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Eberron For Savage Worlds PDF
Eberron For Savage Worlds PDF
Eberron For Savage Worlds PDF
for
Eberron for Savage Worlds is unofficial Fan Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of
the Coast. ©Wizards of the Coast LLC.
This game references the Savage Worlds game system, the Savage Worlds Fantasy Companion,
the Savage Worlds Horror Companion, the Savage Worlds Pulp GM's Toolkit, 50 Fathoms
Player's Guide, Slipstream Player's Guide, Lankhmar: City of Thieves, and Flash Gordon,
available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all
associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with
permission. Pinnacle makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.
Credits
Eberron created byKeith Baker
Special thanks to Jennifer Sutcliffe for her support and encouragement of exercising our passions.
Disclosure: The product links provided are affiliate links to either DriveThruRPG.com or
DMsGuild.com.
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Table of Contents
Credits 2
Table of Contents 3
Preface 8
About This Document 8
Sources of Inspiration 8
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Psicrystal 23
Other Edges 25
Gear 27
Melee Weapons 27
Ranged Weapons 31
Special Substances and Items 32
Tools and Skill Kits 32
Clothing 33
Documents 33
Magic 35
Arcane Backgrounds 35
Arcane Background (Aberrant Dragonmark) 35
Arcane Background (Artifice) 35
Arcane Background (Dragonmark) 35
Arcane Background (Druidism) 37
Arcane Background (Magic) 37
Arcane Background (Miracles) 37
Arcane Background (Psionics) 38
Arcane Background (Sorcery) 38
Rituals 38
Spellcasting Services 38
Rituals as a Service 39
Powers 39
Boost/Lower Trait 39
Modifiers 39
Magic Mark 39
Repairing 39
Modifiers 40
Secret Writing 40
Modifiers 40
More Powers 40
Bestiary 44
New Monstrous Abilities 44
Aberration 44
Living Construct 44
Engulf 44
✹ Daelkyr 45
Dinosaurs 46
Glidewing 46
Swordtooth Titan 46
Clawfoot 46
Dolgaunt 47
Dolgrim 48
Drow 49
Homunculus 50
Arbalester 50
Dedicated Wright 50
Expeditious Messenger 51
Furtive Filcher 51
Iron Defender 52
Packmate 52
Persistent Harrier 53
Horrid Animals 54
Horrid Ape 54
Horrid Rat 55
Karrnathi Skeleton 56
Karrnathi Skeleton Fighter 56
Karrnathi Skeleton Archer 56
Living Spell 57
Living Fireball 57
Psicrystal 58
Sharn Watch 59
Watch Guard, Human 59
Elite Watch Guard, Human 59
Watch Sergeant, Dwarf 60
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Preface
I have been a fan of E
berron since 2005, and I have run Eberron games off and on for about as
long. The idea of a fantasy setting incorporating themes of pulp, noir, and horror sparked my
imagination in many ways. When I first read the S avage Worlds Test Drive Rules in 2008, it
felt like an awakening. I kept thinking of all of the moments as a GM in which the players
attempted to be "big damn heroes." I replayed those moments in my head with Bennies instead
of Action Points, Extras instead of NPC classes, Wild Cards instead of PCs, and Jokers
granting bonuses. Savage Worlds was empowering, and it seemed only logical to pair it with
Eberron—a setting that warranted empowerment!
With respect to the system’s ability to handle the two-fisted tales and noir intrigue of
Eberron, Savage Worlds has proven itself with published settings such as R ippers, D
eadlands:
Noir, The Savage World of Solomon Kane, Flash Gordon, L ankhmar: City of Thieves, and T he
Goon.
I’ve been tinkering with adapting Eberron for S avage Worlds since November of 2008.
Now with the release of S avage Worlds Adventure Edition, the system is even more
empowering, more cinematic, and more supportive of the types of tales told in E berron. After
reading through all of the new settings rules, changes to Edges, revised rules for powers, and
the new rules for arcane devices (just to name a few of the exciting updated features), I knew I
had to update this guide to bring even more of the fast, furious, and fun experience that
Eberron and Savage Worlds bring together. I hope this document helps you create the Eberron
game you'd like to play or run.
Sources of Inspiration
This adaptation was primarily inspired by the original presentation of Eberron through the
Eberron Campaign Setting and other setting supplements for Dungeons and Dragons v3.5.
The recent W
ayfinder’s Guide to Eberron, Keith’s personal vision of Eberron for 5e Dungeons
& Dragons, has also influenced some of the interpretations of core setting concepts into
Savage Worlds mechanics.
A number of Savage Worlds products by Pinnacle Entertainment Group, Inc. have also
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inspired some ideas for this adaptation, namely the Savage Worlds Fantasy Companion, the
Savage Worlds Horror Companion, the S avage Worlds Pulp GM's Toolkit, 5 0 Fathoms
Player's Guide, L
ankhmar: City of Thieves, Slipstream Player’s Guide, and of course Savage
Worlds Adventure Edition. In many cases, this document references material available in those
products. Links to where they can be purchased are included throughout the document.
~Kristian Serrano
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Setting Rules
Prophecy Shards
It is believed that the Draconic Prophecy touches everyone. Prophecy Shards are a reflection of
the influence of the Draconic Prophecy on the fate of the adventurers. In place of Bennies,
Eberron uses translucent shards reminiscent of dragonshards. References to Bennies in S avage
Worlds equate to Prophecy Shards in Eberron, but with the following modifications.
Prophecy Shards come in three colors as presented below. Each corresponds to a different
type of dragonshard and offers different possible uses. At the start of each game, the
Prophesier puts four Eberron (pink), two Khyber (blue), and one Siberys (yellow) Shards per
player into a pouch or other container along with one additional set. Each player then
randomly draws as many Shards as her adventurer is allowed. The Prophesier draws the usual
number after the players (see Game Master Benniesin the Savage Worlds core rules).
At the end of each session, all Prophecy Shards return to the cache.
Eberron Shards:Eberron Shards are the most common of the three types, and they behave
exactly as Bennies presented in the S avage Worlds core rules.
Khyber Shards:As an alternative use to the standard rules for Bennies, Khyber Shards
allow a player to add a d6 to their character’s Trait or damage total which can Ace. Whenever a
player uses this Shard in this way, the Prophesier keeps the Shard for his NPCs and monsters.
Players do not draw an extra Prophecy Shard when the Prophesier uses this option.
Siberys Shards:Siberys Shards work exactly as Khyber Shards, but the Prophersier does
not keep the Shard as it is returned to the Cache.
One-shots and Conventions
Randomly drawing Prophecy Shards works well for ongoing campaigns or multi-session
adventures as the Draconic Prophecy reveals itself to the adventurers each session. However, if
running a one-shot or convention game, a player might not get to enjoy using a Siberys or
Khyber Shard if their luck is bad.
Instead of drawing randomly during a one-off session, consider giving each player one Shard
of each type. This lets them use their Shards more strategically while also enjoying the benefit
of each type—or risk in the case of the Khyber Shard.
If an adventurer starts with fewer than three Shards, ensure they at least have a Siberys Shard
and possibly a Khyber Shard. If they start with more than three Shards, have them randomly
draw their additional Shards.
Conviction
Eberron campaigns include the Conviction Setting Rule presented in the Savage Worlds core
rules. The token for this reward is a red Prophecy Shard called the Heart of Eberron—a pure
Eberron Shard that is richer in color than the typical pink Eberron shard.
Instead of the uses presented in the Conviction Setting Rule, the Heart of Eberron can be
used in one of the following ways:
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1. As a Siberys Shard with an additional +2 added to the total.
2. To reroll any roll including rolls on a table and running die rolls.
Multiple Languages
The world of Eberron features many cultures and races. See M
ultiple Languagesunder
Setting Rulesin the Savage Worlds core rules.
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Creating Adventurers
Before you get started creating your adventurer, you’ll want to d ownload a copy of the
Eberron character sheet for Savage Worlds designed by K
arl Keesler. The sheet has two
background layers that can be used in combination, toggled independently, or turned off
completely.
Races
The races presented below are balanced to 4 points of positive abilities.
Changeling
● Change Appearance (+3): Changelings can alter physical appearance at will as per
the disguise power except it cannot affect clothing or gear. The power has no limit
on duration. If unconscious from a Knockout Blow or dead, they return to their
natural form.
● Changeling Instincts (+2):Changelings are socially and psychologically intuitive
due to their adoption and understanding of different personas. They add 2 to rolls
made with one of the following skills: Intimidation, Persuasion, or Taunt.
● Outsider (–1):If identified as a changeling, they have – 2 to Persuasion as other
races tend to distrust them.
Dwarf
● Low Light Vision (+1):Dwarven eyes are accustomed to the dark of the
underearth. They ignore penalties for Dim and Dark Illumination (but not Pitch
Darkness).
● Reduced Pace (–1):Dwarves have short legs compared to human-sized races.
Decrease their Pace by 1 and their running die one die type.
● Stability (+1):+2 bonus to opposed Strength rolls for resisting Push attacks.
● Stonecunning (+1):Dwarves add 2 to Notice rolls related to unusual stonework.
● Tough (+2): Dwarves are stout and tough. They start with a d6 in Vigor instead of
a d4. This increases their maximum Vigor to d12+1.
Elf
● Agile (+2): E lves are graceful and agile. They start with a d6 in Agility instead of a
d4. This increases their maximum Agility to d12+1.
● Frail (–1):Elves aren’t as sturdy as most other races. Their Toughness is reduced by
1.
● Keen Vision (+1): +2 to Notice rolls for visual obscurities.
● Low Light Vision (+1): E lven eyes amplify light. Other races often claim they can
see stars in the elves’ eyes. They ignore penalties for Dim and Dark Illumination
(but not Pitch Darkness).
● Trance (+1):Elves don’t need sleep, but they must meditate in a semiconscious
state 4 hours every day.
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Eneko
● Brute Strength (+2): Eneko are naturally strong and start with a d6 Strength.
● Clumsy (–3): Eneko suffer a –2 penalty to all Agility rolls.
● Endure Elements (+2): E neko have a +4 bonus to resist negative environmental
effects from heat and cold. This also counts as Armor against attacks based on those
elements.
● Immune to Poison (+1): E neko are hardy and resistant to toxins.
● Outsider (–1): M ost races are frightened by the mixed heritage of eneko, and eneko
are rather reserved and wary. They subtract 2 from Persuasion rolls when interacting
with races other than the Syrk half-giants or their own kind.
● Size +1 (+1): Eneko are the same size as half-giants.
● Sturdy (+2): Eneko have rugged physiology and start with a d6 in Vigor.
Gnome
● Gnome Cunning (+2):Gnomes are intelligent creatures. They begin play with a
d6 Smarts instead of a d4 (which also increases their maximum Smarts to d12+1).
● Low Light Vision (+1): G nomes' eyes are accustomed to seeing below ground.
They ignore attack penalties for Dim and Dark Illumination.
● Illusionist (+4):Gnomes inherently have Arcane Background (Gifted) and know
the illusion and sound powers. They also have a d4 in Focus (Spirit). They cannot
take the New Power Edge for this racial ability, but they can take Power Points.
● Reduced Pace (–1):Gnomes have short legs compared to human-sized races.
Decrease their Pace by 1 and their running die one die type.
● Diminutive (–2):Gnomes are considered Size –1 and have –1 Toughness.
Halfling
● Shared Luck (+4):Halfling Wild Cards draw one additional Prophecy Shard per
game session. This may be combined with the Luck and Great Luck Edges. They
may also share their Prophecy Shards with other Wild Cards with whom they can
communicate.
● Spirited (+2):Halflings are generally optimistic beings. They start with a d6 Spirit
instead of a d4 (which also increases their maximum Spirit to d12+1).
● Stealthy (+1):Halflings begin play with a d6 in Stealth. This increases their
maximum Stealth to d12+1.
● Diminutive (–2): H alflings are considered Size –1 and have –1 Toughness.
● Reduced Pace (–1):Halflings have short legs compared to human-sized races.
Decrease their Pace by 1 and their running die one die type.
Half-elf
● Heritage (+2):Half-elves may retain the grace of their elven parent or the
adaptability of their human ancestry. A half-elf may either start with a free Edge of
his choice or a d6 in Agility instead of a d4 (which also increases his Agility
maximum to d12+1).
● Low Light Vision (+1):Half-elves ignore penalties for Dim and Dark
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Illumination (but not Pitch Darkness).
● Skilled (+1):Sharing the ingenuity of their human relatives as well as having
slightly longer life spans, half-elves start with a d4 in any skill based on their
experiences, education, training, or culture. If the chosen skill is a core skill, skill), it
starts at d6 and the skill’s maximum increases to d12+1.
Half-giant
● Brute (+2):Half-giants are stronger than they are agile. They treat Athletics as
linked to Strength instead of Agility for purposes of Advancement. Half-giants may
also resist Athletics Tests with Strength if they choose. Finally, half-giants increase
the Range of common thrown weapons from 3/6/12 to 5/10/20.
● Cumbersome (–2):Half-giants aren't the most dextrous creatures. They suffer a
–1 penalty to Agility rolls.
● Elemental Resistance (+1):Half-giants gain a +4 bonus to resist heat. This also
acts as Armor against heat-based attacks.
● Low Light Vision (+1):Half-giants ignore penalties for Dim and Dark
Illumination (but not Pitch Darkness).
● Outsider (–1):Most races are intimidated by half-giants or simply don't know
what to make of them, often confusing them with their larger ancestors. Half-giants
subtract 1 from Persuasion rolls made to influence those who aren’t their own kind.
● Size +1 (+1): Half-giant's are much larger than humans, standing about 6 ½ − 8
feet tall. Their maximum Strength is d12+1 and they have a +1 Toughness.
● Stomp (+2):With a forceful stomp of their foot, half-giants can create a wave of
trembling earth. With a successful Athletics roll, targets caught within a Cone
Template originating from the half-giant’s step are knocked prone; with a raise, they
are also Shaken. Half-giants have 15 Power Points to use with this ability, and each
use costs 1 Power Point.
Half-orc
● Brute (+2): Half-orcs treat Athletics as linked to Strength instead of Agility for
purposes of Advancement. Half-orcs may also resist Athletics Tests with Strength if
they choose. Finally, half-orcs increase the Range of common thrown weapons from
3/6/12 to 5/10/20.
● Heritage (+2):Half-orcs may retain the strength of their orc parent or the
adaptability of their human ancestry. A half-orc may either start with a free Edge of
his choice or a d6 in Strength instead of a d4 (which also increases his Strength
maximum to d12+1).
● Infravision (+1):Half-orcs halve penalties for Illumination when attacking living
targets.
● Outsider (–1):Half-orcs make most other civilized races uncomfortable and so
subtract 1 from Persuasion rolls made to influence those who aren’t her own kind.
Hobgoblin
● Low Light Vision (+1):Hobgoblins ignore penalties for Dim and Dark
Illumination (but not Pitch Darkness).
● Killer Instinct (+3):Hobgoblins win when tied in an opposed roll. When they
lose, they get a Reroll after the defender rolls. This occurs after the defender gets his
total, so the defender may not spend Bennies to adjust it further but may spend
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Conviction.
Human
● Adaptable (+2): Humans begin play with one free Edge. They must meet its
Requirements as usual.
● Skilled (+2):Humans start with a d4 in any two skills based on their experiences,
education, training, or culture. If the chosen skill is a core skill, skill), it starts at d6
and the skill’s maximum increases to d12+1.
Kalashtar
● Charismatic (+2):Through their strong presence and psychic subtleties, Kalashtar
are adept at influencing others. They may Reroll immediately after failing a
Persuasion roll that’s not a critical failure.
● Dual Mind (+2):Because of the guidance from the quori spirit with which they are
bonded, Kalashtar add 2 to opposed Psionics rolls.
● Enemy (Major) (–2):Kalashtar are constantly hunted by the Dreaming Dark and
the Inspired of Reidra.
● Mind Link (+2): Kalashtar have the Arcane Background (Psionics) Edge and begin
with the m ind link power as one of their known powers granted by the Edge.
● Naturally Psionic (+1): K alashtar begin play with a d4 in the Psionics skill.
● Outsider (–1): If identified as kalashtar, they subtract 1 from their Persuasion roll
as they seem to have alien dispositions with which most do not feel comfortable.
Shifter
● Keen Senses (+1):Shifters begin with a d6 Notice skill. The maximum of this skill
to d12+1.
● Low-Light Vision (+1): Shifters ignore penalties for Dim and Dark Illumination
(but not Pitch Darkness).
● Shifting (Minor Shape Change) (+2):This ability allows a shifter to tap into his
lycanthropic heritage. At character creation, the player chooses a shifter ability from
the list below. Shifting is a free action and lasts 1 minute or until dismissed as a free
action. While in this animal-like form, the shifter can ignore 1 Wound penalty.
When the shifting ends, the shifter must wait 4 hours before shifting again or suffer
a level of fatigue when the second shifting ends. This level of Fatigue can only be
removed after 4 hours of abstaining from shifting. If the shifter uses this ability
again during the recovery time, it inflicts another level of Fatigue that requires an
additional 4 hours of recovery time.
○ Beasthide:The skin of beasthide shifters harden, providing Armor +4.
○ Cliffwalk:The limbs, hands, and feet of cliffwalk shifters become
stronger, allowing cliffwalk shifters to add +2 to Athletics (climbing)
rolls, and climb at their full Pace.
○ Dreamsight: Dreamsight shifters' instincts and awareness become
heightened, granting them the b east friend power. The power affects
animals of Size +1 or smaller as well as swarms of Small size. Its effects
only last while shifting rather than the power's normal duration.
○ Gorebrute:Gorebrute shifters manifest powerful horns that can inflict
Str+d6 damage (see N atural Weaponsin S avage Worlds core rules).
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Warforged
● Composite Plating (+1):A warforged is covered in tough plating made of
magically-treated woods and metals. Warforged gain a +2 Armor. Warforged are
unable to wear additional armor.
● Living Construct ( +7):Warforged are living constructs made from organic and
inorganic matter and are capable of emotions and conscious thought. They do not
need to breathe, eat, or drink, and are immune to poison and disease. Warforged
also don’t need to sleep, and arcane powers can’t put them to sleep; however, they
must spend at least six hours in a relaxed state. In this state, warforged remain
conscious, can see and hear as normal, and can perform simple tasks including using
the Repair skill on themselves. Warforged cannot heal naturally, and characters
using the h ealing power or Healing skill on them subtract 4 from the respective
rolls. A warforged can be mended with the repairing power or the Repair skill. Each
attempt of the Repair skill takes one hour per current Wound level and ignores the
“Golden Hour.”
● Loyal (–1):Warforged are trained to protect their allies in combat, and will always
be the first to come to their rescue.
● Built for War (–2 ):Warforged were designed, built, and trained as tools of war.
Negotiations were not part of their training, and their world knowledge off of the
battlefield is limited. They do not have Common Knowledge and Persuasion as core
skills.
● Outsider (–2): W ith a long history of being dedicated soldiers of war, warforged
have difficulty blending into post-war Khorvaire. Most non-warforged strongly
dislike the sight of warforged as they stand as living reminders of the horror that was
the Last War. As such, warforged have –2 to Persuasion rolls when interacting with
non-warforged and are often treated as less than.
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● Steel Fists (+1): Warforged may attack with their fists and deal Str+d4 damage.
New Skills
Eberron includes Cosmology and Crafting as a new skills. The Electronics, Hacking, Occult,
Science, and Weird Science skills are not used.
Artifice (Smarts)
Artifice is the arcane skill required for Arcane Background (Artifice).
Cosmology (Smarts)
The planes of Eberron affect every aspect of the material world. This skill covers knowledge of
the astral, ethereal, and shadow planes, the thirteen orbiting planes, their properties, planar
influences, native inhabitants, and manifest zones connected to them on the material plane.
For spells and magical effects related to the planes, use the appropriate Arcane Skill.
Crafting (Smarts)
Adventurers sometimes take time to create items from raw materials using appropriate tools.
Creating an item requires appropriate raw materials costing half the item’s total cost. Making
something is usually resolved as an extended skill check, with each skill roll representing
roughly a day’s work, though this may be smaller for particularly simple jobs.
The number of successes required and modifiers depend on the complexity, size, and cost of
the item to be created, as well as the availability of suitable plans and tools. A critical failure on
a skill roll means the work has been ruined and the raw materials wasted.
Druidism (Spirit)
Druidism is the arcane skill required for Arcane Background (Druidism).
Spellweaving (Spirit)
Spellweaving is the arcane skill required for Arcane Background (Sorcery), described in the
Fantasy Companion.
New Edges
Disallowed Edges
Prohibited Edges:Double Tap, McGyver, Rapid Fire, Rock and Roll!, Two-Gun Kid.
Background Edges
Arcane Background
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Arcane Background functions the same as in the core rules except it can be taken multiple
times. Each Arcane Background has its own set of powers, Power Points, and Arcane Skill.
When taking the New Powers Edge or Power Points Edge, it is for a specific Arcane
Background and should be noted as such.
Racial Edges
Adamantine Body
Requirements:Novice, Warforged.
The warforged was created from a specially designed line made with adamantine giving him +4
Armor instead of the normal +2 from Composite Plating.
Special:This Edge must be taken during character creation.
Elite Shifter
Requirements: Novice, Shifter (any)
Either inherently or through conditioning, the shifter’s ability is enhanced beyond its normal
abilities. All abilities are in effect only while shifting.
● Beasthide:The shifter’s bonus to Toughness increases to +4.
● Cliffwalk:The shifter adds an additional +4 to Agility (climbing) rolls.
● Dreamsight: The shifter can spend a full round to gain extraordinary visual power,
gaining a +2 bonus to Notice rolls based on vision and can see creatures and objects
under the influence of the invisibility power.
● Gorebrute:With a successful charge attack, the shifter may use the Push action as a
free action. He may use any of the options available except shield bash. The Push
action still requires an opposed rull. The effects of the Push action are in addition to
the damage dealt by his horns.
● Longstride: The shifter’s Pace increases by an additional +2, and her running die
increases by another die type.
● Longtooth:Wounds dealt by the shifter’s bite attacks bleed copiously. Whenever
the shifter makes a successful damage roll from a bite attack, she adds +4 to the
damage.
● Razorclaw:If the shifter can charge at least 6" before attacking a target with her
claws, she can make two claw attacks at the end of the charge. The shifter also adds
+4 to damage rolls for each claw attack.
● Swiftwing: T he shifter can fly at a Pace of 12”.
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Healing Factor
Requirements:Seasoned, Shifter, Vigor d8+
After the shifter’s current period of shifting ends, she may immediately make a free Soak roll to
remove any Wounds taken while shifted.
Overload Metabolism
Requirements:Novice, Warforged, Agility d8+, Strength d8+
The warforged can heal damage at a cost to his other physical attributes by exciting his
warforged metabolism. Once per session, he can make a Vigor roll to repair damage. On a
success, he repairs one Wound. On a raise, he repairs two Wounds. Doing this reduces his
Strength and Agility by one die type for 10 minutes.
If the warforged is Incapacitated and has not yet used this ability, any use of the Imbue Item
Edge (i.e., Gadgeteer) targeted upon him automatically activates this Edge.
Psiforged Body
Requirements:Novice, Warforged, Arcane Background (Psionics)
This warforged’s body has trace amounts of psionically resonant deep crystal, providing her
with increased psionic power and the ability to store psionic energy in its body. This functions
as a m
ana stone (see Named Miscellaneous Magicin the Fantasy Companion) with 5 Power
Points. A warforged with this edge is sometimes referred to as a psiforged.
Special:This Edge must be taken during character creation.
Reactive Shifting
Requirements:Novice, Shifter (any), Quick
Some shifters can activate their abilities as a reflex. Reactive Shifting allows them to begin
shifting as a free action even when it's not their turn.
Shifter Acrobatics
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Requirements: Novice, Shifter (Cliffwalk, Longstride, or Swiftwing), Athletics d8+
Your shifter’s heritage makes even more them agile and light-footed. When shifting, he adds +2
to Athletics rolls related to climbing, jumping, balancing, Tests, and Maneuvering (see C
hases
in the S avage Worlds core rules).
Shifter Ferocity
Requirements:Seasoned, Shifter (any), Hard to Kill
A shifter with this Edge continues to fight without penalty if he is Shaken. Additionally,
further Shaken results do not cause a Wound.
Shifter Savagery
Requirements:Veteran, Shifter (Longtooth, Gorebrute, or Razorclaw), Berserk
Shifters from the wilds sometimes tap into their barbaric and animalistic natures concurrently.
While shifting and going Berserk simultaneously, the Berserk shifter adds +1d6 to the damage
dealt by his natural weapons.
Shifter Stamina
Requirements:Novice, Shifter (Beasthide, Truedive, or Wildhunt)
Some shifters can persist with endurance beyond most others. Shifters with this Edge are
immune to nonlethal damage, and the effects of fatigue and exhaustion are suppressed. When
their shifting ends, any fatigue or exhaustion effects that would have taken effect during
shifting (or that were in effect when shifting began) take effect normally.
Shifting Recovery
Requirements:Novice, Shifter
After shifting ends, the recovery time to remove a level of Fatigue is halved. This Edge can be
taken multiple times, each time halving the recovery time to a minimum of 15 minutes.
Unarmored Body
Requirements: Novice, Warforged
To offer more versatility, House Cannith produced a line of warforged without armor like
most others. Unarmored warforged do not have the Composite Plating racial ability (and its
+2 Armor), but instead may wear any armor sized to fit a large human.
Special:This Edge must be taken during character creation.
Combat Edges
Action Boost
Requirements:Wild Card, Seasoned
The adventurer’s Wild Die increases one die size when spending a Prophecy Shard to reroll a
Trait roll.
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Action Surge
Requirements:Wild Card, Seasoned
The adventurer can spend a Prophecy Shard to take one additional action on her turn. This
action does not add or include a Multi-Action penalty. Any other actions on that turn are still
accounted for when determining the penalty for those other actions.
Berserk Luck
Requirements:Wild Card, Novice, Berserk
When going Berserk, the adventurer has a greater ability to alter her luck than most others do.
This Edge grants 1 temporary Prophecy Shard while going Berserk. If the adventurer doesn’t
use this Prophecy Shard while going Berserk, it disappears when it ends.
Two-Fisted
As in Savage Worlds core rules but covers both melee and ranged weapons.
Power Edges
Extra Effort
Adventurers with Arcane Background (Aberrant Dragonmark) or Arcane Background
(Dragonmark) can select this Edge as if they had Arcane Background (Gifted).
Imbue Item
Requirements:Seasoned, Arcane Background (Artifice), Artifice d6+
Artificers in Eberron understand and can manipulate magical energy in such a way that
enables them to quickly imbue items and constructs, including living constructs, with
infusions (powers imbued on objects). Imbue Item is the Eberron name for the Gadgeteer
Edge. This version of the Edge is limited to the following powers (as with the Gadgeteer Edge,
different trappings can be applied each time the artificer casts an infusion on an item): arcane
protection, b arrier, boost/lower Trait, deflection, detect/conceal arcana, e lemental manipulation,
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environmental protection, l ight, protection, repairing, smite.
Psychic Rush
Requirements:Wild Card, Heroic, Arcane Background (Psionics)
Some psionicists can occasionally activate a psionic power with less effort. A psionicist with
this Edge can spend a Prophecy Shard to S horta power by d6 Power Points without any
penalty applied to the arcane skill roll.
Weird Edges
Homunculus
[This will likely need revision after the new Fantasy Companion comes out. It seems as though
Beast Master might replace Familiar mechanically.]
Requirements:Seasoned, Arcane Background (Artifice) or Craft Arcane Device, Arcane Skill
d10+
The crafter has created a homunculus. The construct created varies with the crafter's Rank
when he first takes this Edge. Use the Available Homunculi table to determine the type of
construct a crafter can choose.
AVAILABLE HOMUNCULI
● The homunculus has 5 Power Points, which the crafter may use as if they were his
own. They recharge at the same rate as the crafter’s (usually 1 per hour).
If the homunculus is destroyed, the character must take this Edge again to create a new
homunculus. However, the previous acquisitions of this Edge to add to its abilities are applied
to the new homunculus.
Psicrystal
[This will likely need revision after the new F antasy Companion comes out. It seems as though
Beast Master might replace Familiar mechanically.]
Requirements: Novice, Arcane Background (Psionics), Smarts d8+
A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a
semblance of life. It appears as a crystalline construct about the size of a human hand.
Psicrystal Personalities:A psicrystal has its own personality (a fragment of the owner’s
personality), which gives its owner a bonus on certain types of Trait Tests, as given on the table
below. These special abilities and bonuses apply only when the owner and the psicrystal are
within 1 mile of each other.
PSICRYSTAL PERSONALITIES
PERSONALITY BENEFIT TO OWNER
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Psicrystal Advancement:At each Rank of the owner, the psicrystal has the following
abilities:
● Novice:Armor +1; Smarts d4
● Seasoned: A
rmor +2; Smarts d6
● Veteran:Armor +3; Smarts d8
● Heroic:Armor +4; Smarts d10
● Legendary:Armor +5; Smarts d12
A psicrystal can speak one language of its owner’s choice (so long as it is a language the
owner knows). A psicrystal can understand all other languages known by its owner, but
cannot speak them.
Because of the telepathic link between a psicrystal and its owner, the owner has the same
connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a
room, the owner can teleport into that room as if he has seen it too, negating the –4 penalty for
the destination being an unknown area; the –2 penalty for not being able to see it presently
might still apply.
The psicrystal is a Wild Card with respect to Wounds and the Wild Die, but has no
Prophecy Shards. The owner may spend his for the psicrystal, however.
Each additional time this Edge is taken, the psion can pick one of the powers below. Each
power may only be taken once. The psion may take this Edge only once each Rank. Taking it
during character creation allows the psion to take it again while he’s a Novice.
● The psicrystal gains Arcane Resistance against psionics.
● The psion can transfer Wounds and Fatigue levels to or from his psicrystal as a free
action.
● The psion can use the psicrystal's senses as if they were his own. This requires
concentration. The maximum range for this ability is the psion's Smarts x 100 yards.
● Whenever the psicrystal is adjacent to or in the possession of its owner, the owner
has the Alertness Edge.
● Any powers the psion manifests on himself also affect the psicrystal. If he manifests
armor with a raise, both he and his psicrystal gain +4 Armor for the duration, for
example.
● The psicrystal has 5 Power Points, which the psion may use as if they were his own.
They recharge at the same rate as the psion's (usually 1 per hour).
● The psicrystal can act as a conduit for the psion's powers by delivering touch powers
manifested by its owner. The owner and the psicrystal must be in contact at the
time the power is manifested. The power must be delivered before the owner can
manifest another power. At Legendary Rank, the owner can manifest the power
through the psicrystal to a distance of up to 1 mile.
● At Seasoned Rank or above, the owner, as a standard action, can will his psicrystal
to fly with Pace 6. The effect lasts for one day (or until the owner dismisses it, at
which point the psicrystal drifts gently to the ground).
If the psicrystal is destroyed, the character must take this Edge again to create a new
psicrystal. However, the previous acquisitions of this Edge to add to its abilities are applied to
the new psicrystal.
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Other Edges
The following Edges are recommended for inclusion in Eberron:
● Fantasy Companion
○ Professional Edges
■ Artifact Hunter
■ Knight
■ Troubadour
● Horror Companion
○ Background Edges
■ Relentless
○ Leadership Edges
■ Fanaticism
○ Professional Edges
■ Exorcist
■ Necromancer
● Master Necromancer
■ Monster Hunter
○ Social Edges
■ One of the Chosen
■ Tower of Will
● Pulp GM's Toolkit
○ Combat Edges
■ Bring ‘Em On!*
■ Sucker Punch
○ Professional Edges
■ Explorer
○ Social Edges
■ Femme Fatale/Ladykiller
● Slipstream Player’s Guide
○ Combat Edges
■ Bring ‘Em On*
■ Sucker Punch
○ Professional Edges
■ Explorer
○ Social Edges
■ Femme Fatale/Ladykiller
■ Fence
● 50 Fathoms Player’s Guide
○ Combat Edges
■ Close Fighting
● Improved Close Fighting
■ Dirty Fighter
● Really Dirty Fighter
■ Oversized Weapon Master
● Lankhmar: City of Thieves
○ Combat Edges
■ Brutal
■ Close Fighting
● Improved Close Fighting
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■ Dirty Fighter
● Really Dirty Fighter
■ Lunge
■ Spot Weakness
■ Wall of Steel
● Flash Gordon
○ Combat Edges
■ Combat Sense*
■ Improved Combat Sense*
■ Determination
*Bring ‘Em On!, Combat Sense/Improved Combat Sense, and Wall of Steel are all similar with
regards to reducing or eliminating Gang Up bonuses. Choose the one that best suits your
campaign.
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Gear
Melee Weapons
Alchemy Blade:Appearing much like a short sword, an alchemy blade has two channels
forming a groove on each side of the blade. As an action, a wielder is able to plug a flask of
alchemist's fire or alchemist's frost into its pommel, priming the weapon. (It could also accept
a flask of acidic fire or alchemist’s spark, but a single use of either of these would render the
weapon useless.)
When the wielder makes a successful Fighting roll using the primed blade, a pump forces the
substance through the hilt and along the blade's channels. In addition to the damage from
blade, the target also takes damage from the alchemist's fire or alchemist's frost with a chance
of catching fire in the case of the former. Adjacent creatures are not subject to damage. The
damage from the alchemical substance is rolled separately from the weapon damage for the
purpose of overcoming the target’s Toughness.
Cane, Monk’s:At first glance, a monk’s cane looks like an ordinary walking stick with a
straight shaft with hooked head often decorated and carved.
With a monk’s cane, the wielder gains a +1 bonus to Fighting rolls when attempting a
Disarm maneuver as well as a +1 bonus to the Strength roll to avoid being disarmed.
It is nearly impossible to tell that a monk’s cane is a weapon. An observer has to study the
cane’s owner carefully, making a successful Notice roll at –4 (or at –2 if the observer has the
Danger Sense Edge) to discern that the cane is dangerous in his hands. The wielder can make a
Persuasion roll or Stealth roll to avoid giving away his proficiency.
Cutting Wheel:Cutting wheels are handheld weapons that surround the fist with a blade.
The exact shape can vary. The traditional form is a solid circle of metal that has one small area
wrapped in leather as a handle. The rest of the wheel is bladed and features protrusions at
evenly spaced intervals for piercing and tearing. To protect the hand and aid in gripping, a
bladed guard is forged just above the grip on the inside of the wheel. The kalashtar designed
another version that is triangular in shape.
Because of the cutting wheel’s size and protected grip, a wielder ignores the –2 penalty on
Strength rolls to resist Disarm attempts.
Flute, Steel: A
ppearing as simple musical instruments, steel flutes are hollow shafts of
metal carefully crafted as balanced short staffs. While commonly made of steel, this Adaran
weapon can be made of just about any metal.
As with a monk’s cane, an observer must study a steel flute’s owner to tell the flute is a
weapon.
Scimitar, Valenar Double:The elves of Valenar employ a deadly double weapon with
curving scimitar blades on each end. Attacking with a double scimitar allows the character to
make two Fighting rolls as if attacking with two weapons, but doing so incurs a Multi-Action
penalty and a penalty for attacks made with the off-hand.
Sharrash, Talenta:A sickle-like blade at the end of a long pole, the Talenta sharrash was
created by the halflings of the Plains. A sharrash requires two hands to use and has a reach of
1".
Because of a sharrash's curved blade, a wielder can use the Fighting skill instead of Athletics
for a Push maneuver to knock the target Prone which requires only a success rather than a raise
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as normal.
Spade, Monk’s:As many weapons in Sarlona, the monk’s spade evolved from a simple tool.
The spade is a double weapon with a broad slashing blade on one end and a bludgeoning
counterweight on the other. The weapon allows the character to make two Fighting rolls as if
attacking with two weapons, but doing so incurs a Multi-Action penalty and a penalty for
attacks made with the off-hand. The wielder can use either the slashing or blunt head as the
primary weapon. The other head is the off-hand weapon. A warrior wielding a monk’s spade
in one hand can’t use it as a double weapon—only one end of the weapon can be used.
Spikard, Spear:A spear spikard appears the same size as a shortspear but thicker. The shaft
is hollow and is capable of projecting a bolt as part of a melee attack. Along the rear of the shaft
is a channel into which a bolt can be loaded as well as a spring-based firing mechanism.
Loading a spear spikard requires an action much like loading a light crossbow.
A wielder cannot use a spear spikard to shoot bolts at range, nor does throwing the weapon
fire the bolt. The weapon propels the bolt with a successful Fighting roll which automatically
triggers the mechanism, propelling the bolt directly into the target. The target takes piercing
damage equal to the weapon die (d6) in addition to the damage dealt by the initial attack.
Spikard, War:A war spikard operates similarly to the spear spikard but has a crossbow
mechanism that is melded smoothly into the weapon creating something that resembles a
warhammer.
The hammerhead of the war spikard is a nearly solid cylinder with a small conduit through
which the bolt is projected. The firing mechanism is located in the rear of the hammerhead.
The wielder loads the bolt through a channel similar to the one through which the bolt exist
on the striking surface. Loading a war spikard requires an action much like loading loading a
light crossbow.
The war spikard cannot fire bolts as a ranged weapon. The weapon propels the bolt with a
successful Fighting roll which automatically triggers the mechanism, propelling the bolt
directly into the target. The target takes piercing damage equal to the weapon die (d6) in
addition to the damage dealt by the initial attack.
Sword, Hook:A single piece of forged metal makes up the grip, guard, and blade of this
weapon, which also has a smaller crescent blade on the outer part of the guard as well as a hook
on the end of the larger blade. The end opposite the hook and near the grip forms a dagger-like
spike that can be used for stabbing. The wielder can strike with the smaller crescent blade or
the spike, dealing the lower damage die for the weapon—piercing damage or slashing damage
respectively. The long, hooked blade of the weapon deals the higher damage die as slashing
damage.
With a hook sword, the wielder gets a +1 on Fighting rolls made to Disarm an enemy.
Sword, Spinning:Designed by the quori for warriors engaging with multiple enemies, the
spinning sword, or chattaval in Quori, is a whip-like weapon made of multiple long strands of
cord-like flexible steel. A spinning sword has a 1" reach.
A spinning sword can be hidden by wearing it as a belt. The grip functions as a buckle. A
successful Notice roll with a –2 penalty discerns that the belt is actually a weapon.
Tangat, Talenta:The tangat, a sword designed by the Talenta halflings, features a curved
scimitar-like blade mounted on a short haft.
Zulaat:Zulaats are Riedran weapons that have glaive-like heads at either end. Warriors can
fight with zulaats as if fighting with two weapons, but doing so incurs a multi-action penalty
and a penalty for attacks made with the off-hand. A creature can wield a zulaat in the primary
hand to make a single attack with no penalty.
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MELEE WEAPONS
MIN
WEAPON DAMAGE STR. WEIGHT COST NOTES
Cane,
Str+d6 d6 1 100 —
Monk’s
Sharrash,
Str+d6+1 d6 10 250 2-handed
Talenta
Sword,
Str+d6 d6 3 500 Reach 1
Spinning
Tangat, 2-handed
Str+d6+1 d6 8 400
Talenta
2-handed or
Zulaat Str+d8 d8 12 800
single-handed
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Ranged Weapons
Boomerang, Talenta:Boomerangs, commonly found among the halflings of the Talenta
Plains, are curved, polished sticks designed to return to the thrower.
If the wielder fails her throwing roll for the ranged attack, it misses the target and returns
normally. On a critical failure, the boomerang deviates from the thrower, including behind the
thrower (see Deviationunder A rea Effect Attacksin the S avage Worlds core rules).
RANGED WEAPONS
RO MIN
WEAPON RANGE DAMAGE AP F STR. WEIGHT COST
Boomerang,
6/12/24 Str+d4 — 1 d4 1 300
Talenta
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Clothing
Clothing, Darkweave:Interwoven strands of shadow and black thread make up this
beautiful but coarse cloth. D arkweave clothing grants a +1 bonus to Stealth rolls made in dim
light, darkness, or pitch dark. (+100 gp)
Clothing, Glamerweave:G lamerweave is a fine, light-weight fabric with illusions woven
into it. Its color shifts subtly and is hard to describe, which gives it a striking and strangely
beautiful appearance. Characters wearing g lamerweave clothing gain an additional +1 bonus
to Persuasion rolls in social interactions. (–1lb, +100 gp)
Shiftweave:See M iscellaneous Magic Items.
Tailored Formal Clothes:This set of clothes is designed specifically to be expensive and to
show it. Anyone wearing tailored clothing may add +1 to his Persuasion rolls in situations
where his status has an effect. (200 gp)
Winter Gear:Characters without warm cloaks and boot covers suffer –2 to their Fatigue
rolls in cold weather. (3 lb, 200 gp)
Documents
Arcane Signet Ring:Dragonmarked houses use these rings for identification purposes.
These rings are set with large gemstones that contain an intricate runic pattern—actually an
arcane mark—that becomes visible when worn by the person for whom it was constructed. It
is extremely unusual for anyone who does not have the Aristocrat Edge as a member of a
dragonmarked house to wear an arcane signet ring. (150 gp)
Signet Brooch:Members of a house, whether actual scions or high-standing employees,
sometimes wear signet brooches instead of arcane signet rings to identify their affiliation.
Signet brooches don't contain arcane marks. (75 gp)
Identification Papers: M ost people of the middle and upper classes, at least in the most
civilized areas of Khorvaire (Aundair, Breland, Karrnath, Thrane, Zilargo, and the Mror
Holds) carry identification papers with them at all times. Issued by national governments and
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notarized by House Sivis, these papers present a detailed physical description of a person (the
wealthy sometimes commission small portraits of themselves), the person's name and
residence, and in some cases additional information about the person's affiliations (particularly
including any connection to a dragonmarked house, royalty, or a large institution). (2 gp, 5 gp
with portrait)
Letter of Marque:The concept of letters of marque originated during the Last War, when
the rulers of the warring nations granted adventurers permission to attack ships and assets
belonging to other nations. The Treaty of Thronehold declared void all letters of marque that
existed at the time, but the idea survives in Breland, though in a rather altered form. The king
of Breland now issues papers granting adventurers permission to explore and plunder the ruins
of Xen'drik. Though such permission is not technically necessary, wise adventurers are sure to
secure it before using Sharn as a launching point for expeditions to Xen'drik. Those who try to
sell treasures from Xen'drik on the open market in Breland must produce a letter of marque or
face stiff fines—on top of forfeiting the treasure they won on their adventures. (500 gp)
Traveling Papers:Anyone who travels across national borders is usually required to carry
traveling papers identifying them, their residence, their destination, and their reason for travel.
Traveling papers consist of a parchment sheet with the appropriate information and an arcane
mark, carried in a leather folder. House Sivis, House Orien, House Deneith, and House
Lyrandar all offer traveling papers that are recognized throughout central Khorvaire. (2 sp)
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Magic
Arcane Backgrounds
Eberron for Savage Worlds introduces several new Arcane Backgrounds: Aberrant
Dragonmark, Dragonmark, and Druidism. In addition, there are some minor modifications to
the existing options found in the core.
DRAGONMARK ABILITIES
MARK RACE SKILL BONUS POWERS
+1 to Persuasion and
Mark of Intimidation rolls related to Darksight, d
etect arcana,
Half-elf
Detection Networking(see S avage divination
Worlds core rules)
Mark of
Human +1 to Driving or Riding rolls Fly, speed, teleport
Passage
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Shadow illusion
Elemental manipulation
Mark of +1 to Boating or Piloting rolls
Half-elf (air and water only), settle
Storm (choose one)
storm, zephyr
ENVIRONMENT MODIFIERS
MOD ENVIRONMENT
Rituals
Those with an Arcane Background Edge are able to perform rituals as presented in the H
orror
Companion with only the following mechanical differences.
● Arcane Skill:Characters use their Arcane Skill to perform the Dramatic Tasks
associated with Rituals.
● Materials:A caster may attune an E berron shard as part of his ritual. If a small
Eberron shard is attuned, the caster may add +1 to his Arcane Skill check each
action. If a greater Eberron shard is attuned, he may add +2. Because dragonshards
used for rituals are attuned, they cannot be reused for other purposes at the end of
the ritual, whether it was successful or not.
● Failure:Failure during a ritual results in the normal results in Backlash as usual as
well as the loss of any material components, including attuned dragonshards. If the
failure occurs on a Complication, all participants suffer 2d6 damage that ignores
armor.
Spellcasting Services
Magic is a massive industry in Eberron, and many of the Dragonmarked Houses and their
guilds provide spellcasting services to those who can afford it. The cost of these services is 25gp
per Power Point, double for a raise.
It is assumed that any individual performing the service would at least have a d6 Arcane Skill
and would likely perform the casting with others who are making cooperative rolls to
guarantee a success. If the customer pays for a success only, any benefits from a raise are at no
extra cost. If the customer requires a raise, the additional cost accounts for any rerolls that
might be necessary to achieve the desired result.
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Rituals as a Service
If the spellcasting service required includes any enhanced effects achievable through Rituals,
the cost of the service increases by 50%, or 100% if a raise is also required.
Powers
Boost/Lower Trait
Add the following modifier to b oost/lower Trait.
Modifiers
● TRAIT BONUS/PENALTY (+2/+4):For +2 points, a success instead adds or
subtracts 1 to rolls made by the designated Trait, or 2 with a raise. For +4 points, the
bonus or penalty is 2, or 3 with a raise.
Magic Mark
Rank:Novice
Range:Touch
Power Points:1
Duration:Permanent
Trappings:mystical tattoos, invisible sigils, arcane runes
Magic mark can be visible or invisible. If a magic mark was created as a visible mark, a caster
can use c onceal arcana to temporarily hide it. Casting detect arcana will reveal a permanent or
temporarily concealed magic mark. Casting dispel on an arcane mark can remove it
permanently.
Repairing
Rank:Novice
Power Points:3
Range:Touch
Duration:Instant
Trappings:The caster must touch the object with at least one free hand.
Repairing fixes damage to objects, including constructs and living constructs, that have taken
damage but are not entirely broken.
For Wild Cards, each use of repairing removes a Wound with a success, two with a raise.
The penalty to the caster’s Arcane Skill roll is the target’s Wounds, if any (to a maximum of –3
for targets that can take more than three). A success removes one Wound, and a raise removes
two. The power may be cast additional times to remove additional Wounds.
For Extras or objects, the Prophesier must first determine if the construct or object is already
destroyed. If so, no repair may be attempted. If not, a successful Arcane Skill roll repairs the
construct or object.
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Modifiers
● GREATER REPAIRING (+10): G reater repairing can actually rebuild objects
that are completely broken as long as all parts are still available. This spell may also
be used to restore constructs (but not living constructs) that have perished.
● CRIPPLING INJURIES (+20):For Living Constructs, the power can repair a
permanent Crippling Injury (see Incapacitation in the Savage Worlds core rules).
This requires an hour of preparation and only one casting is permitted per injury. If
it fails, this caster cannot heal that particular injury (but someone else may try). If
successful, the subject is Exhausted for 24 hours.
Secret Writing
Rank:Novice
Power Points:⅓
Range:Touch
Duration:Permanent
Trappings:Chanting while writing, enchanted paper, magically transcribed spoken words
This spell requires ten minutes to cast and disguises the contents of a page, scroll, book or
other suitable writing material, making it appear however the caster wishes. The caster must
specify a command word when the spell is cast. Speaking the command word can reveal the
true contents of the page or hide it again. Speaking the command word twice in rapid
succession removes the spell completely. D ispel removes the effects of the spell and reveals the
original contents of the page.
Modifiers
● Suggestion (+2):The caster can designate specific individuals who can read it
automatically. To everyone else it appears as described above, but with an added
effect of a non-harmful suggestion such as “This scroll never existed.” The
suggestion must be defined when the power is activated. When the suggestion is
triggered, the unauthorized reader must make a Spirit roll opposed by the caster's
Arcane Skill roll originally made to activate the power.
More Powers
Many of the lists of powers above include powers that are not included in the S avage Worlds
core rules. These powers are available in other S avage Worlds products from Pinnacle
Entertainment Group. Below is a list of those powers and the setting or supplement in which
they can be found.
● Fantasy Companion
○ analyze foe
○ concentrate
○ draining touch
○ jet
● Horror Companion
○ bind entity
○ consecrate ground
○ corpse senses
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○ drain years
○ enhance undead
○ grave shroud
○ grave speak
○ nightmares
○ spirit shield
○ strength of the dead
○ summon demon
○ summon spirit
○ suppress lycanthropy
● 50 Fathoms Player’s Guide
○ mend
○ quake
○ settle storm
○ storm
○ summon elemental
○ zephyr
○ water walk
● Flash Gordon
○ levitate
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Magic Items
Prophesiers are encouraged to include items presented under T reasurein the Fantasy
Companion in addition to items in this section. In the case of the latter, prices should be
adjusted to suit the setting.
Additionally, Prophesiers and players should refer to Arcane Devicesin the Savage Worlds
rules for designing items of their own creation.
Dragonshards
Unattuned dragonshards have Toughness 10. The process of attunement softens a stone
slightly, reducing its Toughness to 8.
DRAGONSHARD PRICES
VALUE
SIBERYS SHARDS RANGE AVERAGE VALUE
VALUE
EBERRON SHARDS RANGE AVERAGE VALUE
VALUE
KHYBER SHARDS RANGE AVERAGE VALUE
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before she can make use of its power. (2,500 gp)
Channeling Rod:A dragonmarked character using a channeling rod halves the Power
Point cost when using her dragonmark power. This is especially useful when applying
modifiers to powers. (5,000 gp)
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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.
Living Construct
Living Constructs are made from organic and inorganic matter and are capable of emotions
and conscious thought. They lack some of the benefits of constructs, but also have some
distinct advantages. Living constructs do not need to breathe, eat, or drink, and are immune to
disease and poison. They also don’t need to sleep, and arcane powers can’t put them to sleep;
however, they must spend at least six hours in a relaxed state. In this state, living constructs
remain conscious, can see and hear as normal, and can perform simple tasks including using
the Repair skill on themselves. Living constructs cannot heal naturally, and characters using
the healing power or Healing skill on them subtract 4 from the respective rolls. Wounds must
be mended via the Repair skill (each attempt takes one hour per current Wound level and
ignores the “Golden Hour”) or the repairing power.
Engulf
The creature can completely swallow or surround targets it moves over, as long as it doesn't
make any other attacks the same round. Victims who fail an Agility roll are engulfed, and are
subject to attacks from the creature each round on the creature’s turn. Engulfed targets are
considered to be Grappled.
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✹ Daelkyr
Attributes:Agility d12+2, Smarts d12+3, Spirit d12+2, Strength d12+2 , Vigor d12+3
(d12+2 without living breastplate)
Skills:Athletics d12, Fighting d12+1, Healing d12+2, Intimidation d12+2, Spellcasting
d12+2, Cosmology d12+2, Notice d12+2, Persuasion d12+2, Stealth d12+1, Survival d8 (+2
on other planes)
Pace:8; Parry:8; T
oughness:13 (3)
Treasure: Rich
Gear: L iving breastplate (+3), tentacle whip (Str+d4)
Special Abilities:
● Aberration:Aberrations are immune to poison and disease. They take additional
+2 damage from weapons made of byeshk.
● Alien Mind:Any creature that attempts to reach into a daelkyr's mind with a
power risks suffering insanity. (GMs are encouraged to use a sanity system of their
choice).
● Aura of Madness:As a free action, Daelkyr can create an aura of madness using the
confusion power. The area of effect is a Medium Blast Template.
● Corrupting Touch:A daelkyr possesses the innate ability to twist and corrupt any
creature that it touches. This effect is equivalent to the lower trait power. A
daelkyr's tentacle whip can channel this effect with a successful Fighting roll
regardless of whether the target is Shaken or Wounded from the attack.
● Living Breastplate:+3 armor. Increases Vigor by one die size.
● Infravision:Daelkyr halve penalties for Illumination when attacking living targets.
● Slam:Str+d4. Corrupting touch.
● Tentacle Whip:Str+d4. Reach 3". +1 Fighting. +2 bonus for rolls to Disarm.
Corrupting touch.
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Dinosaurs
Glidewing
Glidewing is the name for pteranodons in Eberron.
Attributes:Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d6
Skills:Athletics d10, Fighting d6, Notice d6, Stealth d6
Pace:4; Parry:6; T
oughness:8
Treasure:Meager, in nest
Special Abilities:
● Bite: Str+d6.
● Flight:Glidewings have a Flying Pace of 12”
● Size +2:Glidewings measure 10’ in length, and have a large wing span.
Swordtooth Titan
Swordtooth titan is the name for a tyrannosaurus rexes in Eberron.
Attributes:Agility d6, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d8
Skills:Athletics d4, Fighting d8, Notice d8, Stealth d6
Pace: 8; Parry:6; T
oughness:15 (2)
Treasure:Worthwhile, in lair
Special Abilities:
● Armor +2:Swordtooth titans have thick, leathery hides.
● Bite:Str+d8; AP 2.
● Resilient:
● Roar:As an action a swordtooth titan can emit a terrifying roar. All those who hear
the roar—typically anyone within a mile—must make a Spirit roll or be Shaken.
● Size +7:Swordtooth titans have a Scale Modifier of +3 and a Toughness modifier
of +7. They also can take one Wound before they’re incapacitated.
Clawfoot
Is the name of the Velociraptor in Eberron.
Attributes:Agility d8, Smarts d8 (A), Spirit d6, Strength d10, Vigor d8
Skills:Athletics d6, Fighting d8, Notice d8, Stealth d8
Pace:8; Parry:6; T
oughness:9 (2)
Treasure:Meager, in lair
Special Abilities:
● Armor +2:Velociraptors have thick leathery hides.
● Bite or Claw: Str+d6.
● Size +1:Velociraptors are roughly 7’ tall.
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Dolgaunt
Attributes:Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills:Athletics d10, Common Knowledge d4, Fighting d6, Notice d8, Stealth d8
Pace:6; Parry:5; T oughness:7 (1)
Edges:Combat Reflexes, Frenzy
Special Abilities:
● Aberration:Aberrations are immune to poison and disease. They take additional
+2 damage from weapons made of byeshk.
● Armour +1: Dolgaunts have tough, leathery skin.
● Tentacles:Dolgaunts can strike with two tentacles with their Strength in damage
and a Reach of 1". They also add +2 to grappling rolls, including those made to hold
onto Entangled prey. Severing a tentacle is a Called Shot at –2. If damage exceeds
the dolgaunt’s Toughness, the limb is severed and the dolgaunt is Shaken. If it was
already Shaken, it takes a Wound. Attacking a tentacle that has Bound or Entangled
a friend is just like attacking characters in melee and uses the Innocent Bystander
rule.
● Blindsight:Ignore sight-based penalties and gaze attacks.
● Very Resilient:Can take two Wounds before Incapacitated
● Vitality Drain:If a dolgaunt gets hold of an opponent, it can burrow into the flesh
of its victim and draw out vital fluids using the tendrils that cover its skin. With a
raise on a Fighting roll to grapple, the dolgaunt decreases the victim's Vigor by 1 die
size (to a minimum of d4) in addition to normal damage. The decrease in Vigor is a
temporary injury as per the Incapacitation rules (recovered when all Wounds are
healed). An injured dolgaunt recovers 1 Wound every time it successfully uses this
ability.
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Dolgrim
Attributes:Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills:Athletics d10, Common Knowledge d6, Fighting d6, Notice d4, Stealth d4
Pace:5; Parry:7; T
oughness:7 (1)
Gear:Leather armour (+1), morningstar (Str+d8), short spear (Str+d6; Parry +1), medium
shield (+1 Parry), light crossbow (Range 15/30/60; 2d6; AP 2)
Edges:Dodge, Two-Fisted
Special Abilities:
● Aberration:Aberrations are immune to poison and disease. They take additional
+2 damage from weapons made of byeshk.
● Dual Consciousness:A dolgrim has two brains coordinating its attacks. In
addition to providing +1 bonus on Spirit rolls, the dual brain enables a dolgrim to
make off-hand attacks at no penalty.
● Multiple limbs:A dolgrim’s additional arms allow it to ignore 2 points of
Multi-Action penalties each turn.
● Size –1:Reduces Toughness by –1.
● Very Tough:+1 Toughness.
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Drow
Attributes:Agility d10, Smarts d6, Spirit d6, Strength d6 , Vigor d6
Skills:Athletics d6, Common Knowledge d6, Fighting d8, Notice d8, Shooting d10, Stealth
d8, Survival d8
Pace:6; Parry:6; T
oughness:7 (2)
Hindrances:Outsider
Edges:Ambidextrous, Two-Fisted, Combat Reflexes, Marksman, Woodsman
Treasure:Meager per 3 warriors
Gear:Chitin armor (+2), Drow long knife (Str+d6 or Range: 3/6/12, Damage: Str+d6),
Xen'drik boomerang (Range: 4/8/16, Damage: Str+d6)
Special Abilities:
● Darkness:Drow can create an aura of magical darkness using the o bscure power.
They have 5 Power Points usable solely for this power. These Power Points recharge
at a rate of 1 per hour and are unaffected by Rapid Recharge; Power Points from
other sources cannot be used with this power. Drow use Smarts as their Arcane Skill
for this power.
● Infravision:Drow halve penalties for Illumination when attacking living targets.
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Homunculus
Arbalester
Attributes:Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills:Athletics d4, Notice d4, Shooting d8, Stealth d4
Edges:Marksman
Pace: 2; Parry:2; T oughness:1
Special Abilities:
● Bite:Str
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Infravision:Arbalesters halve penalties for Illumination when attacking living
targets.
● Size –3 (Very Small):Arbalesters have a Scale Modifier of –4 and a Toughness
modifier of –3.
Dedicated Wright
Attributes:Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills:Artifice or Spellcasting d8, Athletics d4, Notice d4, Repair d6, Stealth d4
Pace: 2; Parry:4; T
oughness:4
Edges:Craft Arcane Device
Special Abilities:
● Hammer: Str+d4
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Infravision:Dedicated wrights halve penalties for Illumination when attacking
living targets.
● Size –3 (Very Small):Dedicated Wrights have a Scale Modifier of –4 and a
Toughness modifier of –3.
● Item Creation:Dedicated wrights can craft basic items on behalf of its master. The
master provides all other resources, including the known power and Power Points.
The master must spend one hour channeling the power or powers into the
dedicated wright. Afterward, she may leave the dedicated wright to perform the task
of creating the item. The dedicated wright still invests the time needed as described
under Arcane Devicesin the Savage Worlds core rules (typically one hour per
power).
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Expeditious Messenger
Attributes:Agility d12, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills:Athletics d4, Notice d4, Stealth d12
Pace: 4; Parry:2; T
oughness:0
Edges:Dodge, Extraction (Improved)
Special Abilities:
● Sting: Str
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Flight:Expeditious messengers have a Flying Pace of 20” and Climb of 20”
● Infravision:Expeditious messengers halve penalties for Illumination when
attacking living targets.
● Message:An expeditious messenger's master can converse with a creature up to 1
mile away through the homunculus.
● Size –4 (Tiny):Expeditious messengers have a Scale Modifier of –6 and a
Toughness modifier of –4.
Furtive Filcher
Attributes:Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills:Athletics d4, Notice d4, Stealth d12
Pace: 10; Parry:2; Toughness:1
Edges:Fleet-Footed
Special Abilities:
● Bite: Str+d4
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Infravision:Furtive filchers halve penalties for Illumination when attacking living
targets.
● Size –3 (Very Small):Furtive filchers have a Scale Modifier of –4 and a Toughness
modifier of –3.
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Iron Defender
Attributes:Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills:Athletics d4, Fighting d6, Notice d4, Stealth d4
Pace: 10; Parry:5; Toughness:7 (2)
Edges:Fleet-Footed
Special Abilities:
● Armor +2:Metal plating
● Bite: Str+d6
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Infravision:Iron defenders halve penalties for Illumination when attacking living
targets.
● Size –1:Iron defenders have a Toughness modifier of –1.
Packmate
Attributes: A gility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Notice d4, Stealth d4, Swimming d6
Pace: 6; Parry:5; T oughness:5 (2)
Special Abilities:
● Armor +2:Metal plating
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Feed Potion:A packmate is dexterous enough to retrieve a potion from one of its
storage compartments, uncork it, and administer it to a fallen creature. A packmate
is typically given instructions to use a healing potion (oil of repair in the case of a
warforged master) on its master if he falls.
● Hardy:The packmate does not suffer a Wound from being Shaken twice.
● Infravision:Packmates halve penalties for Illumination when attacking living
targets.
● Ready Item:The telepathic connection between a packmate and its master allows
the packmate to anticipate what item its master might call for next. If the
homunculus and mast are adjacent, then the master can retrieve an item from the
packmate as a free action.
● Size –1:Packmates have a Toughness modifier of –1.
● Slam: Str+d4
● Throw Flask:A packmate can be directed to throw vials of acid, holy water, or
similar weapons it carries.
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Persistent Harrier
Attributes:Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills:Athletics d4, Fighting d4, Notice d4, Stealth d4
Pace: 8; Parry:5; T
oughness:5(2)
Edges:Fleet-Footed
Special Abilities:
● Acrobat:+2 to all Agility rolls made to perform acrobatic maneuvers. +1 to Parry.
● Armor +2:Metal plating
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Ganging Up:Persistent Harriers always attempt to "gang up" on their targets.
● Infravision:Persistent harriers halve penalties for Illumination when attacking
living targets.
● Spikes: Str+d6
● Size –1:Persistent harriers have a Toughness modifier of –1.
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Horrid Animals
A horrid animal gains the following abilities.
● Armor +2:Bony or chitinous plates cover the horrid animal’s body, giving it an
armored appearance.
● Acidic Attack:A horrid animal’s natural weapons deal an extra 1d6 acid damage.
● Ill-Tempered:Persuasion rolls involving a horrid animal take a –2 penalty, since
horrid animals are more difficult to control than normal animals or even dire
animals.
● Immunity to Acid:A horrid animal has immunity to acid.
● Healer:A horrid animal adds +2 to all natural healing rolls for its own Wounds.
● Resilient:Horrid animals can take one Wound before being Incapacitated.
Horrid Ape
Attributes:Agility d10, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10
Skills:Athletics d12, Fighting d4, Notice d6, Stealth d6
Pace:6; Parry:4; T
oughness:11 (2)
Treasure:None
Special Abilities:
● Alertness:+2 to Notice rolls.
● Armor +2:Bony or chitinous plates cover the horrid animal’s body, giving it an
armored appearance.
● Acidic Attack:A horrid animal’s natural weapons deal an extra d6 acid damage.
Any material hit by the acid is damaged (armor loses a point of protection).
● Bite/Claw:Str+d8+d6 acid.
● Healer:A horrid animal adds +2 to all natural healing rolls for its own Wounds.
● Ill-Tempered:Persuasion rolls involving a horrid animal take a –2 penalty, since
horrid animals are more difficult to control than normal animals or even dire
animals.
● Immunity to Acid:A horrid animal has immunity to acid.
● Resilient:Horrid animals can take one Wound before being Incapacitated.
● Size +2:Toughness +2.
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Horrid Rat
Attributes:Agility d12, Smarts d6 (A), Spirit d6, Strength d6, Vigor d10
Skills:Athletics d10, Fighting d4, Notice d6, Stealth d8
Pace:8; Parry:4; T
oughness:8 (2)
Treasure:None
Special Abilities:
● Alertness:+2 to Notice rolls.
● Armor +2:Bony or chitinous plates cover the horrid animal’s body, giving it an
armored appearance.
● Acidic Attack:A horrid animal’s natural weapons deal an extra d6 acid damage.
Any material hit by the acid is damaged (armor loses a point of protection).
● Bite:Str+d4+d6 acid; infection.
● Healer:A horrid animal adds +2 to all natural healing rolls for its own Wounds.
● Ill-Tempered:Persuasion rolls involving a horrid animal take a –2 penalty, since
horrid animals are more difficult to control than normal animals or even dire
animals.
● Immunity to Acid:A horrid animal has immunity to acid.
● Infection:Anyone Shaken or Wounded by a rat must make a Vigor roll or suffer a
level of Fatigue from an infected bite. Cumulative bites can lead to Incapacitation,
but never to Death. The infection lasts 2d6 days.
● Low Light Vision:Ignore penalties for Dim and Dark Illumination.
● Resilient:Horrid animals can take one Wound before being Incapacitated.
● Size –1:Two feet long; Toughness –1.
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Karrnathi Skeleton
Karrnathi Skeleton Fighter
Attributes:Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills:Athletics d4, Fighting d8, Intimidation d6, Notice d6, Shooting d6, Stealth d4
Pace:7; Parry:6; T
oughness:10 (+3)
Edges:Ambidextrous, Two-Fisted
Gear:Scimitar x 2 (Str+d8), plate corselet (+3, torso)
Special Abilities:
● Bony Claws:Str+d4.
● Fearless:Skeletons are immune to Fear and Intimidation.
● Undead:+2 Toughness; +2 to recover from being Shaken; Called Shots do no extra
damage.
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Living Spell
A “living spell” is an ability applied to an arcane or divine power effect (or in some cases, a
group of power effects) instead of a creature, turning the power into a living entity. The
characteristics of a living spell are determined by the nature of the spell(s), including the rank
of the powers. The ability can be applied to any powers that uses a Blast or Cone Template.
Special Abilities:
● Engulf:Living spells can move over targets to engulf them. Victims who fail an
Agility roll are engulfed and subject to the power’s effects each round on the living
spell’s turn. Engulfed targets are considered to be Grappled.
● Fearless:Immune to Fear and Intimidation.
● Mindless:Immune to mind-affecting powers.
● Slam: Str+power.
Living spells vary in sizes. The size is based on the template size of the power’s effect as
indicated in the list below.
● Small Blast Template:Size +4 (Scale Modifier +2, Strength d12+1, Toughness
+4).
● Medium Blast or Cone Template:Size +6 (Large (+1 Wound), Scale modifier +2,
Strength d12+3, Toughness +6).
● Large Blast Template:Size +8 (Huge (+2 Wounds), Scale modifier +4, Strength
d12+5, Toughness +8).
Living Fireball
A living fireball is based on the blast power using a Medium Blast Template.
Attributes:Agility d4, Smarts d4 (M), Spirit d4, Strength d12+3, Vigor d6
Skills:Fighting d4
Pace:4; Parry:4; T oughness:11
Special Abilities:
● Engulf:Living fireballs can move over targets to engulf them. Victims who fail an
Agility roll are engulfed and subject to the blast power with a fire trapping (2d6
damage; fire) each round on the living fireball’s turn. Engulfed targets are
considered to be Grappled.
● Fearless:Immune to Fear and Intimidation.
● Mindless:Immune to mind-affecting powers.
● Size +6:Living fireballs are about 24’ in diameter, covering an area equal to a
Medium Blast Template. They have a Scale Modifier of +2, +6 Toughness, and can
take one Wound before becoming Incapacitated.
● Slam:Str+2d6 (fire).
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Psicrystal
Attributes:Agility (as owner's)*, Smarts d4, Spirit (as owner's), Strength d4*, Vigor d12
Skills:Athletics d10, Notice d6, Stealth d6
Pace:6* ; Parry:2; T oughness:4(1)
Edges:Dodge (Improved)
Treasure:None; possibly found with owner's treasure
* With self-propulsion ability activated.
Special Abilities:
● Armor +1:The process of creating a psicrystal hardens the base crystal from which
it is made.
● Construct:Psicrystals add +2 to recover from being Shaken, ignore 1 point of
Wound penalties, and do not breathe and immune to poison or disease.
● Telepathy:Telepathic link with owner, as if under the effect of telepathy, out to a
distance of 1 mile.
● Self-propulsion: A s an action, an owner can will the psicrystal to form spidery,
ectoplasmic legs that give it a Pace 6 and Climbing d10; it can walk on vertical
surfaces at Pace 6 as well. The legs fade into nothingness after one day (or sooner, if
the owner desires).
● Sighted: Although it has no physical sensory organs, a psicrystal can telepathically
sense its environment as well as a creature with normal vision and hearing. Darkness
(even supernatural darkness) is irrelevant, as are areas of supernatural silence, though
a psicrystal still can’t discern invisible or ethereal beings.
● Size –3:Psicrystals are about the size of a human hand. They have a Scale Modifier
of –4 and a Toughness modifier of –3.
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Sharn Watch
Watch Guard, Human
Attributes:Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills:Athletics d6, Common Knowledge d4, Fighting d4, Intimidation d6, Notice d4,
Stealth d4
Pace:8; Parry:4; T
oughness:7 (+2)
Edges:Alertness, Fleet-Footed
Gear:Reinforced leather armor (torso, arms, and legs, +1 bypassed if hit with a raise), sap
(Str+d4), halberd (Str+d8), symbol of the Sharn City Watch, identification papers.
Treasure:Meager per 3 guards.
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Scorrow
Scorrow, Hunter
Attributes: A gility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8,
Stealth d8
Pace:8; Parry:6; T oughness: 10 (2)
Edges:Fleet-Footed, Frenzy (Improved), Marksman
Treasure:Meager
Gear: D row long knife (Str+d6 or Range: 3/6/12, Damage: Str+d6), Xen'drik boomerang
(Range: 4/8/16, Damage: Str+d6)
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Special Abilities:
● Armor +2: Chitinous skin.
● Low-light Vision:Ignores penalties for Dim and Dark Illumination.
● Infravision:Halves penalties for Illumination when attacking living targets.
● Poison: Anyone Wounded or Shaken by a stinger attack must make a Vigor roll or
become Incapacitated. Death follows in 2d6 minutes. A Healing roll at –2 prevents
death.
● Size +2:Scorrow are relatively large.
● Stinger:Str+d6.
● Very Resilient:Can take two Wounds before Incapacitated.
Scorrow, Clawborn
Attributes:Agility d8, Smarts d6, Spirit d6, Strength d12+1, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8,
Stealth d8
Pace:8; Parry:6; T
oughness:10 (2)
Edges:Fleet-Footed, Frenzy (Improved), Marksman
Treasure:Meager
Special Abilities:
● Armor +2:Chitinous skin.
● Low-light Vision:Ignores penalties for Dim and Dark Illumination.
● Infravision:Halves penalties for Illumination when attacking living targets.
● Pincers:Str+d4.
● Poison:Anyone Wounded or Shaken by a stinger attack must make a Vigor roll or
become Incapacitated. Death follows in 2d6 minutes. A Healing roll at –2 prevents
death.
● Size +2:Scorrow are relatively large.
● Stinger:Str+d6.
● Very Resilient:Can take two Wounds before Incapacitated.
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Traps
Traps are designed as presented in the Pulp GM’s Toolkit with the following modifications.
Disarming:Disarming a trap is performed by the Thievery skill.
RANDOM TRAPS
(modified from the Pulp GM’s Toolkit)
CARD
DRAWN TRAP
Jack Bolt
Shooting
Die Range Damage RoF
♣ d6 12/24/48 2d6 2
Queen Blast
Area of Effect
(centered on trap location) Damage
♣ Medium Blast Template 2d6
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Warforged Scorpion
Attributes:Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d10
Skills:Athletics d8, Fighting d8, Notice d6, Shooting d6, Stealth d6
Pace:6; Parry:6; T
oughness:12 (3)
Special Abilities:
● Acid Spray:Warforged scorpions can project a spray of acid using the Cone
Template. Characters within the cone must make an opposed Agility roll against the
warforged scorpion's Shooting roll or suffer 2d8 damage. If the victim does not take
an action to wash off the acid or strip off any acid covered items, the acid does 1d8
damage on the warforged scorpion's next action.
● Armor +3:Warforged scorpions have chitinous skin made out of metal.
● Construct:Warforged scorpions add +2 to recover from being Shaken, ignore 1
point of Wound penalties, and do not breathe and immune to poison or disease.
● Grapple:A warforged scorpion may grapple a foe with one or both pincers. If it
uses both, each must make a successful opposed Strength roll. Escaping from a
double grapple gives the prey a –4 penalty to his Strength roll to escape. A stinger
attack against a grappled foe is made at +2, +4 if the victim is held in both pincers.
● Pincers:Str+d4
● Size +2:Warforged scorpions measure 9' in length.
● Sting:Str+d6+d6 acid
Warforged Titan
Attributes:Agility d4, Smarts d4, Spirit d6, Strength d12+3, Vigor d12
Skills:Athletics d4, Fighting d10, Notice d4, Stealth d4
Pace:10; P
arry:6; Toughness:19 (4)
Gear:Axe (Str+d6), maul (Str+d8; Parry –1; AP 2)
Edges:Sweep
Treasure:None
Special Abilities:
● Armour +4:Natural armour.
● Construct:Warforged titans add +2 to recover from being Shaken, ignore 1 point
of Wound penalties, and do not breathe and immune to poison or disease.
● Endurance:+2 to Soak rolls.
● Infravision:Half penalties for bad lighting.
● Knockback:Successful attack causes target to fly backwards 1d4”, plus 1d4” for
each raise on the attack roll, and an additional +1d6 if it hits a large solid object.
● Size +7:Warforged titans have a Scale Modifier of +3 and a Toughness modifier of
+7. They also can take one Wound before Incapacitated.
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Character Sheet
Download the Eberron for Savage Worlds character sheet PDF.
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