Swade Eberron

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Table of Contents 

 
Cover design​ by Kristian Serrano with art by Storn Cook 

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Table of Contents 

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CONVERSION
COMPANION

2
   

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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Table of Contents 
Preface 3 

Table of Contents 4 

Creating Adventurers 12 


Character Concepts 12 
Artificer/Magewright 12 
Assassin 12 
Barbarian 13 
Bard 13 
Bounty Hunter 14 
Chronicler 14 
Cleric 14 
Druid 14 
Expedition Guide 15 
Fighter/Warrior 15 
Healer 15 
Noble/House Scion 16 
Inquisitive 16 
Knight 16 
Monk 16 
Necromancer 16 
Paladin 17 
Pilot/Ship Captain 17 
Psion 17 
Ranger 17 
Rogue 17 
Scout 18 
Sorcerer 18 
Spy 18 
Swashbuckler 18 

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Treasure Hunter 18 


War-torn Hero 18 
Wizard 19 
Races 19 
Humans 19 
Changelings 19 
Dwarves 20 
Elves 20 
Eneko 20 
Gnomes 21 
Halflings 21 
Half-elves 22 
Half-giants 22 
Half-orcs 23 
Hobgoblins 23 
Kalashtar 23 
Shifters 24 
Warforged 26 
Edges 27 
Racial Edges 27 
Aberrant Dragonmark 27 
Adamantine Body 28 
Dragonmark 28 
Dragonmark Power Points 29 
Extra Shifter Ability 30 
Elite Shifter 30 
Healing Factor 31 
Heir of Siberys/Child of Khyber 31 
New Dragonmark Power 31 
Overload Metabolism 31 
Psiforged Body 31 
Reactive Shifting 32 

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Shifter Acrobatics 32 


Shifter Ferocity 32 
Shifter Savagery 32 
Shifter Stamina 32 
Unarmored Body 33 
Background Edges 33 
Criminal Background 33 
Combat Edges 33 
Action Boost 33 
Action Surge 33 
Berserk Luck 34 
Flurry of Arrows 34 
Improved Flurry of Arrows 34 
Professional Edges 34 
Ascetic Psion 34 
Bounty Hunter 34 
Gadgeteer 35 
Homunculus 35 
Available Homunculi 35 
Psicrystal Affinity 36 
Psicrystal Personalities 37 
Psicrystal Advancement 37 
Power Edges 39 
Attune Magic Weapon 39 
Dual Arcane Training 39 
Dual Arcane Mastery 40 
Enhance Power 40 
Expand Power 40 
Extend Power 40 
Psychic Rush 40 
Other Edges 41 

Gear 43 

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Melee Weapons 43 


Alchemy Blade 43 
Cane, Monk’s 44 
Cutting Wheel 44 
Flute, Steel 45 
Scimitar, Valenar Double 45 
Sharrash, Talenta 45 
Spade, Monk’s 46 
Spikard, Spear 46 
Spikard, War 47 
Sword, Hook 47 
Sword, Spinning 48 
Tangat, Talenta 48 
Zulaat 48 
Ranged Weapons 48 
Boomerang, Talenta 49 
Ammunition 49 
Spikard Quarrels 49 
Special Substances and Items 49 
Acid 49 
Acidic Fire 49 
Alchemist's Fire 50 
Alchemist's Frost 50 
Alchemist's Spark 50 
Antitoxin 50 
Smokestick 51 
Smokestick, Noxious 51 
Sunrod 51 
Tools and Skill Kits 51 
Alchemist's Trunk 51 
Glyphbook 52 
Holy symbol, flametouched iron 52 

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Inquisitive's kit 52 


Lockpicks 52 
Warforged repair kit 53 
Clothing 53 
Clothing, darkweave 53 
Clothing, glamerweave 53 
Formal Clothing 53 
Normal Clothing 53 
Tailored Clothes 54 
Winter Gear 54 
Documents 54 
Arcane signet ring 54 
Signet brooch 54 
Identification papers 55 
Letter of Marque 55 
Traveling papers 55 

Setting Rules 57 


Prophecy Shards 57 
Eberron Prophecy Shards (Pink) 57 
Khyber Prophecy Shards (Blue) 57 
Siberys Prophecy Shards (Yellow) 58 
Heart of Eberron (Red) 58 
Prophesier Shards 58 
Other Recommended Setting Rules 58 

Religion 60 
The Sovereign Host 60 
Arawai 60 
Aureon 60 
Balinor 60 
Boldrei 60 
Dol Arrah 61 

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Dol Dorn 61 


Kol Korran 61 
Olladra 61 
Onatar 61 
The Dark Six 61 
The Devourer 62 
The Fury 62 
The Keeper 62 
The Mockery 62 
The Shadow 62 
The Traveler 63 
The Silver Flame 63 
The Blood of Vol 63 
The Cults of the Dragon Below 63 
The Path of Light 64 
The Undying Court 64 

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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Secret Writing 70 


More Powers 71 

Magic Items 72 


Dragonshards 72 
Siberys Shard Items 72 
Quori Embedded (Siberys) Shards 73 
Minor Schemas 73 
Creating Schema 73 

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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Karrnathi Skeleton Archer 85 


Living Spell 85 
Living Fireball 86 
Psicrystal 87 
Sharn Watch 88 
Watch Guard 88 
Elite Watch Guard 88 
Watch Sergeant 88 
Watch Captain 89 
Scorrow 89 
Scorrow, Hunter 89 
Scorrow, Clawborn 90 
Traps 91 
Warforged Scorpion 92 
Warforged Titan 93 
 

   

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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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Network, the Black Dogs of House Ghallanda, or an agent of one 


of the Five Nations of Galifar, assassins pose a threat but only to 
their targets. House Tarkanan is known to have assassins among 
its ranks as well. 
Edges:​ Acrobat, Assassin, Thief 
Skills:​ Climbing, Fighting, Lockpicking, Notice, Shooting, 
Stealth, Throwing 

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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Edges:​ Arcane Background (Miracles), Charismatic, Common 


Bond, Connections, Investigator, Jack-of-All-Trades, Linguist, 
Troubadour 
Skills:​ Knowledge (History, Language, Local, etc.), Perform, 
Persuasion, Streetwise, Taunt 

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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guardians of the natural world. 


Edges:​ ​Arcane Background (Druidism)​, Beast Bond, Beast 
Master, Talisman Craftsman 
Skills:​ Survival 

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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Skills:​ Lockpicking, Notice, Stealth, Taunt 

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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equivalent to the ​pummel​ power but only knocks 


characters prone and does no damage. Half-giants have 5 
Power Points and must make a Strength roll to activate the 
power while stomping on solid ground. 

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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● Enemy (Major) (-2):​ Kalashtar are constantly hunted by 


the Dreaming Dark and the Inspired of Reidra. 
● Mind Reading (+2): ​Kalashtar have the Arcane 
Background (Psionics) Edge and begin with the ​mind 
reading​ power as one of their known powers. 
● Naturally Psionic (+1): ​Kalashtar begin play with a d6 in 
the Psionics skill. 
● Outsider (-1): ​If identified as a kalashtar, you have -2 to 
Charisma as kalashtar seem to have alien dispositions with 
which most do not feel comfortable. 

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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○ Razorclaw: ​The claws on the hands of razorclaw 


shifters grow and can be used to make attacks 
dealing Str+d6 damage with AP 2. The shifter also 
increases his Strength by one die size while 
shifting. 
○ Swiftwing:​ The arms of Swiftwing shifters grow 
leather flaps of skin similar to a bat's wings, 
granting the ability to fly at a rate equal to her Pace 
with a Climb score of 0. The shifter also increases 
his Agility by one die size while shifting. 
○ Truedive:​ Truedive shifters grow fins and webs of 
skin between their toes and fingers. They become 
aquatic creatures that cannot drown in water, have 
a Pace in water equal to their Swimming skill, and 
gain a free d6 Swimming. The shifter also increases 
his Vigor by one die size while shifting. 
○ Wildhunt: ​Wildhunt shifters' sense of smell 
becomes more sensitive, providing a +4 bonus to 
Notice rolls using scent only. The shifter also 
increases his Vigor by one die size while shifting. 
○ Winterhide:​ While shifting, a winterhide shifter 
gains a +8 bonus to resist the negative effects of a 
cold environment. The shifter also increases his 
Vigor by one die size while shifting. 

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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made from organic and inorganic matter and are capable 


of emotions and conscious thought. They are immune to 
poison and disease. Warforged also do not need to breath 
and cannot die from drowning, but they can still sink 
below the surface if Incapacitated from enough Fatigue 
levels. Warforged cannot heal naturally, and use of the 
healing​ or ​greater healing​ power on them suffers a -4 
penalty on the Arcane Skill roll. A warforged can be 
mended with a successful Repair roll or the ​repairing 
power. 
● Loyal (-1):​ Warforged were created to give their lives for 
their allies and that ingrained dedication prevents them 
from leaving an ally behind if there is a chance at all they 
could help. 
● Poor (-1):​ Warforged have no starting wealth, but they at 
least have one weapon they wielded during their service in 
the Last War. 
● Steel Fists (+1): ​Warforged may attack with their fists and 
deal Strength + d6 damage. 
● Outsider (-1): ​With 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. Additionally, warforged 
have difficulty relating to other creatures making them 
seem aloof or even hostile. As such, warforged have -2 
Charisma. 
● Vigilant (+3):​ Warforged do not need to eat, drink, or 
sleep. 

Edges 
Racial Edges 
Aberrant Dragonmark
Requirements:​ Novice, Dragonmark race, cannot have 
Dragonmark. 

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Powers:​ ​blast, blind, bolt (fire), burst, drain power points, 


draining touch, fear, jet, light, lower trait, poison touch, puppet, 
slow, stun 
You bear an aberrant dragonmark, descended from a bloodline 
of a corrupted dragonmarked family. A character with one of the 
true dragonmarks cannot select this Edge, and a character with 
this Edge cannot later select one of the true dragonmark Edges. 
Your aberrant dragonmark grants you a power from among the 
list above for which you meet the rank requirement and 5 Power 
Points that may only be used for this power that recharge at a rate 
of 1 per hour and are unaffected by the Rapid Recharge Edge. 
Power Points from other sources cannot be used with this power. 
You use Spirit as your arcane skill for this power. 
Special:​ Characters with this Edge also have the Outsider 
Hindrance, but do not gain additional points. 
Adamantine Body 
Requirements:​ Novice, Warforged. 
You were created from a specially designed line of warforged 
made with adamantine giving you +4 Armor instead of the normal 
+2 from Composite Plating.  
Special: ​This Edge must be taken during character creation. 
Dragonmark 
Requirements:​ Novice, Dragonmark race, cannot have 
Aberrant Dragonmark. 
You have dragonmark as appropriate to your race. You also gain 
a bonus to specific skills as indicated in the mark's description 
listed below. 
Your dragonmark grants you the ability to use dragonmark focus 
items. Additionally, you gain a power related to the dragonmark 
(for which you meet the Rank requirement) and 5 Power Points 
that may only be used for this power that recharge at a rate of 1 
per hour and are unaffected by the Rapid Recharge Edge. Power 
Points from other sources cannot be used with this power. You 
use Spirit as your arcane skill for this power. 
● Mark of Detection:​ Half-elf; +1 to Notice rolls; ​darksight​, 
detect arcana,​ ​divination 

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● Mark of Finding: ​Half-orc, human; +1 to Tracking rolls; 


farsight,​ ​light​, ​object reading 
● Mark of Handling:​ Human; +1 to Charisma when dealing 
with animals; ​beast friend​, b ​ oost trait​ (animals only), 
shrink/growth​ (animals only) 
● Mark of Healing:​ Halfling; +1 to Healing rolls; ​healing​, 
greater healing​, ​succor 
● Mark of Hospitality:​ Halfling; +1 to Charisma when 
dealing with intelligent creatures; ​elemental manipulation 
(water), ​environmental protection​, ​slumber 
● Mark of Making:​ Human; +1 to Repair rolls; ​dispel,​ ​drain 
power points​ (items created with Arcane Background 
(Weird Science) only), ​greater repairing​, ​repairing,​ ​mend,​  
smite 
● Mark of Passage:​ Human; +1 to Survival rolls; ​fly​, 
quickness,​ ​speed​, ​teleport 
● Mark of Scribing:​ Gnome; +1 to Investigation rolls; ​magic 
mark,​ ​secret writing​, ​speak language 
● Mark of Sentinel:​ Human; +1 to Intimidation rolls; 
armor​, ​barrier​, ​deflection,​ ​smite​, ​summon ally​ (experienced 
soldier or mirror self), warrior's gift 
● Mark of Shadow:​ Elf; +1 to Stealth rolls; ​blind,​ ​darksight,​  
invisibility​, ​obscure 
● Mark of Storm:​ Half-elf; +1 to Boating or Piloting rolls 
(choose one); ​blast​ (electricity or lightning), ​burst​ (wind), 
elemental manipulation​ (air), ​fly​ (gusty winds), ​havoc 
(whirlwind), ​jet,​ ​obscure​ (thick fog), ​pummel​ (buffeting 
winds), ​stun​ (electricity) 
● Mark of Warding:​ Dwarf; +1 to Notice rolls; ​barrier,​  
conceal arcana 
Dragonmark Power Points 
Requirements:​ Seasoned, Aberrant Dragonmark or 
Dragonmark 
Your Dragonmark grows in size and strength. This Edge grants 
you 5 additional Power Points for use with your dragonmark 
powers. You may choose this Edge up to two times, but only once 
per rank. 

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Extra Shifter Ability 


Requirements:​ Novice, Shifter 
You come from a mixed lineage of shifters. Choose an additional 
shifter ability. You manifest this ability while shifted as well. 
Elite Shifter 
Requirements: ​Novice, Shifter 
Either inherently or through conditioning, your shifter trait is 
enhanced beyond its normal abilities. 
● Beasthide:​ The shifter’s bonus to Toughness increases to 
+4. 
● Cliffwalk:​ While shifting, you can make a Climbing roll for 
every 30" (60 yards) instead of making a roll for every 20" 
(40 yards). 
● Dreamsight: ​While shifting, you 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: ​The shifter may use the Push action with his 
charge attack. He may use any of the options available 
except shield bash. The effects of the Push action are in 
addition to the damage dealt by his horns. 
● Longstride: ​While shifting, your Pace improves by an 
additional 2" (4 yards). 
● Longtooth:​ Wounds dealt by your bite attacks bleed 
copiously. Each time you make a successful damage roll 
from a bite attack, it is automatically treated as a raise, 
causing an additional wound. This raise is in addition to 
any raises from the damage roll. 
● Razorclaw:​ When you make a charge attack, you can make 
two claw attacks at the end of the charge. You also add +4 
to your damage rolls for each claw attack. 
● Swiftwing: ​While shifting, your Pace while flying 
increases by 2" per turn. 
● Truedive:​ While shifting, your Pace while swimming 
increases by 2" per turn in normal water. 
● Wildhunt:​ While shifting, your non-visual senses improve 

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to such a degree that your Notice skill increases to d12. 


This increase applies to non-visual senses only. 
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 your current period of shifting ends, you 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 Dragonmark or Aberrant Dragonmark Edges 
You gain the benefits of the Dragonmark or Aberrant 
Dragonmark Edge. All aspects of the Edge apply to your character. 
Additionally, when activating the power, you may automatically 
apply a single Ritual effect as if you had successfully completed a 
Ritual to activate the power. 
New Dragonmark Power 
Requirements:​ Seasoned, Aberrant Dragonmark or 
Dragonmark 
Your dragonmark exhibits a more complex pattern and 
increases in power. You may learn a new power by choosing this 
Edge. You may choose from the powers associated with your 
dragonmark. You may choose this Edge up to two times, but only 
once per rank. 
Overload Metabolism 
Requirements: ​Novice, Warforged, Agility d8+, Strength d8+ 
You can heal damage at a cost to your other physical attributes 
by exciting your warforged metabolism. Once per session, you can 
make a Vigor roll to repair damage. On a success, you repair one 
wound. On a raise, you repair two wounds. Doing this reduces 
your Strength and Agility by one die size for 10 minutes. 
If you are Incapacitated and have not yet used this ability, any 
use of the Gadgeteer Edge targeted upon you (i.e., imbuing) 
automatically activates it. 

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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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Requirements:​ Novice, Beasthide, Truedive, or Wildhunt 


Shifter 
While shifting, you are immune to nonlethal damage, and the 
effects of fatigue and exhaustion are suppressed. When your 
shifting ends, any fatigue or exhaustion effects that would have 
taken effect during your shifting (or that were in effect when you 
began shifting) take effect normally. 
Unarmored Body 
Requirements: ​Novice, Warforged. 
You were not created with armor like most warforged; you lose 
the Composite Plating racial ability (and its +2 Armor), but you 
may wear any armor sized to fit a large human. 
Special:​ This Edge must be taken during character creation. 

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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You can spend a Prophecy Shard to take one additional action 


on your turn that 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 Berserk, you have a greater ability to alter your luck than 
most others do. You gain 1 temporary Prophecy Shard while 
Berserk. If you don’t use this Prophecy Shard during your Berserk, 
it disappears when it ends. 
Flurry of Arrows  
Requirements: ​Seasoned, Quick Draw, Shooting d8+ 
You can use Rapid Attack with a bow. You can fire up to 3 shots 
as per the normal rules. 
Improved Flurry of Arrows  
Requirements:​ Heroic, Flurry of Arrows, Fighting d8+, 
Shooting d10+ 
When using Rapid Attack with your bow, your attack and Parry 
penalties from the maneuver are halved (-2 to attacks and -1 
Parry). 

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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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. 
● 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 Affinity 
Requirements: ​Novice, Arcane Background (Psionics), 
Knowledge (Psionics) d10+ 
A psicrystal is a fragment of a psionic character’s personality, 
brought into physical form and a semblance of life. It appears as a 

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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. 
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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○ Master Artificer [Super Scientist in ​Pulp GM's 


Toolkit​] 
○ Stable Device [Genius in ​Slipstream Player’s Guide]​  
● Social Edges: 
○ Femme Fatale/Ladykiller [​Pulp GM's Toolkit​] 
○ Fence [​Slipstream Player’s Guide​] 
○ One of the Chosen [​Horror Companion]​  
○ Tower of Will [​Horror Companion]​  
   

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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 

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 all the normal 
penalties as if making two Fighting rolls with two different 
weapons. 
● Damage:​ Str+d8 
● Notes:​ Parry +1, 2 hands, can be used as a weapon in each 
hand 
● Weight:​ 15 
● Cost:​ 125 gp 

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 

Special Substances and Items 


Acid 
You can throw a flask of acid as an area attack to Range 2/4/8. The 
acid deals 1d6+2 damage to all characters in a Small Burst 
Template. To create acid, you must have 5 L in raw materials and 
succeed on a Knowledge (Alchemy) roll. Each roll requires 1 hour 
of work. 
 
Cost:​ 25gp 

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 

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. 
 
Weight:​ 15 

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Cost:​ 1,000 gp 

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 

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. 
 
Cost:​ 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. 
 
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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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. 
 
Cost:​ 50 gp 

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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common folk and adventurers alike. 


 
Cost:​ 20 gp 

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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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. 
 
Cost:​ 2 sp 
 
   

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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. 

Eberron Prophecy Shards (Pink) 


Eberron Shards are the most common of the three types, and 
they behave exactly as bennies, allowing you to reroll a Trait roll 
and keep the best result. All traditional Savage Worlds rules 
regarding bennies apply to pink Prophecy Shards. 

Khyber Prophecy Shards (Blue) 


Khyber Shards allow you to roll an additional d6, which can Ace 
as usual, and add it to your total. This additional d6 can help to 
avoid a critical failure. You may choose to use a Khyber Prophecy 
Shard as a regular benny as well. 
Whenever you use a blue shard, the Prophesier may draw a free 
shard from the Cache for his NPCs and monsters. The Prophesier 

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does not get a draw if you use a blue shard as a regular benny. 

Siberys Prophecy Shards (Yellow) 


Siberys Prophecy Shards work exactly as Khyber Prophecy 
Shards, but they do not allow the Prophesier to draw regardless of 
how you use it. 

Heart of Eberron (Red) 


The Heart of Eberron is a rare, pure Eberron Shard that is richer 
in color than the typical Eberron shard, and it is not included in 
the cache at the beginning of the campaign. It's added only when 
your party achieves a significant goal that earns them a 
reputation worthy of a troubadour's tale. 
The Prophesier has the final say as to when a Heart of Eberron is 
added to the cache. It is used only once and can be used in any of 
the following ways: 
1. As a Siberys Prophecy Shard with an additional +2 added 
to the total. 
2. To reroll any roll including damage rolls, rolls on a table, 
and running die rolls. 
3. To trade it in at the end of a session for an additional point 
of XP. 

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. 

Other Recommended Setting Rules 


The following setting rules from the Savage Worlds core book 
are recommended for use in an Eberron campaign. It is up to the 
Prophesier to decide whether each setting rule suits the campaign 
style. 
● Blood & Guts 
● Born a Hero 

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● Fast Healing (​Savage World of Flash Gordon​) 


● Heroes Never Die 
● Multiple Languages 
● Wound Cap (​Savage World of Flash Gordon​) 
 
 

   

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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 

The Dark Six 


Powers:​ Any available to champions or unholy warriors of any 
of the sovereigns among the Dark Six. 

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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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Powers:​ ​analyze foe, anger/peace, armor, banish, barrier, bind 


entity, blast, bless/curse, blind, bolt, boost/lower trait, burst, confuse 
the mind, damage field, darksight, detect/conceal arcana, disguise, 
dispel, divination, drain power points, false health, greater healing, 
healing, intangibility, invisibility, jet, light/obscure, object reading, 
puppet, silence, succor, summon ally, summon demon 

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 

The Silver Flame 


Powers:​ ​analyze foe, anger/peace, armor, banish, barrier, bind 
entity, bless/curse, boost/lower trait, consecrate ground, deflection, 
detect/conceal arcana, divination, false health, greater healing, 
healing, light/obscure, smite, speed, spirit shield, succor, suppress 
lycanthrophy, warrior's gift 

The Blood of Vol 


Powers:​ ​analyze foe, anger/peace, armor, blast, bless/curse, bolt, 
boost/lower trait, burst, corpse sense, damage field, darksight, 
detect/conceal arcana, divination, drain years, draining touch, 
enhance undead, false health, fear, grave shroud, grave speak, 
greater healing, healing, intangibility, invisibility, jet, light/obscure, 
puppet, quickness, silence, slow, slumber, smite, spirit shield, 
strength of the dead, stun, succor, summon spirit, wall walker, 
zombie 

The Cults of the Dragon Below 


Powers:​ ​anger/peace, bind entity, blast, bless/curse, blind, bolt, 
boost/lower trait, burrow, burst, confuse the mind, confusion, 

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damage field, darksight, deflection, detect/conceal arcana, 


divination, drain power points, draining touch, elemental 
manipulation, entangle, environmental protection, false health, fear, 
greater healing, healing, light/obscure, puppet, stun, succor, summon 
demon, wall walker 

The Path of Light 


Powers:​ ​analyze foe, anger/peace, armor, banish, barrier, bind 
entity, bless/curse, boost/lower trait, concentrate, confuse the mind, 
consecrate ground, detect/conceal arcana, divination, empathy, false 
health, forget, greater healing, healing, leap, light/obscure, mind 
reading, mind riding, mind swap, nightmares, object reading, probe, 
puppet, quickness, slumber, smite, speed, succor, telekinesis, 
telepathy, wall walker, warrior's gift 

The Undying Court 


Powers:​ ​analyze foe, anger/peace, armor, bless/curse, boost/lower 
trait, burrow, burst, consecrate ground, damage field, darksight, 
deflection, detect/conceal arcana, divination, enhance undead, 
entangle, false health, farsight, grave speak, greater healing, healing, 
light/obscure, object reading, quickness, silence, slow, slumber, 
smite, speak language, speed, spirit shield, strength of the dead, stun, 
succor, summon ally, summon spirit, warrior's gift 

   

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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. 

Arcane Background (Druidism) 


Arcane Skill:​ Druidism (Spirit) 
Starting Power Points:​ 10 
Starting Powers:​ 3 
Powers:​ ​armor​, ​barrier​, ​beast friend​, ​bolt,​ ​boost/lower trait,​  
burrow​, ​deflection,​ ​detect/conceal​, e​ lemental manipulation,​ ​entangle​, 
environmental protection​, ​farsight,​ ​fly,​ g​ rowth/shrink,​ ​greater 
healing​, ​healing,​ ​jet​, ​light​, ​obscure,​ ​quake​, ​shape change,​ ​slumber​, 
smite​, ​succor,​ ​summon elemental​. 
The Druid Sects:​ Each druid in Eberron belongs to one of the 
five main druidic sects of Khorvaire, each with the following 
subsets of powers available only to the respective sect. 
● Ashbound: ​pummel,​ ​stun 
● Children of Winter: ​draining touch,​ ​havoc 
● Gatekeepers:​ ​banish​, ​darksight 
● Greensingers:​ ​intangibility,​ ​invisibility 
● Wardens of the Wood:​ ​quickness,​ ​speed 
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. 
Mod  Locale 

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+1  In the wild 


+0  Rural (farm, worked cavern, mine) 
-1  Urban (town or city, artificial structures) 

Arcane Background (Magic) 


Characters with Arcane Background (Magic) have access to all 
powers except for the following: ​empathy,​ ​greater healing,​ ​healing​, 
mind reading​, ​mind riding​, ​probe​, ​telekinesis,​ ​telepathy.​  

Arcane Background (Miracles) 


Characters with Arcane Background (Miracles) have access 
powers determined by their chosen faith (see Religion). 
Sins 
Characters with Arcane Background (Miracles) manifest their 
powers through pure faith. Unlike in the Savage Worlds core rules, 
they do not suffer consequences from committing acts that might 
normally be regarded as a Minor, Major, or Mortal sins, especially 
if they truly believe they are acting in the best interest of their 
church or faith. 
Loss of Faith 
If the character rolls a 1 on his Faith die (regardless of the Wild 
Die), the character begins to doubt his faith, and his Faith skill is 
lowered by 1 die type until he successfully activates a power 
again. If this reduces his Faith die below d4, the character has lost 
his faith entirely. 
When the character loses faith, he loses all faith-based Edges 
associated with divine abilities such as Arcane Background 
(Miracles), related Power Edges, Champion, and Holy/Unholy 
Warrior. To regain these Edges, the character must atone through 
a major act that is aligned with the duties associated with his 
religion or find a new faith in another religion of choice. The 
Prophesier does not have to dictate requirements. It is up to the 
character to rediscover his faith. 

Arcane Background (Psionics) 


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Below is a list of powers available to characters with Arcane 


Background (Psionics). 
Powers:​ ​analyze foe,​ ​armor​ (ectoplasm), ​barrier​ (ectoplasm, 
fire), ​blast​, ​blind,​ ​bolt​, ​boost/lower trait,​ ​burst,​ ​concentrate,​ ​confuse 
the mind​, ​confusion​, ​deflection,​ ​detect/conceal arcana​ (psionic 
powers only), ​disguise,​ ​dispel​ (psionic powers only), ​drain power 
points​, ​elemental manipulation​ (fire), ​empathy,​ ​farsight​, ​fear,​ ​mind 
reading​, ​mind riding,​ ​nightmares,​ ​object reading​, ​probe​, ​puppet​, 
quickness​ (self), ​slumber,​ ​smite​ (psychic energy) ​speak language,​  
speed​ (self), ​stun​ (mental energy), ​succor,​ ​summon ally​ (bodyguard 
or sentinel made of ectoplasm or crystal), ​telekinesis,​ ​telepathy 

Arcane Background (Weird Science) 


Presented here are details regarding Weird Science suited 
specifically for Eberron. 
Powers: ​armor,​ ​barrier,​ ​boost trait​, ​damage field,​ ​darksight​, 
deflection​, ​detect/conceal arcana​, ​dispel,​ ​drain power points​ (magic 
items and weird science devices only), ​environmental protection​, 
fly​, ​greater repairing​, ​invisibility​, ​growth/shrink​, ​light/obscure​, 
quickness,​ ​repairing,​ ​slow​, ​smite,​ ​speed​, ​summon ally​ (bodyguard or 
sentinel), ​wall walker,​ ​warrior's gift 
Weird Science is the creation of magical devices as a form of 
technology through an understanding and manipulation of the 
magic inherent to the world. Characters in Eberron with this 
Arcane Background are referred to as artificers. All items created 
require small Eberron shards as a material component trapping. 
For more details about Weird Science, refer to the Savage 
Worlds core book. 

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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who do not have the Arcane Background Edge may use 


Knowledge (Arcana). 
● Materials:​ A caster may attune an Eberron 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 
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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contents of the page. 

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 
 

Siberys Shard Items 


Dragonmark Focus:​ A dragonmark focus grants a +1, +2, or +3 
bonus to the wearer's dragonmark skill, depending on the purity 
of the shard. 
Cost: $750 for a +1 dragonmark skill bonus, $1,250 for a +2 
bonus, or $1750 for a +3 bonus plus the base cost of the 
dragonshard. 
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 before she can make use of its power. 
Cost: $2,500 
Channeling Rod:​ A dragonmarked character using a 
channeling rod halves the Power Point cost when using her 
dragonmark power, including additional costs from augmenting a 
power with additional Power Points. The wielder of the 
channeling rod must have enough Power Points remaining to use 

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the power without the reduction in cost. 


Cost: TBD 
Quori Embedded (Siberys) Shards 
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. 
Cost:​ ​$2500 
Crystalline Eye: 
Ectoplasmic Armor: 
Ectoplasmic Fist: 
Faceted Persona: 
Multifaceted Persona: 
Pathfinder: 
Shadowsight: 
Talent: 

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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aura of madness using the confusion power. The area of 


effect is a Medium Burst 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 (round down) for bad 
lighting 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. 

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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coordinating its attacks. In addition to providing +1 bonus 


on Spirit rolls, the dual brain enables a dolgrim to make 
attacks with one off-hand weapon at no penalty. 
● Multiple limbs:​ A dolgrim’s additional arms grant it a +2 
racial bonus to Climbing rolls and Fighting, Strength and 
Agility rolls related to Grappling. 
● Size -1:​ Reduces Toughness by -1. 
● Very Tough:​ +1 Toughness. 

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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● Small:​ Anyone attacking a furtive filcher must subtract 2 


from his roll. 

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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● Hardy:​ The packmate does not suffer a wound from being 


Shaken twice. 
● Infravision:​ Halves penalties (round down) for bad 
lighting 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 are relatively small. 
● Slam: ​Str+d4 
● Throw Flask:​ A packmate can be directed to throw vials of 
acid, holy water, or similar weapons it carries. 

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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● 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 have a Vigor one die size higher 
than their dire counterparts. 
● Size +2:​ Toughness +2. 

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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● Resilient:​ Horrid animals have a Vigor one die size higher 


than their dire counterparts. 
● Size -1:​ Two feet long; Toughness -1. 

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. 

Karrnathi Skeleton Archer 


Attributes:​ Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor 
d6 
Skills:​ Climbing d4, Fighting d6, Intimidation d6, Notice d4, 
Shooting d8 
Pace:​ 7; ​Parry: 5​; ​Toughness:​ 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. 

Living Spell 

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A “living spell” is an unusual creature. It 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 burst or cone 
template. 
Living spells are mindless and vary in sizes. The size is based on 
the template size of the power’s effect as indicated in the list 
below. 
● Small Burst:​ Large, Size +4, Strength d6 
● Medium Burst/Cone:​ Large, Size +6, Strength d8 
● Large Burst:​ Huge, Size +8, Strength d10 
Living spells also possess a slam attack that does damage based 
on the power plus its Strength. 
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. 

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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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. 
● Mindless:​ Immune to mind-affecting powers. 
● Fearless:​ Immune to Fear and Intimidation.  
 

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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supernatural silence, though a psicrystal still can’t discern 


invisible or ethereal beings. 
● Size -2:​ Psicrystals are about the size of a human hand 
● Small:​ Attackers suffer -2 to attack rolls against 
psicrystals due to their size. 

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. 

Elite 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:​ 10 (+4) 
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 ​fly,​ symbol of the Sharn City Watch, 
identification papers. 
Treasure:​ Meager per 2 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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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. 
● 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. 

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 

Jack  Bolt

♣  Sh d6, 2d6, ROF 2 

♦  Sh d8, 2d6, ROF 3 

♥  Sh d10, 3d6, ROF 2 

♠  Sh d12, 3d6, ROF 3 

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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♦  Medium Burst, 3d6 

♥  Large Burst, 2d6 

♠  Large Burst, 3d6 


 

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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● 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:​ 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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