand
Power, Extend Power, Familiar, Talisman Craftsman
Skills: Spellweaving
Spy
Skills: Fighting, Intimidation, Investigation, Lockpicking,
Notice, Persuasion, Shooting, Stealth, Streetwise, Survival,
Swimming, Taunt
Swashbuckler
Edges: Action Boost, Action Surge, Acrobat, Command,
Command Presence, Criminal Background, Dirty Fighter, Really
Dirty Fighter, Femme Fatale/Ladykiller, Level-Headed, Improved
Level-Headed, Liquid Courage, Luck, Great Luck, Quick, Quick
Draw, Scavenger, Steady Hands, Thief, Tricky Fighter
Skills: Boating, Climbing, Fighting, Notice, Intimidate,
Persuasion, Piloting, Stealth, Streetwise, Swimming, Taunt
Treasure Hunter
Edges: Action Boost, Action Surge, Artifact Hunter, Explorer,
Scavenger, Thief
Skills: Climbing, Fighting, Investigation, Notice, Persuasion,
Shooting, Stealth, Streetwise
War-torn Hero
Edges: Liquid Courage, No Mercy, Strong-willed, Command,
Command Presence, Fanaticism, Fervor, Hold the Line, Inspire,
Leader of Men, Natural Leader, Tactician
Skills: Fighting, Intimidation, Notice, Riding, Shooting,
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Survival, Taunt, Throwing
Wizard
Edges: Alchemy, Arcane Artificer, Improved Arcane Artificer,
Arcane Background (Magic), Enchant, Improved Enchant,
Enhance Power, Expand Power, Extend Power, Familiar, Talisman
Craftsman, Wizard, Scholar.
Races
The races presented below are balanced to 4 points of positive
abilities.
Humans
● Adaptable (+2): Humans begin play with one free Edge.
● Skilled (+2): Humans start with a d6 in any two skills
based on their experiences, education, training, or culture.
Changelings
● Disguise (+2): Changelings can alter physical appearance
at will as per the disguise power with some minor
variations and limitations. Changelings use a designated
Disguise skill (tied to Vigor) for this ability. They can only
alter facial features, hair, skin color and minor adjustment
of build/height (-1 penalty to their disguise roll for a +/−
1-foot height difference). The power has no limit on
duration, but Changelings must make a Disguise roll to
maintain their form if Shaken. If unconscious (sleeping is
not unconscious) or dead, they return to their natural
form.
● Deceptive (+2): +2 bonus to Persuasion and Notice rolls
when attempting to deceive and sense motives
respectively.
● Slippery Mind (+1): +2 bonus to rolls for resisting
commanding mental effects such as puppet and slumber.
● Outsider (−1): If identified as a changeling, they have −2
to Charisma as other races tend to distrust them.
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Dwarves
● Infravision (+1): Dwarves halve penalties (round down)
for bad lighting when attacking living targets.
● Slow (-1): Dwarves have a Pace of 5".
● Stability (+1): +2 bonus to opposed Strength rolls for
resisting Push attacks.
● Stonecunning (+1): Dwarves have a +2 bonus to Notice
rolls related to unusual stonework.
● Tough (+2): Dwarves are stout and tough. They start with
a d6 Vigor instead of a d4.
Elves
● Agile (+2): Elves are graceful and agile. They start with a
d6 in Agility instead of a d4.
● Low Light Vision (+1): Elven eyes amplify light like a cat,
allowing them to see in the dark. Elves ignore attack
penalties for Dim and Dark lighting.
● Keen Vision (+1): +2 to Notice visual obscurities.
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): Eneko 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): Eneko are hardy and resistant to
toxins.
● Outsider (-1): Most races are frightened by the mixed
heritage of eneko, and eneko are rather reserved and wary.
They suffer a -2 Charisma modifier 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
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a d6 in Vigor.
Gnomes
● Sturdy (+2): Gnomes are hardy creatures. They begin play
with a d6 Vigor instead of a d4.
● Weak (-2): Gnomes aren't as strong as some of the larger
races. They suffer a -1 penalty to all Strength rolls
including damage.
● Low Light Vision (+1): Gnomes' eyes amplify light like a
cat, allowing them to see in the dark. They ignore attack
penalties for Dim and Dark lighting.
● Illusions (+3): Gnomes can create aural and visual
illusions using the obscure power, and have access to 10
power points that may only be used for this power that
recharge at the rate of 1 per hour and are unaffected by the
Rapid Recharge Edge. Power Points from other sources
cannot be used with this power. Gnomes use Smarts as
their arcane skill for this power.
● Keen Sense (+3): +4 to Notice when using hearing; +2
bonus to rolls to detect or resist illusory effects.
● Slow (-1): Gnomes have a Pace of 5".
● Small (-2): -1 Toughness.
Halflings
● 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.
● Stealthy (+1): Halflings begin play with a free d6 Stealth.
● Small (-2): Halflings average only about 4’ tall. Their
small size subtracts 1 from their Toughness.
● Slow (-1): Halflings have a Pace of 5".
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Half-elves
● Alertness (+2): Half-elves are astute observers and share
the keen vision of their elven ancestry. They have a +2
bonus to Notice rolls.
● Arrogant (-2): Half-elves, particularly Khorovar, are
haughty. They tend to enjoy humiliating their opponents
or challenging leaders and authority figures.
● Heritage (+2): Some half-elves retain the grace of their
elven ancestry. Others gain the adaptability of their
human ancestry. They may either start with a free Edge of
their choice or a d6 in Agility instead of a d4.
● Low Light Vision (+1): Like their elven relatives,
half-elves ignore attack penalties for Dim and Dark
lighting.
● Skilled (+1): Sharing the ingenuity of their human
relatives as well as having slightly longer life spans,
half-elves begin play with a d6 in any skill.
Half-giants
● Brute strength (+2): Half-giants are naturally strong and
start with a d6 Strength.
● Clumsy (-3): Half-giants aren't the most dextrous
creatures. They suffer a -2 penalty to Agility rolls.
● Elemental Resistance (+1): Half-giants gain a +4 bonus
to resist heat. This also acts as Armor against attacks
based on heat.
● Low Light Vision (+1): Half-giants ignore penalties for
bad lighting in all but 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 suffer a -2
penalty to Charisma when dealing with other races.
● Size +1 (+2): Half-giant's are much larger than humans,
but not as large as their ancestors.
● Stomp (+2): With a single stomp of their foot, half-giants
can create a wave of trembling earth. This effect is
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Half-orcs
● Infravision (+1): Half-orcs halve penalties (round down)
for bad lighting when attacking living targets.
● Outsider (-1): Half-orcs, especially those from the
Shadow Marches, make most other civilized races
uncomfortable and so subtract 2 from their Charisma.
● Strong (+2): Half-Orcs have some of the strength of their
ancestors. They start with a d6 Strength attribute instead
of a d4.
● Heritage (+2): Half-orcs exhibit the adaptability inherited
from their human lineage. They may either start with a
free Edge of their choice or a d6 in any two skills.
Hobgoblins
● Mean (-1): Hobgoblins often come across ill-tempered
and aggressive and suffer a -2 penalty to Charisma when
interacting with non-goblinoid beings.
● Warrior born (+2): Hobgoblins begin play with d6 Agility.
● Infravision (+1): Hobgoblins halve penalties (round
down) for bad lighting when attacking living targets.
● Stealthy (+2): Hobgoblins excel at being discrete in the
wild and on the battlefield. They have a +2 bonus to
Stealth rolls.
Kalashtar
● Charismatic (+2): Through their strong presence and
psychic subtleties, Kalashtar are adept at influencing
others. They have a +4 Charisma.
● Dual Spirit (+2): Kalashtar gain a +2 bonus to opposed
psionic rolls, including rolls to resist psionic effects from
other psionicists.
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Shifters
● Agile (+2): Shifters are agile and lithe and start with a d6
in Agility instead of a d4.
● Bestial Nature (-2): Their fundamental bestial nature
detracts from shifters’ reasoning abilities and makes it
harder for them to resist a Taunt. Shifters suffer a -1
penalty to Smarts rolls used to oppose Taunt rolls.
● Low-Light Vision (+1): Shifters ignore attack penalties
for dim and dark lighting.
● Shifting (Minor Shape Change) (+3): Shifters have a
very unique but limited use of the shape change power. At
character creation, the player chooses a shifter trait from
the list below. This ability allows a shifter to tap into his
lycanthropic heritage to gain short bursts of physical
power. Each shifter ability provides a die increase to one of
the shifter’s Attributes and grants an additional advantage
as well. Shifting is a free action and lasts a number of
rounds equal to 2 + half Vigor. (If a shifter ability or other
effect changes the shifter's Vigor die size, use the higher
die size.) When the shifting ends, the shifter suffers one
level of Fatigue that is removed after 4 hours of abstaining
from shifting. If the shifter uses this ability again, it
inflicts another level of Fatigue that requires another 4
hours of recovery time. Each Shifter Edge the shifter takes
increases the duration of his shifting by 1 round. Every two
Shifter Edges halves the Fatigue recovery time to a
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minimum of 15 minutes.
○ Beasthide: The skin of beasthide shifters harden,
providing a +2 Toughness. The shifter also
increases his Vigor by one die size while shifting.
○ Cliffwalk: The limbs, hands, and feet of cliffwalk
shifters become stronger, allowing cliffwalk
shifters to gain a +2 bonus to Climbing rolls. The
shifter also increases his Strength by one die size
while shifting.
○ Dreamsight: Dreamsight shifters' instincts and
awareness become heightened, granting them the
beast friend power. The power affects animals of
Size +1 or smaller as well as swarms of Small or
Medium size. Its effects only last while shifting
rather than the power's normal duration. The
shifter also increases his Spirit by one die size
while shifting.
○ Gorebrute: Gorebrute shifters manifest powerful
but awkward horns that can only be used in a
charge attack. If they can charge at least 6" before
attacking a target with their horns, a gorebrute
shifter's horns can inflict Str+d4+4 damage. The
shifter also increases his Strength by one die size
while shifting.
○ Longstride: The legs of longstride shifters
elongate, and longstride shifters balance on the
balls of their feet. Their base Pace becomes 8.
Additionally, when a longstride shifter attempts to
jump, he doubles the normal jumping distance, and
adds +1d6” from a successful Strength roll. The
shifter also increases his Strength by one die size
while shifting.
○ Longtooth: The face of a longtooth shifter
distorts, growing a canine muzzle full of sharp
teeth. Longtooth shifters can make a bite attack,
dealing Str+d8 damage. The shifter also increases
his Strength by one die size while shifting.
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Warforged
● Composite Plating (+1): A warforged is covered in tough
plating made of magically-treated woods and metals.
Warforged gain a +2 Armor. Warforged are unable to wear
additional armor.
● Enemy (Major) (-2): There are many non-warforged
survivors of the Last War who wish to see Warforged
destroyed altogether. Warforged are often targets of hate
crimes and revenge.
● Light Fortification (+1): When hit with a called shot to
the head, there is a 50% chance of ignoring the +4 damage.
● Living Construct ( +3): Warforged are living constructs
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Edges
Racial Edges
Aberrant Dragonmark
Requirements: Novice, Dragonmark race, cannot have
Dragonmark.
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Psiforged Body
Requirements: Novice, Arcane Background (Psionics),
Warforged
As a warforged, your body can be crafted using trace amounts of
psionically resonant deep crystal, providing you with increased
psionic power and the ability to store psionic energy in your body.
This functions as a mana stone (Fantasy Companion, p. 74) with 5
Power Points. If you take this edge, you will often be referred to as
a psiforged.
Special: This Edge must be taken during character creation.
Reactive Shifting
Requirements: Novice, Shifter, Quick
You can activate your racial shifting ability as a reflex, allowing
you to begin shifting even when it's not your turn. This is in
addition to your normal actions on your turn and does not apply
any penalties for multiple actions.
Shifter Acrobatics
Requirements: Novice, Shifter with the cliffwalk, longstride, or
swiftwing trait, Agility d6+
Your heritage makes you agile and light-footed. When shifting,
you gain a bonus to Agility rolls related to acrobatics and tricks
equal to the number of Racial Edges you have up to +3.
Shifter Ferocity
Requirements: Seasoned, Shifter, Hard to Kill, Nerves of Steel
While shifting, the shifter continues to fight without penalty if
he is Shaken. When you are Shaken, you can act as if you weren't
Shaken, and further Shaken results do not cause a wound.
Shifter Savagery
Requirements: Veteran; Longtooth, Gorebrute, or Razorclaw
Shifter; Berserk
While shifting and berserking simultaneously, you may add
+1d6 to the damage dealt by your natural weapons.
Shifter Stamina
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Background Edges
Criminal Background
Requirements: Novice
You come from a long line of pirates, outlaws, or sneak thieves.
Your instincts are bent toward illicit gain and self preservation
above all else.
You can make unskilled Gambling, Intimidation, Taunt, and
Streetwise rolls without the usual -2 penalty. When observing an
individual, you can make a Notice roll with a -4 penalty to
ascertain any criminal motives. You also gain a +4 bonus on
Streetwise rolls involving crime and criminals.
Special: You must take this Edge at character creation.
Combat Edges
Action Boost
Requirements: Wild Card, Seasoned
When you spend a Prophecy Shard to reroll a Trait Test, you
may roll a d8 for your Wild Die instead of a d6.
Action Surge
Requirements: Wild Card, Seasoned
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Professional Edges
Ascetic Psion
As Adept except for the following changes.
Requirements: Novice, Arcane Background (Psionics), Martial
Artist, Psionics d8+, Fighting d8+
You are a practitioner of one of the many styles comprising the
kalashtar path of shadows, such as the Tashalatora. Mixing
meditation, discipline, and movement has taught you to use your
body as a weapon as well as your mind.
Powers affected: boost trait, deflection, succor, smite, or
speed.
Bounty Hunter
Requirements: Novice, Smarts d8+, Tracking d8+, Survival d6+,
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Streetwise d6+
Often members of House Tharashk's Finders Guild, the bounty
hunters are extremely talented in finding their targets no matter
where they might be hiding. Bounty hunters gain +2 to Tracking,
Survival, and Streetwise rolls. Additionally, they gain a +2 bonus
to all Intimidation rolls against their targets.
Bounty hunters also know how to subdue their opponents with
nonlethal damage. While physically studying a target who is
knocked out by nonlethal damage, the bounty hunter can
determine how much longer the victim will remain knocked out.
Gadgeteer
As Gadgeteer in the Savage Worlds core book except for the
following changes:
Requirements: Novice, Arcane Background (Weird Science),
Smarts d8+, Repair d8+, Weird Science d8+, Knowledge (Arcana)
d6+
These masters of artifice understand and can manipulate
magical energy inherent in objects in such a way that enables
them to quickly imbue that object with a power.
Imbuing an item with a power consumes an artificer's entire
turn; they cannot take any other actions while doing so.
Homunculus
Requirements: Seasoned, Arcane Background (Magic or Weird
Science), Knowledge (Arcana) 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 Expeditious messenger, furtive filcher
Veteran Arbalester, iron defender, packmate,
persistent harrier
The crafter and the homunculus acquire the Loyal Hindrance
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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.
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 checks involving any one
Knowledge skill owner already knows; once
chosen, this does not vary
Single-minded +1 bonus to Arcane skill rolls while
maintaining powers
Sneaky +1 bonus on Stealth checks
Sympathetic +1 bonus on Smarts rolls opposed by Taunt roll
or when the target of a Trick.
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.
Psicrystal Advancement
At each Rank of the owner, the psicrystal has the following
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abilities:
● Novice: Armor +1; Smarts d4
● Seasoned: Armor +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
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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.
Power Edges
Attune Magic Weapon
Requirements: Seasoned, Arcane Artificer
Through your study of magic weapons, you have become adept
at eking every advantage out of their enchanted qualities.
When you wield a magic weapon, you gain a +1 bonus on attack
rolls and damage rolls. You must spend 24 hours with a newly
acquired weapon before you can gain this benefit when wielding
it.
Dual Arcane Training
Requirements: Novice, Arcane Background, Arcane Skill d6+
The character has access to a second type of Arcane Background
from those listed in the requirements. For instance, if he has AB
(Magic), he can choose Miracles or Psionics as his secondary
choice.
He gains one power of the new type and activates it using the
normal rules for that type of arcane power, but at a -1 penalty. He
uses the same pool of Power Points (using one type of arcane
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power drains the ability to use the other equally), but powers for
the secondary type cost +1 PP to activate as well.
Henceforth, when he takes the New Power Edge, he may choose
to take a power from either arcane type, but must note which
arcane activation applies.
Dual Arcane Mastery
Requirements: Veteran, Dual Arcane Training, Arcane Skill
d10+
Powers for the secondary arcane type ignore the -1 penalty and
no longer cost +1 PP to activate.
Enhance Power
Requirements: Seasoned, Knowledge (Arcana) d8+, Arcane
Background (any but Weird Science)
You gain a +2 to your Arcane Skill roll. This Edge may be taken
once to apply to all powers which doubles the cost in Power
Points to activate the power. Alternatively, this Edge may be
taken multiple times to apply to a single power without the cost
of additional Power Points to activate the power.
Expand Power
Requirements: Seasoned, Knowledge (Arcana) d8+, Arcane
Background (any but Weird Science)
If the Range of a power is measured by Smarts, the caster can
increase the Range's multiplier by 1. For example, if the Range is
Smarts x 2, then it increases to Smarts x 3. Use of this Edge
doubles the cost in Power Points to activate the power.
Extend Power
Requirements: Seasoned, Knowledge (Arcana) d8+, Arcane
Background (any but Weird Science)
You can double the Duration of non-instant powers.
Psychic Rush
Requirements: Wild Card, Novice, Arcane Background
(Psionics)
You can occasionally activate a psionic power with less effort.
When you activate a power, you can spend a Prophecy Shard to
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reduce the power point cost of that power by 1d6 Power Points, to
a minimum cost of 1 Power Point. You must have enough Power
Points remaining to activate the power without the reduction in
cost.
Other Edges
The following Edges are recommended for inclusion in Eberron:
● Background Edges:
○ Arcane Background (Sorcery) [Fantasy Companion]
○ Relentless [Horror Companion]
● Combat Edges:
○ Bring 'Em On! [Pulp GM's Toolkit]
○ Close Fighting [50 Fathoms Player’s Guide]
○ Dirty Fighter [50 Fathoms Player’s Guide]
■ Really Dirty Fighter [50 Fathoms Player’s
Guide]
○ Oversized Weapon Master [50 Fathoms Player’s
Guide]
○ Sucker Punch [Pulp GM's Toolkit]
● Leadership Edges:
○ Fanaticism [Horror Companion]
● Professional Edges:
○ Exorcist [Horror Companion]
○ Explorer [Pulp GM's Toolkit]
○ Necromancer [Horror Companion]
■ Master Necromancer [Horror Companion]
○ Monster Hunter [Horror Companion]
○ Talisman Craftsman [Horror Companion]
● Power Edges:
○ Alchemy [Fantasy Gear Toolkit]
○ Arcane Artificer [Fantasy Gear Toolkit]
■ Improved Arcane Artificer [Fantasy Gear
Toolkit]
○ Efficient Artificer [Finely Tuned in Pulp GM's
Toolkit]
○ Enchant [Fantasy Gear Toolkit]
■ Improved Enchant [Fantasy Gear Toolkit]
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Gear
Melee Weapons
Some of these weapons are ideal for adepts or ascetic psions
(the psionic adaptation of the adept), especially those who are of
Sarlona. When wielded by a character with either of those two
Edges (and at the Prophesier’s discretion), the cutting wheel,
monk's cane, monk's spade, and hook sword can be treated as
though the character were fighting unarmed for the purposes of
including AP, and characters with the Martial Arts Master Edge
could apply the +2 bonus to damage when fighting with these
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.
● Damage: Str+d6
● Notes: +1d10 damage from fire or frost and an additional
1d10 damage if using alchemist's fire on subsequent
rounds if the target catches fire (see Fire in Savage Worlds)
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● Weight: 2
● Cost: 310 gp
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.
● Damage: Str+d6
● Range: 2/4/8
● Notes: +1 to Fighting rolls or Strength rolls during Disarm
attempts
● Weight: 1
● Cost: 30 gp
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 its size and protected grip, a cutting wheel grants a
+1 bonus on opposed Strength rolls to avoid being Disarmed.
● Damage: Str+d6
● Range: 2/4/8
● Notes: +1 to opposed Strength rolls during Disarm
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attempts
● Weight: 1
● Cost: 15 gp
Flute, Steel
Appearing 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.
● Damage: Str+d4
● Range: 2/4/8
● Weight: 2
● Cost: 15gp
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 has
a reach of 1".
Because of a sharrash's curved blade, you can also use it for
Push maneuvers to knock an opponent prone.
● Damage: Str+d6+1
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● Weight: 10
● Cost: 18 gp
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. You 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.
● Damage: Str+d8
● Notes: +1 Parry, can be bludgeoning or slashing
● Weight: 10
● Cost: 20 gp
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.
● Damage: Str+d6
● Notes: Parry +1, additional 1d6 piercing damage when
loaded with a spikard bolt
● Range: 3/6/12
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● Weight: 3
● Cost: 200 gp
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 attack.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.
● Damage: 1d8
● Notes: AP1 vs. rigid armor (plate mail), additional 1d6
piercing damage when loaded with a spikard bolt
● Weight: 9
● Cost: 350 gp
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
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to disarm an enemy.
● Damage: Str+d4 or Str+d6
● Notes: +1 Fighting to disarm
● Weight: 4
● Cost: 40 gp
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.
● Damage: Str+d6
● Notes: Reach 1”
● Weight: 3
● Cost: 50 gp
Tangat, Talenta
The tangat, a sword designed by the Talenta halflings, features a
curved scimitar-like blade mounted on a short haft.
● Damage: Str+d6+1
● Weight: 8
● Cost: 40 gp
Zulaat
Zulaats are Riedran weapons that have glaive-like heads at
either end. Warriors can fight with zulaats as if fighting with two
weapons, making 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. A creature can wield a zulaat
in the primary hand to make a single attack with no penalty.
● Damage: Str+d8
● Weight: 12
● Cost: 80 gp
Ranged Weapons
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Boomerang, Talenta
Boomerangs, commonly found among the halflings of the
Talenta Plains, are curved, polished sticks designed to return to
the thrower.
A boomerang always returns to its thrower when it misses its
target. To catch a boomerang, the thrower must make an Agility
roll. Failure indicates a 1d6" deviation from the thrower in a
random direction; roll a d12 and read it like a clock facing to
determine the direction the boomerang deviates.
● Range: 6/12/24
● Damage: Str+d4
● RoF: 1
● Weight: 1
● Cost: 30 gp
Ammunition
Spikard Quarrels
● Note: AP 2, Crossbow quarrels and spikard quarrels can be
used interchangeably
● Weight: 1/5
● Cost: 2 gp
Acidic Fire
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Combining alchemist's fire with acid, this substance can deal 1d8
acid damage and 1d8 fire damage to all targets in a Medium Burst
Template. On the following round, the fire deals another 1d10
damage to all targets within the template.
Cost: 80gp
Alchemist's Fire
You can throw a flask of alchemist's fire as an area attack to
Range 2/4/8. The fire deals 1d10 damage to all characters in a
Medium Burst Template. Victims also have a chance of catching
fire. On the round following a direct hit, the fire deals another
1d10 damage to all targets within the template.
Cost: 50gp
Alchemist's Frost
Alchemist’s frost drops to extreme cold temperatures when it is
exposed to air. It can deal 1d10 points of damage from the intense
cold.
Cost: 62gp, 5sp
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 1d8
damage from electricity.
Cost: 62gp, 5sp
Antitoxin
If you drink antitoxin, you get a +2 bonus on Vigor rolls to resist
poison for 1 hour.
Cost: 125gp
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Smokestick
This alchemically treated wooden stick instantly creates thick,
opaque smoke when ignited. The smoke fills the area of a Small
Burst Template. A strong wind dissipates the smoke in 1 round.
The stick is consumed after 1 round, and the smoke dissipates
naturally.
Cost: 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
make a Vigor roll. Victims who fail this roll suffer Fatigue for one
round and are Shaken as they involuntarily cough and wretch.
Cost: 200gp
Sunrod
This 1-foot-long, gold-tipped, iron rod glows brightly when stuck.
It clearly illuminates an area the size of a Large Burst Template. It
glows for 6 hours, after which the gold tip is burned out and
worthless.
Cost: 8gp
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Glyphbook
Glyphbooks are guides to deciphering the ancient scripts of
Xen'drik. Using the book requires some familiarity with the
ancient languages (at least a d4 Knowledge (Language: Giant), but
grants a +2 bonus on Knowledge (Language) checks made to read
inscriptions on Xen'drik ruins.
Cost: 20 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.
Cost: 300 gp
Lockpicks
A character who tries to pick a lock without these tools suffers a
–2 penalty to his roll.
Weight: 1
Cost: 100 gp
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Clothing
Clothing, darkweave
Interwoven strands of shadow and black thread make up this
beautiful but coarse cloth. Darkweave clothing grants a +1 bonus
to Stealth rolls made in dim light, darkness, or pitch dark.
Cost: +100 gp
Clothing, glamerweave
Glamerweave 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
glamerweave clothing gain a +1 bonus to Persuasion rolls.
Weight: -1lb
Cost: +100 gp
Formal Clothing
This set of clothes is designed specifically to be expensive and to
show it.
Cost: 60 gp
Normal Clothing
Normal clothing includes affordable daily outfits worn by
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Tailored Clothes
Anyone wearing tailored clothing may add +1 to his Charisma in
situations where his status has an effect.
Cost: 100+ gp
Winter Gear
Characters without warm cloaks and boot covers suffer –2 to their
Fatigue rolls in cold weather.
Weight: 3
Cost: 35 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 Connections
Edge in relation to a dragonmarked house to wear an arcane
signet ring.
Cost: 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.
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Cost: 75 gp
Identification papers
Most 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 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).
Cost: 2 gp, or 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.
Cost: 500 gp
Traveling papers
Anyone who travels across national borders is usually required to
carry traveling papers identifying them, their residence, their
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Setting Rules
Prophecy Shards
Instead of bennies, Eberron uses colored, translucent crystals
called Prophecy Shards. References to bennies in Savage Worlds
equate to Prophecy Shards in Eberron.
Prophecy Shards come in three colors. Each corresponds to a
different type of dragonshard and offers a different benefit when
used. At the start of each game, the Prophesier puts 20 Eberron
(pink), 10 Khyber (blue), and 5 Siberys (yellow) shards into a
pouch or other container, referred to as the Cache. Each player,
without looking, draws as many shards as his adventurer is
allowed (usually three). The Prophesier does the same, drawing
one for each player in the game, and for each Wild Card that turns
up in the game, draws two extra shards from the cache for each
respective Wild Card to use.
As per the normal rules for bennies, Prophecy Shards allow you
to attempt a Vigor roll to soak damage or remove a Shaken
condition.
With the exception of a Heart of Eberron, all Prophecy Shards
return to the cache at the end of each session.
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does not get a draw if you use a blue shard as a regular benny.
Prophesier Shards
The Prophesier may use Khyber and Siberys Prophecy Shards for
the same effects as the players, including adding +1d6 to a Trait
roll. Players do not get an extra Prophecy Shard when the
Prophesier uses Khyber Prophecy Shard.
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Religion
The Sovereign Host
Powers: Any available to champions or holy warriors of any of
the Sovereigns listed below.
Arawai
Powers: barrier, bless/curse, boost/lower trait, burrow, consecrate
ground, detect/conceal arcana, divination, elemental manipulation,
entangle, environmental protection, false health, greater healing,
growth/shrink, healing, succor, summon beast
Aureon
Powers: analyze foe, bind entity, bless/curse, boost/lower trait,
concentrate, consecrate ground, detect/conceal arcana, dispel,
divination, drain power points, elemental manipulation, false health,
greater healing, healing, light/obscure, object reading, speak
language, succor
Balinor
Powers: analyze foe, anger/peace, beast friend, bless/curse,
boost/lower trait, burrow, confusion, consecrate ground, darksight,
detect/conceal arcana, divination, empathy, entangle, environmental
protection, false health, farsight, fly, greater healing, growth/shrink,
healing, invisibility, leap, light/obscure, object reading, quickness,
shape change, silence, slow, slumber, speed, stun, succor, summon
beast
Boldrei
Powers: anger/peace, barrier, bless/curse, boost/lower trait,
consecrate ground, detect/conceal arcana, divination, elemental
manipulation, empathy, environmental protection, false health,
greater healing, healing, light/obscure, slumber, speak language,
succor
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Dol Arrah
Powers: analyze foe, anger/peace, blast, bless/curse, bolt,
boost/lower trait, burst, detect/conceal arcana, divination, empathy,
farsight, greater healing, healing, jet, light/obscure, smite, speak
language, succor, warrior's gift
Dol Dorn
Powers: analyze foe, anger/peace, armor, barrier, bless/curse,
boost/lower trait, consecrate ground, damage field, deflection,
detect/conceal arcana, divination, false health, greater healing,
growth/shrink, healing, leap, pummel, quickness, slow, smite, speed,
succor, summon ally, warrior's gift
Kol Korran
Powers: analyze foe, anger/peace, bless/curse, blind, boost/lower
trait, confuse the mind, confusion, consecrate ground, detect/conceal
arcana, disguise, divination, empathy, false health, forget, greater
healing, healing, intangibility, invisibility, light/obscure, object
reading, puppet, silence, speak language, succor, telekinesis, teleport
Olladra
Powers: bless/curse, boost/lower trait, consecrate ground,
detect/conceal arcana, disguise, divination, false health, greater
healing, growth/shrink, healing, slumber, succor
Onatar
Powers: armor, barrier, blast, bless/curse, bolt, boost/lower trait,
burst, damage field, detect/conceal arcana, elemental manipulation,
greater repairing, jet, mend, repairing, smite
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The Devourer
Powers: anger/peace, blast, bless/curse, bolt, boost/lower trait,
burst, damage field, darksight, detect/conceal arcana, divination,
drain power points, drain years, draining touch, elemental
manipulation, false health, farsight, greater healing, havoc, healing,
jet, light/obscure, pummel, smite, stun, succor, summon elemental
The Fury
Powers: analyze foe, anger/peace, blast, bless/curse, bolt,
boost/lower trait, burst, confuse the mind, confusion, damage field,
darksight, deflection, detect/conceal arcana, divination, draining
touch, false health, fear, forget, greater healing, havoc, healing, jet,
nightmares, pummel, quake, stun, succor, summon ally
The Keeper
Powers: anger/peace, banish, barrier, blast, bless/curse, bolt,
boost/lower trait, burst, concentrate, confuse the mind, confusion,
corpse sense, damage field, darksight, detect/conceal arcana,
divination, drain power points, drain years, draining touch, enhance
undead, false health, fear, grave shroud, grave speak, greater
healing, havoc, healing, intangibility, jet, light/obscure, object
reading, quake, quickness, slow, smite, speed, spirit shield, strength
of the dead, succor, summon ally, summon spirit, zombie
The Mockery
Powers: analyze foe, anger/peace, armor, barrier, blast,
bless/curse, bolt, boost/lower trait, burst, damage field, darksight,
deflection, detect/conceal arcana, disguise, divination, drain years,
draining touch, false health, fear, forget, greater healing, healing,
invisibility, jet, leap, light/obscure, nightmares, pummel, puppet,
quickness, silence, slow, smite, speed, stun, succor, summon ally,
wall walker, warrior's gift
The Shadow
The Sovereign of Magic and Mayhem
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The Traveler
Powers: analyze foe, anger/peace, bless/curse, boost/lower trait,
burrow, confuse the mind, confusion, darksight, detect/conceal
arcana, disguise, divination, false health, farsight, forget, greater
healing, greater repairing, growth/shrink, havoc, healing,
intangibility, invisibility, leap, light/obscure, mend, object reading,
puppet, quickness, repairing, shape change, silence, speed, succor,
teleport, wall walker
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Magic
Arcane Backgrounds
Eberron introduces a new Arcane Background, Druidism, to
represent the different druidic sects found on Khorvaire. In
addition, there are some minor modifications to the existing
options found in the core. Sorcery, found in the Fantasy
Companion, can and should be included as well. Alchemy and
Rituals, also in Fantasy Companion, should not be included.
Alchemists instead use the Alchemy Edge from the Fantasy Gear
Toolkit.
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Rituals
Those with an Arcane Background Edge are able to perform
rituals as presented in the Savage Worlds Horror Companion with
only the following mechanical differences.
● Arcane Skill: Characters use their Arcane Skill to perform
the Dramatic Tasks associated with Rituals.
● Participants: Participants who do not know the power or
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Spellcasting Services
Magic is a massive industry in Eberron, and many of the
Dragonmark Houses and their guilds provide spellcasting services
to those who can afford it. The cost of these services is based
upon the power, specifically the power points required and
whether or not a raise is desired. Below are the calculations for
determining the cost of spellcasting services.
● Success: Power Points x $25
● Raise: Power Points x $50
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.
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.
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Powers
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 conceal 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.
Greater Repairing
Rank: Veteran
Power Points: Special
Range: Touch
Duration: Instant
Trappings: The caster must touch the object with at least one
free hand.
Greater 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.
The cost in Power Points is equal to the object's base Toughness
(ignore Armor and magical bonuses).
Repairing
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
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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 roll suffers a penalty equal to the
victim’s wounds (in addition to any the caster might be suffering
himself).
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.
Secret Writing
Rank: Novice
Power Points: 1/3
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 you wish. You 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.
For three power points, 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 made to
originally activate the power.
Dispel removes the effects of the spell and reveals the original
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More Powers
The following powers should also be considered for inclusion in
an Eberron campaign:
● analyze foe [Fantasy Companion]
● bind entity [Horror Companion]
● block [Slipstream Player’s Guide]
● concentrate [Fantasy Companion]
● confuse the mind [Slipstream Player’s Guide]
● consecrate ground [Horror Companion]
● corpse senses [Horror Companion]
● drain years [Horror Companion]
● draining touch [Fantasy Companion]
● empathy [Slipstream Player's Guide]
● enhance undead [Horror Companion]
● grave shroud [Horror Companion]
● grave speak [Horror Companion]
● jet [Fantasy Companion]
● mend [50 Fathoms Player’s Guide]
● mind riding [Slipstream Player’s Guide]
● nightmares [Horror Companion]
● object reading [Slipstream Player’s Guide]
● probe [Slipstream Player’s Guide]
● quake [50 Fathoms Player’s Guide]
● spirit shield [Horror Companion]
● strength of the dead [Horror Companion]
● summon demon [Horror Companion]
● summon elemental [50 Fathoms Player’s Guide]
● summon spirit [Horror Companion]
● suppress lycanthropy [Horror Companion]
● telepathy [Slipstream Player’s Guide]
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Magic Items
Dragonshards
Unattuned dragonshards have Toughness 10. The process of
attunement softens a stone slightly, reducing its Toughness to 8.
Siberys Shards Value Range Average Value
Small 4d4 X 50gp 500gp
Large 4d4 X 400gp 4,000gp
Greater 2d4 X 2,000gp 10,000gp
Eberron Shards Value Range Average Value
Small 2d8gp 9gp
Greater 4d4 X 20gp 200gp
Khyber Shards Value Range Average Value
Small 4d4 X 150gp 1,500gp
Greater 4d4 X 1,000gp 10,000gp
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Minor Schemas
A minor schema is the magic of Eberron in recorded form. Once
per day, any characters with any Arcane Background may access a
power etched into a minor schema but only if their designated
Arcane Background includes that power. The character must be
able to see and read the pattern on a minor schema to activate it.
On a successful Arcane Skill roll, the character is able to activate
the power specified in the schema. If the power is of a greater
Rank than the character's Rank, the user suffers a penalty to his
arcane skill roll equal to the difference in Ranks. A roll of 1 on the
arcane skill die regardless of the Wild Die renders the minor
schema dormant for 1d6 days. If the power is not available for the
character's Arcane Background, the character may make an
unskilled roll as usual.
Cost: $100 per Power Point plus $1,000 per Rank
Creating Schema
Creating a schema takes a number of days equal to the Power
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Points being invested and $100 per Power Point of the power
being etched; this cost is applied in the form of materials which
must include a small Eberron shard. At the end of the period, the
creator makes a Smarts roll. If successful, the schema is etched
correctly and is now available as a tool for other characters to use.
If the roll fails, the schema breaks and the materials are
consumed.
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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.
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.
Daelkyr
Attributes: Agility d12+2, Smarts d12+3, Spirit d12+2, Strength
d12+2 , Vigor d12+3 (d12+2 without living breastplate)
Skills: Fighting d12+1, Healing d12+2, Intimidation d12+2,
Knowledge (arcana) d12+2, Knowledge (planes) d12+2, Notice
d12+2, Persuasion d12+2, Stealth d12+1, Survival d6 (d8 on other
planes), Tracking d8
Charisma: 0, Pace: 8; Parry: 8; Toughness: 13 (3)
Treasure: Rich
Gear: Living breastplate (+3), tentacle whip (Str+d4)
Special Abilities
● Aberration: Immune to poison and disease; 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 risk suffering insanity. (GMs
are encouraged to use a sanity system of their choice).
● Aura of Madness: As a free action, Daelkyr can create an
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Dinosaurs
Swordtooth Titan
King of the dinosaurs, the swordtooth titan is a deadly predator,
capable of taking on prey much larger than itself.
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+4,
Vigor d8
Skills: Fighting d8, Notice d8, Stealth d6
Pace: 8; Parry: 6; Toughness: 15 (2)
Treasure: Worthwhile, in lair
Special Abilities
● Armor +2: Thick hides.
● Bite: Str+d8; AP 2.
● Large: Creatures add +2 when attacking a swordtooth
titan due to their great size.
● 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: These fearsome creatures stand 30’ tall and weigh
over 20,000 pounds.
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Dolgaunt
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8,
Vigor d8
Skills: Fighting d6, Climbing d10, Notice d8, Stealth d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Combat Reflexes, Frenzy
Special Abilities
● Aberration: Immune to poison and disease; take
additional +2 damage from weapons made of byeshk.
● Armour +1: Dolgaunts have tough, leathery skin.
● Tentacles: x2, Str+d4; Reach 1".
● Blindsight: Ignore sight-based penalties and gaze attacks.
● 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.
Dolgrim
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor
d8
Skills: Fighting d6, Climbing d10, Shooting d4
Charisma: -; Pace: 5; Parry: 7; Toughness: 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: Immune to poison and disease; take
additional +2 damage from weapons made of byeshk.
● Dual Consciousness: A dolgrim has two brains
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Drow
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6 , Vigor
d6
Skills: Climbing d6, Fighting d8, Guts d8, Notice d8, Shooting
d10, Stealth d8, Survival d8, Tracking d8
Charisma: 0, Pace: 6; Parry: 6; Toughness: 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 obscure 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 (round down) for bad
lighting when attacking living targets.
● Outsider: Drow have the Outsider Hindrance.
Homunculus
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Arbalester
Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor
d8
Skills: Notice d4, Shooting d8, Stealth d4
Pace: 2; Parry: 2; Toughness: 4
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: Halves penalties (round down) for bad
lighting when attacking living targets.
● Marksman: If they do not move in a turn, arbalesters may
shoot as if they took the Aim maneuver.
● Size -2: Arbalesters are tiny.
● Small: Anyone attacking an arbalester must subtract 2
from his roll.
Dedicated Wright
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor
d8
Skills: Spellcasting or Weird Science d8
Pace: 2; Parry: 4; Toughness: 4
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: Halves penalties (round down) for bad
lighting when attacking living targets.
● Size -2: Dedicated wrights are tiny.
● Small: Anyone attacking a dedicated wright must subtract
2 from his roll.
Expeditious Messenger
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Attributes: Agility d12, Smarts d6, Spirit d8, Strength d4, Vigor
d8
Skills: Stealth d12
Pace: 4; Parry: 2; Toughness: 4
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”
● Improved Dodge: –2 to be hit with ranged attacks. +2 to
evade area effect weapons when allowed.
● Infravision: Halves penalties (round down) for bad
lighting when attacking living targets.
● Message: An expeditious messenger's master can
converse with a creature up to 1 mile away through the
homunculus.
● Size -2: Expeditious messengers are diminutive.
● Small: Anyone attacking an expeditious messenger must
subtract 2 from his roll.
Furtive Filcher
Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor
d8
Skills: Stealth d12
Pace: 10; Parry: 2; Toughness: 4
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
● Fleet Footed: Furtive filchers roll a d10 for their running
die, instead of a d6.
● Infravision: Halves penalties (round down) for bad
lighting when attacking living targets.
● Size -2: Furtive filchers are tiny.
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Iron Defender
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor
d8
Skills: Notice d4, Fighting d6, Stealth d4
Pace: 10; Parry: 5; Toughness: 7 (2)
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
● Fleet Footed: Iron defenders roll a d10 for their running
die, instead of a d6.
● Infravision: Halves penalties (round down) for bad
lighting when attacking living targets.
● Size -1: Iron defenders are relatively small.
Packmate
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor
d8
Skills: Climbing d6, Swimming d6, Throwing d4
Pace: 6; Parry: 5; Toughness: 7 (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.
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Persistent Harrier
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor
d8
Skills: Fighting d4
Pace: 8; Parry: 5; Toughness: 7 (2)
Special Abilities
● Acrobat: +2 to all Agility rolls made to perform acrobatic
maneuvers (including Trick 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
● Fleet Footed: Persistent harrier roll a d10 for their
running die, instead of a d6.
● Ganging Up: Persistent Harriers always attempt to "gang
up" on their targets.
● Infravision: Halves penalties (round down) for bad
lighting when attacking living targets.
● Spikes: Str+d6
● Size -1: Persistent harriers are relatively small.
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Horrid Animals
Gatekeepers druids created horrid animals during the Daelkyr
War as living weapons bred for battle to fight the incursion. They
modified various dire animals through ancient druid rituals to
create new species that breed true.
Gatekeepers continue to use horrid animals as companions
and sentinels. Horrid animals are commonly found in the wilds of
the Shadow Marches, the Eldeen Reaches, the Demon Wastes, and
Droaam.
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 have a Vigor one die size higher
than their dire counterparts.
Horrid Ape
Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength
d12+2, Vigor d10
Skills: Fighting d4, Climbing d12, Notice d6, Stealth d6
Charisma: 0; Pace: 6; Parry: 4; Toughness: 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 1d6 acid damage. Any material hit by the acid is
damaged (armor loses a point of protection).
● Bite/Claw: Str+d8+d6 acid.
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Horrid Rat
Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d6,
Vigor d10
Skills: Fighting d4, Climbing d10, Notice d6, Stealth d8,
Swimming d10
Charisma: 0; Pace: 8; Parry: 4; Toughness: 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 1d6 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. The
powers healing (within 10 minutes) or succor can remove
the disease and Fatigue.
● Low Light Vision: No penalties for dim or dark lighting.
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Karrnathi Skeleton
Karrnathi Skeleton Fighter
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor
d6
Skills: Climbing d4, Fighting d8, Intimidation d6, Notice d6,
Shooting d6
Pace: 7; Parry: 6; Toughness: 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.
Living Spell
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Living Fireball
A living fireball is based on the blast power using a medium
burst template.
Attributes: Agility d4, Smarts d4 (M), Spirit d4, Strength d8,
Vigor d6
Skills: Fighting d4
Charisma: -; Pace: 4; Parry: 4; Toughness: 11
Special Abilities
● Size +6: Living fireballs are about 24’ in diameter,
covering an area equal to a Medium Burst Template.
● Large: Attackers add +2 to their attack rolls when
attacking a living fireball due to its large size.
● Slam: Str+2d6 (fire).
● Engulf: Living fireballs can move over targets to engulf
them. Victims who fail an Agility roll are engulfed and
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Psicrystal
Attributes: Agility (as owner's)*, Smarts d4, Spirit (as owner's),
Strength d4*, Vigor d12
Skills: Climbing d10*, Notice d6, Stealth d6
Pace: 6 ; Parry: 2; Toughness: 7(1)
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: +2 to recover from being Shaken; No
additional damage from called shots; Wild Cards never
suffer from Wound Modifiers; Immune to poison and
disease.
● Improved Dodge: Unless the psicrystal is caught
unaware, attackers must subtract 2 from their ranged
attack rolls when targeting it (even in close combat). If it
attempts to evade an area effect attack, it gains a +2 to its
Agility roll as well (when allowed).
● Telepathy: Telepathic link with owner, as if under the
effect of telepathy, out to a distance of 1 mile.
● Self-propulsion: As 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
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Sharn Watch
Watch Guard
Human
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d4, Intimidation d6, Notice d4
Charisma: 0; Pace: 8; Parry: 4; Toughness: 7 (+2)
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.
Special Abilities
● Alertness: +2 Notice.
● Fleet-footed: +2 Pace, d10 running die.
Watch Sergeant
Dwarf
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Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor
d10
Skills: Fighting d4, Intimidation d6, Shooting d6
Charisma: 0; Pace: 5; Parry: 4; Toughness: 9 (+2)
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
● Infravision: Dwarves halve penalties (round down) for
bad lighting when attacking living targets.
● Marksman: May fire as if he took the Aim maneuver
● Slow: Dwarves have a Pace of 5”.
● Tough: Dwarves are stout and tough. They start with a d6
Vigor instead of a d4.
Watch Captain
Human
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d10, Vigor
d8
Skills: Fighting d6, Intimidation d8
Charisma: 0; Pace: 6; Parry: 5; Toughness: 10 (+4)
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.
Special Abilities
● Level Headed: Act on best of two cards.
Scorrow
Scorrow, Hunter
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor
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d8
Skills: Climbing d6, Fighting d8, Intimidation d8, Throwing
d10, Stealth d8
Pace: 8; Parry: 6; Toughness: 10 (2)
Treasure: Meager
Gear: 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
● Armor +2: Chitinous skin.
● Low-light vision
● Infravision: Halves penalties (round down) for bad
lighting when attacking living targets.
● Fleet Footed: Scorrow roll a d8 for their running die,
instead of a d6.
● Improved Frenzy: Scorrow may make two Fighting
attacks each action at no penalty.
● Marksman: Scorrow are experts with Xen'drik
boomerangs. If they do not move in a turn, they may throw
as if they took the Aim maneuver.
● 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.
Scorrow, Clawborn
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+1,
Vigor d8
Skills: Climbing d6, Fighting d8, Intimidation d8, Throwing
d10, Stealth d8
Pace: 8; Parry: 6; Toughness: 10 (2)
Treasure: Meager
Special Abilities
● Armor +2: Chitinous skin.
● Low-light vision
● Infravision: Halves penalties (round down) for bad
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Traps
(As in the Pulp GM’s Toolkit or Slipstream with the following
modifications.)
Disarming: Disarming a trap is performed as a Dramatic Task
using the Lockpicking skill.
Card Drawn Trap
3
Jack Bolt
Queen Blast4
♣ Medium Burst, 2d6
3 Bolt has a range of 12”. Trappings vary. All attacks are made against the closest target.
4 Blast has a fire trapping and the Template is centered on the square containing the trap.
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Warforged Scorpion
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2,
Vigor d10
Skills: Climbing d8, Fighting d8, Notice d4, Shooting d6; Stealth
d6
Pace: 6; Parry: 6; Toughness: 12 (3)
Special Abilities
● Acid Spray: Warforged scorpions can project a spray of
acid using the Cone Template. Characters within the cone
must make an opposed Agility roll against the warforged
scorpion's Shooting roll or suffer 2d8 damage. If the victim
does not take an action to wash off the acid or strip off any
acid covered items, the acid does 1d8 damage on the
warforged scorpion's next action.
● Armor +3: Warforged scorpions have chitinous skin made
out of metal.
● Construct: Warforged scorpions add +2 to recover from
being Shaken, do not suffer wound modifiers, and are
immune to poison and disease. Warforged scorpions do
not suffer additional damage from called shots.
● 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.
● Improved Frenzy: Warforged scorpions may make 2
Fighting attacks with no multi-action penalty.
● Pincers: Str+d4
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Warforged Titan
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+3,
Vigor d12
Skills: Fighting d10
Charisma: -; Pace: 10; Parry: 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.
● Infravision: Half penalties for bad lighting.
● Construct: +2 to recover from Shaken, ignore wound
modifiers, disease, poison, and extra damage from called
shots.
● Knockback: Successful attack causes target to fly
backwards 1d4”, plus 1d4”/raise on attack roll, and an
additional +1d6 if it hits a large solid object.
● Endurance: +2 to Soak rolls.
● Sweep: May attack all adjacent characters at –2.
● Size +7: Increases Toughness by +7.
● Large: -2 to attack medium-sized foes; foes gain +2 to
their attacks.
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