Eberron For Savage Worlds PDF

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Eberron  for Savage Worlds is unofficial Fan Content permitted under the ​Fan Content Policy​. 
Not  approved/endorsed  by  Wizards.  Portions of the materials used are property of Wizards of 
the Coast. ©Wizards of the Coast LLC. 

This  game references the ​Savage Worlds game system​, the ​Savage Worlds Fantasy Companion​, 
the  ​Savage  Worlds  Horror  Companion​,  the  ​Savage  Worlds  Pulp  GM's  Toolkit​,  ​50  Fathoms 
Player's  Guide​,  ​Slipstream  Player's  Guide​,  ​Lankhmar:  City  of  Thieves​,  and  ​Flash  Gordon​​, 
available  from  Pinnacle  Entertainment  Group  at  ​www.peginc.com​.  ​Savage  Worlds  and  all 
associated  logos  and  trademarks  are  copyrights  of  Pinnacle  Entertainment  Group.  Used with 
permission.  Pinnacle  makes  no  representation  or  warranty  as  to  the  quality,  viability,  or 
suitability for purpose of this product.  

Eberron  and  its  respective  logo  are  trademarks of Wizards of the Coast, Inc., in the U.S.A. and 


other countries.   

 
 

Credits 
Eberron created by​Keith Baker 

Savage Worlds game designed by​Shane Hensley, with Clint Black 

Setting adapted by​Kristian Serrano 

Character sheet designed by​Karl Keesler 

Unofficial Eberron logo designed by​Alex G. Denby 

Contributors  and  Supporters:  Syd Andrews, Donovan Bailey, Ron Blessing, Dylan Brooks, 


David  Ginsburg,  Michael  Greszler,  Stirling  Netzlaw,  Manuel  Sambs,  Richard Woolcock, and 
many  more  fans  of  both  the  fantastic  world  of  ​Eberron  and  the  Fast!  Furious!  Fun!  ​Savage 
Worlds​ roleplaying game. Thank you all for exploring with me. 

Special thanks to Jennifer Sutcliffe for her support and encouragement of exercising our passions. 

Disclosure:  The  product  links  provided  are  affiliate  links  to  either  ​DriveThruRPG.com  or 
DMsGuild.com​.   

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Table of Contents 
 
Credits 2 

Table of Contents 3 

Preface 8 
About This Document 8 
Sources of Inspiration 8 

Setting Rules 10 


Prophecy Shards 10 
One-shots and Conventions 10 
Conviction 10 
Multiple Languages 11 
Three-Dragon Ante Action Deck 11 
Other Uses for Cards 11 
Other Setting Rules 11 

Creating Adventurers 12 


Races 12 
Changeling 12 
Dwarf 12 
Elf 12 
Eneko 13 
Gnome 13 
Halfling 13 
Half-elf 13 
Half-giant 14 
Half-orc 14 
Hobgoblin 14 
Human 15 
Kalashtar 15 
Shifter 15 
Warforged 16 
New Skills 17 
Artifice (Smarts) 17 
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Cosmology (Smarts) 17 
Crafting (Smarts) 17 
Druidism (Spirit) 17 
Spellweaving (Spirit) 17 
New Edges 17 
Disallowed Edges 17 
Background Edges 17 
Arcane Background 17 
Racial Edges 18 
Adamantine Body 18 
Extra Shifter Ability 18 
Elite Shifter 18 
Healing Factor 19 
Heir of Siberys/Child of Khyber 19 
Overload Metabolism 19 
Psiforged Body 19 
Reactive Shifting 19 
Shifter Acrobatics 19 
Shifter Ferocity 20 
Shifter Savagery 20 
Shifter Stamina 20 
Shifting Recovery 20 
Unarmored Body 20 
Combat Edges 20 
Action Boost 20 
Action Surge 20 
Berserk Luck 21 
Two-Fisted 21 
Power Edges 21 
Attune Arcane Weapon 21 
Craft Arcane Device 21 
Extra Effort 21 
Imbue Item 21 
Psychic Rush 21 
Weird Edges 22 
Homunculus 22 

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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 

Magic Items 42 


Dragonshards 42 
Siberys Shard Items 42 
Quori Embedded Shards 43 
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Miscellaneous Magic Items 43 

Bestiary 44 
New Monstrous Abilities 44 
Aberration 44 
Living Construct 44 
Engulf 44 
✹ Daelkyr 45 
Dinosaurs 46 
Glidewing 46 
Swordtooth Titan 46 
Clawfoot 46 
Dolgaunt 47 
Dolgrim 48 
Drow 49 
Homunculus 50 
Arbalester 50 
Dedicated Wright 50 
Expeditious Messenger 51 
Furtive Filcher 51 
Iron Defender 52 
Packmate 52 
Persistent Harrier 53 
Horrid Animals 54 
Horrid Ape 54 
Horrid Rat 55 
Karrnathi Skeleton 56 
Karrnathi Skeleton Fighter 56 
Karrnathi Skeleton Archer 56 
Living Spell 57 
Living Fireball 57 
Psicrystal 58 
Sharn Watch 59 
Watch Guard, Human 59 
Elite Watch Guard, Human 59 
Watch Sergeant, Dwarf 60 

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Watch Captain, Human 60 


Scorrow 60 
Scorrow, Hunter 60 
Scorrow, Clawborn 61 
Traps 62 
Warforged Scorpion 63 
Warforged Titan 63 

Character Sheet 64 


   

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

About This Document 


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

Sources of Inspiration 
This adaptation was primarily inspired by the original presentation of ​Eberron​ through the 
Eberron Campaign Setting​ and other setting supplements for ​Dungeons and Dragons​ v3.5. 
The recent W
​ ayfinder’s Guide to Eberron​, Keith’s personal vision of Eberron for 5e ​Dungeons 
& Dragons​, has also influenced some of the interpretations of core setting concepts into 
Savage Worlds​ mechanics. 
A number of ​Savage Worlds​ products by Pinnacle Entertainment Group, Inc. have also 
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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 Bennies​in the ​Savage Worlds​ core rules). 
At the end of each session, all Prophecy Shards return to the cache. 
Eberron Shards:​Eberron Shards are the most common of the three types, and they behave 
exactly as Bennies presented in the S​ avage Worlds​ core rules. 
Khyber Shards:​As an alternative use to the standard rules for Bennies, Khyber Shards 
allow a player to add a d6 to their character’s Trait or damage total which can Ace. Whenever a 
player uses this Shard in this way, the Prophesier keeps the Shard for his NPCs and monsters. 
Players do not draw an extra Prophecy Shard when the Prophesier uses this option.  
Siberys Shards:​Siberys Shards work exactly as Khyber Shards, but the Prophersier does 
not keep the Shard as it is returned to the Cache. 
 
One-shots and Conventions 
Randomly drawing Prophecy Shards works well for ongoing campaigns or multi-session 
adventures as the Draconic Prophecy reveals itself to the adventurers each session. However, if 
running a one-shot or convention game, a player might not get to enjoy using a Siberys or 
Khyber Shard if their luck is bad. 
Instead of drawing randomly during a one-off session, consider giving each player one Shard 
of each type. This lets them use their Shards more strategically while also enjoying the benefit 
of each type—or risk in the case of the Khyber Shard. 
If an adventurer starts with fewer than three Shards, ensure they at least have a Siberys Shard 
and possibly a Khyber Shard. If they start with more than three Shards, have them randomly 
draw their additional Shards. 
 

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

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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 Languages​under 
Setting Rules​in the ​Savage Worlds​ core rules. 

Three-Dragon Ante Action Deck 


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

Other Uses for Cards 


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

Other Setting Rules 


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

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

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

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

Dwarf
● Low Light Vision (+1):​Dwarven eyes are accustomed to the dark of the 
underearth. They ignore penalties for Dim and Dark Illumination (but not Pitch 
Darkness). 
● Reduced Pace (–1):​Dwarves have short legs compared to human-sized races. 
Decrease their Pace by 1 and their running die one die type. 
● Stability (+1):​+2 bonus to opposed Strength rolls for resisting Push attacks. 
● Stonecunning (+1):​Dwarves add 2 to Notice rolls related to unusual stonework. 
● Tough (+2): ​Dwarves are stout and tough. They start with a d6 in Vigor instead of 
a d4. This increases their maximum Vigor to d12+1. 

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

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


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

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

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

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

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

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

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

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

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

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

Background Edges 

Arcane Background 
17 of 64 
 
Arcane Background functions the same as in the core rules except it can be taken multiple 
times. Each Arcane Background has its own set of powers, Power Points, and Arcane Skill. 
When taking the New Powers Edge or Power Points Edge, it is for a specific Arcane 
Background and should be noted as such. 

Child of the Draconic Prophecy 


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

Racial Edges 

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

Extra Shifter Ability 


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

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

● Truedive:​The shifter can swim at twice his Pace. 


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

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

Heir of Siberys/Child of Khyber 


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

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

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

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

Shifter Acrobatics 
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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 

Attune Arcane Weapon


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

Craft Arcane Device 


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

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

Imbue Item 
Requirements:​Seasoned, Arcane Background (Artifice), Artifice d6+ 
Artificers in Eberron understand and can manipulate magical energy in such a way that 
enables them to quickly imbue items and constructs, including living constructs, with 
infusions (powers imbued on objects). Imbue Item is the ​Eberron​ name for the Gadgeteer 
Edge. This version of the Edge is limited to the following powers (as with the Gadgeteer Edge, 
different trappings can be applied each time the artificer casts an infusion on an item): ​arcane 
protection​, b​ arrier​, ​boost/lower Trait​, ​deflection​, ​detect/conceal arcana​, e​ lemental manipulation​, 
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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​ hort​a power by d6 Power Points without any 
penalty applied to the arcane skill roll. 

Weird Edges 

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

AVAILABLE HOMUNCULI 

RANK  HOMUNCULI TYPES 

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

Veteran  Arbalester​, ​iron defender​, ​packmate​, p


​ ersistent harrier 
The crafter and the homunculus acquire the Loyal Hindrance with regard to each other. 
The homunculus cannot refuse to follow the crafter's orders and follows orders precisely. 
For example, an iron defender will relentlessly pursue a target until given another order. 
The creator and homunculus are telepathically linked and automatically know what the 
other knows. This communication functions out to a distance equal to the crafter’s Smarts x 
100 yards. A homunculus never travels beyond this distance willingly but can be moved 
forcibly. 
The homunculus is a Wild Card with respect to Wounds and the Wild Die, but has no 
Prophecy Shards. The crafter may spend his for the homunculus, however. 
Each additional time this Edge is taken, the crafter can pick one of the powers below. Each 
power may only be taken once. The crafter may take this Edge only once each Rank. 
● The crafter can transfer Wounds and Fatigue levels to or from his homunculus as a 
free action. 
● The crafter may increase one attribute of his choice which is lower than that of the 
homunculus by one die, to a maximum of d12. 
● The homunculus can use the crafter’s Combat Edges as its own. 
● Any spells the crafter casts on himself also affect the homunculus. If he casts armor 
with a raise, both he and his homunculus gain +4 Armor for the duration, for 
example. 
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● The homunculus has 5 Power Points, which the crafter may use as if they were his 
own. They recharge at the same rate as the crafter’s (usually 1 per hour). 
If the homunculus is destroyed, the character must take this Edge again to create a new 
homunculus. However, the previous acquisitions of this Edge to add to its abilities are applied 
to the new homunculus. 

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

PSICRYSTAL PERSONALITIES 
PERSONALITY  BENEFIT TO OWNER 

Bully  +1 bonus on Intimidation checks 

Friendly  +1 bonus on Persuasion checks 

Hero  +1 bonus on Vigor rolls 

Nimble  +1 bonus on Agility rolls to interrupt actions 

Observant  +1 bonus on Notice checks 

Resolved  +1 bonus on Spirit rolls 

Sage  +1 bonus on Academics rolls 

Single-minded  +1 bonus to Psionics rolls while maintaining powers 

Sneaky  +1 bonus on Stealth checks 

Sympathetic  +1 bonus on Smarts rolls 


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

23 of 64 
 
Psicrystal Advancement:​At each Rank of the owner, the psicrystal has the following 
abilities: 
● Novice:​Armor +1; Smarts d4 
● Seasoned: A
​ rmor +2; Smarts d6 
● Veteran:​Armor +3; Smarts d8 
● Heroic:​Armor +4; Smarts d10 
● Legendary:​Armor +5; Smarts d12 
A psicrystal can speak one language of its owner’s choice (so long as it is a language the 
owner knows). A psicrystal can understand all other languages known by its owner, but 
cannot speak them. 
Because of the telepathic link between a psicrystal and its owner, the owner has the same 
connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a 
room, the owner can teleport into that room as if he has seen it too, negating the –4 penalty for 
the destination being an unknown area; the –2 penalty for not being able to see it presently 
might still apply. 
The psicrystal is a Wild Card with respect to Wounds and the Wild Die, but has no 
Prophecy Shards. The owner may spend his for the psicrystal, however. 
Each additional time this Edge is taken, the psion can pick one of the powers below. Each 
power may only be taken once. The psion may take this Edge only once each Rank. Taking it 
during character creation allows the psion to take it again while he’s a Novice. 
● The psicrystal gains Arcane Resistance against psionics. 
● The psion can transfer Wounds and Fatigue levels to or from his psicrystal as a free 
action. 
● The psion can use the psicrystal's senses as if they were his own. This requires 
concentration. The maximum range for this ability is the psion's Smarts x 100 yards. 
● Whenever the psicrystal is adjacent to or in the possession of its owner, the owner 
has the Alertness Edge. 
● Any powers the psion manifests on himself also affect the psicrystal. If he manifests 
armor with a raise, both he and his psicrystal gain +4 Armor for the duration, for 
example. 
● The psicrystal has 5 Power Points, which the psion may use as if they were his own. 
They recharge at the same rate as the psion's (usually 1 per hour). 
● The psicrystal can act as a conduit for the psion's powers by delivering touch powers 
manifested by its owner. The owner and the psicrystal must be in contact at the 
time the power is manifested. The power must be delivered before the owner can 
manifest another power. At Legendary Rank, the owner can manifest the power 
through the psicrystal to a distance of up to 1 mile. 
● At Seasoned Rank or above, the owner, as a standard action, can will his psicrystal 
to fly with Pace 6. The effect lasts for one day (or until the owner dismisses it, at 
which point the psicrystal drifts gently to the ground). 
If the psicrystal is destroyed, the character must take this Edge again to create a new 
psicrystal. However, the previous acquisitions of this Edge to add to its abilities are applied to 
the new psicrystal.   

24 of 64 
 

Other Edges 
The following Edges are recommended for inclusion in Eberron: 
● Fantasy Companion 
○ Professional Edges 
■ Artifact Hunter 
■ Knight 
■ Troubadour 
● Horror Companion 
○ Background Edges 
■ Relentless 
○ Leadership Edges 
■ Fanaticism 
○ Professional Edges 
■ Exorcist 
■ Necromancer 
● Master Necromancer 
■ Monster Hunter 
○ Social Edges 
■ One of the Chosen 
■ Tower of Will 
● Pulp GM's Toolkit 
○ Combat Edges 
■ Bring ‘Em On!* 
■ Sucker Punch 
○ Professional Edges 
■ Explorer 
○ Social Edges 
■ Femme Fatale/Ladykiller 
● Slipstream Player’s Guide 
○ Combat Edges 
■ Bring ‘Em On* 
■ Sucker Punch 
○ Professional Edges 
■ Explorer 
○ Social Edges 
■ Femme Fatale/Ladykiller 
■ Fence 
● 50 Fathoms Player’s Guide 
○ Combat Edges 
■ Close Fighting 
● Improved Close Fighting 
■ Dirty Fighter 
● Really Dirty Fighter 
■ Oversized Weapon Master 
● Lankhmar: City of Thieves 
○ Combat Edges 
■ Brutal 
■ Close Fighting 
● Improved Close Fighting 
25 of 64 
 
■ Dirty Fighter 
● Really Dirty Fighter 
■ Lunge 
■ Spot Weakness 
■ Wall of Steel 
● Flash Gordon 
○ Combat Edges 
■ Combat Sense* 
■ Improved Combat Sense* 
■ Determination 
*Bring ‘Em On!, Combat Sense/Improved Combat Sense, and Wall of Steel are all similar with 
regards to reducing or eliminating Gang Up bonuses. Choose the one that best suits your 
campaign. 
   

26 of 64 
 

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

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

MELEE WEAPONS 
MIN 
WEAPON  DAMAGE  STR.  WEIGHT  COST  NOTES 

+1d6 damage from 


fire or frost and an 
additional 1d6 damage 
Alchemy  if using alchemist's fire 
Str+d6  d6  2  350 
Blade  on subsequent rounds 
if the target catches 
fire (see F
​ ire​in S​ avage 
Worlds​) 

+1 to Fighting rolls or 


Cane, 
Str+d6  d6  1  100  Strength rolls during 
Monk’s 
Disarm attempts. 

Because of the cutting 


wheel’s size and 
protected grip, a 
Cutting 
Str+d6  d6  1  150  wielder ignores the –2 
Wheel 
penalty on Strength 
rolls to resist Disarm 
attempts. 

Cane, 
Str+d6  d6  1  100  — 
Monk’s 

Flute, Steel  Str+d4  d4  2  150  — 

Scimitar,  Parry +1, 2 hands, can 


Valenar  Str+d8  d8  15  1,000  be used as a weapon in 
Double  each hand 

Sharrash, 
Str+d6+1  d6  10  250  2-handed 
Talenta 

+1 Parry, can be 


Spade, 
Str+d8  d8  10  20  bludgeoning or 
Monk’s 
slashing 

Parry +1, +1d6 


Spikard,  piercing damage when 
Str+d6  d6  3  200 
Spear  loaded with a spikard 
bolt 

AP1, additional 1d6 


Spikard, War  Str+1d8  d8  9  350 
piercing damage when 
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loaded with a spikard 


bolt 

Sword,  Str+d4 or  d4 or  +1 Fighting to Disarm 


4  400 
Hook  Str+d6  d6 

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 ​Deviation​under A ​ rea Effect Attacks​in the S​ avage Worlds​ core rules). 

RANGED WEAPONS 
RO MIN 
WEAPON  RANGE  DAMAGE  AP  F  STR.  WEIGHT  COST 

Cane, Monk’s  2/4/8  Str+d6  —  1  d6  1  100 

Cutting Wheel  2/4/8  Str+d6  —  1  d6  1  150 

Boomerang, 
6/12/24  Str+d4  —  1  d4  1  300 
Talenta 

Flute, Steel  2/4/8  Str+d4  —  1  d4  2  150 

Spikard, Spear  3/6/12  Str+d6  —  1  d6  3  200 


   

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Special Substances and Items 


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

Tools and Skill Kits 


Alchemist’s Trunk:​Alchemists require tools to work their craft. This portable laboratory 
contains a small oil lamp, glass beakers and tubes, distillation vases, tweezers, pipettes, and a 
reference chart of common minerals and herbs. Creating consumable arcane devices without 
an alchemist's trunk subtracts 2 from the Arcane Skill roll to activate the power. (15 lb, 1,000 
gp) 
Glyphbook:​Glyphbooks are guides to deciphering the ancient scripts of Xen'drik. Using 
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the book requires some familiarity with the ancient languages (at least a d4 Language (Giant)), 
but grants a +2 bonus on Language rolls made to read inscriptions on Xen'drik ruins. (2 lb, 20 
gp) 
Holy Symbol, Flametouched Iron:​Holy Warriors of the Church of the Silver Flame use 
these holy symbols made from flametouched iron. When brandishing the holy symbol while 
using the Holy Warrior Edge, the targets suffer a –2 penalty to Spirit rolls made to resist being 
repulsed. (1 lb, 750 gp) 
Inquisitive’s Kit:​The inquisitive’s kit contains often-used tools of investigation, including 
containers of various shapes and sizes; fine silk gloves; mundane dusts and brushes; tweezers, 
picks, and probes; a magnifying lens; ink and quills; chalk and charcoal; parchment sheets; and 
a small journal for recording notes. It grants a +2 bonus on Notice rolls made to investigate the 
scene of a crime or other mystery. (4 lb, 300 gp) 
Lockpicks:​A character who tries to pick a lock without these tools suffers a –2 penalty to 
her Thievery roll. (1 lb, 200 gp) 
Warforged Repair Kit:​Warforged repair kits contain the same organic and inorganic 
materials that make up a warforged’s body as well specialized tools. The kit grants a +1 bonus 
on Repair rolls made to repair damage to a warforged. (1 lb, 50 gp) 

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

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

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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. 

Arcane Background (Aberrant 


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

Arcane Background (Artifice) 


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

Arcane Background (Dragonmark) 


Arcane Skill:​Focus (Spirit) 
Starting Power Points:​15 
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Starting Powers:​1 
This Arcane Background is only available to dragonmarked races. Adventurers with an 
Aberrant Dragonmark cannot select this Arcane Background as well. 
The adventurer has a dragonmark as appropriate to his race. The dragonmark grants the 
ability to use dragonmark focus items and a power granted by that specific mark for which he 
meets the Rank requirement. The mark also grants a bonus to specific skills as indicated in the 
mark's description listed below. 
Each time the adventurer selects the New Powers or Power Points Edge for this Arcane 
Background, the dragonmark changes into a larger, more complex pattern and increases in 
power. 

DRAGONMARK ABILITIES 
MARK  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  Half-orc or  Farsight​, ​light​, o​ bject 


+1 to Survival rolls 
Finding  human  reading 

+1 to Riding or Persuasion  Beast friend​, ​boost trait 


Mark of 
Human  when dealing with animals  (animals only), e​ mpathy 
Handling 
(choose one)  (animals only) 

Mark of  Boost Vigor​, h​ ealing​, 


Halfling  +1 to Healing rolls 
Healing  relief 

Empathy​ (species of 


+1 to Persuasion when  human intelligence only), 
Mark of 
Halfling  dealing with creatures of at  elemental manipulation 
Hospitality 
least human intelligence  (air, fire, and water only), 
slumber 

Drain Power Points 


Mark of 
Human  +1 to Repair rolls  (arcane devices only), 
Making 
repairing​, ​mend 

Mark of 
Human  +1 to Driving or Riding rolls  Fly​, ​speed​, ​teleport 
Passage 

Mark of  Magic mark​, s​ ecret 


Gnome  +1 to Research rolls 
Scribing  writing​, s​ peak language 

Mark of  Deflection​, ​protection​, 


Human  +1 to Fighting rolls 
Sentinel  warrior's gift 

Mark of  Elf  +1 to Stealth rolls  Darkness​, ​disguise​, 

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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 

+1 to Notice or Thievery rolls  Arcane protection​, 


Mark of 
Dwarf  related to locks or traps  barrier​, s​ ummon ally 
Warding 
(choose one)  (sentinel) 

Arcane Background (Druidism) 


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

ENVIRONMENT MODIFIERS 
MOD  ENVIRONMENT 

+2  In the wild 

+0  Rural (farm, worked cavern, mine) 

−2  Urban (town or city, artificial structures) 

Arcane Background (Magic) 


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

Arcane Background (Miracles) 


Characters with Arcane Background (Miracles) have access to all powers. Players should 
consult the Prophesier when selecting their powers and trappings to determine which are 
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appropriate for their chosen faith. 

Arcane Background (Psionics) 


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

Arcane Background (Sorcery) 


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

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

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

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

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

DRAGONSHARD PRICES 
VALUE 
SIBERYS SHARDS  RANGE  AVERAGE VALUE 

Small  4d4 × 50 gp  500 gp 

Large  4d4 × 400 gp  4,000 gp 

Greater  2d4 × 2,000 gp  10,000 gp 

VALUE 
EBERRON SHARDS  RANGE  AVERAGE VALUE 

Small  2d8 gp  9 gp 

Greater  4d4 × 20 gp  200 gp 

VALUE 
KHYBER SHARDS  RANGE  AVERAGE VALUE 

Small  4d4 × 150 gp  1,500 gp 

Greater  4d4 × 1,000 gp  10,000 gp 


 

Siberys Shard Items 


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

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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) 

Quori Embedded Shards 


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

Miscellaneous Magic Items 


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

43 of 64 
 

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

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

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

44 of 64 
 

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

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

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

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

46 of 64 
 

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. 
   

47 of 64 
 

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

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

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

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

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

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

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

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

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

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

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

   

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

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

Karrnathi Skeleton Archer 


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

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

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

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

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

Elite Watch Guard, Human 


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

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Watch Sergeant, Dwarf 


Attributes: A ​ gility d10, Smarts d6, Spirit d8, Strength d8, Vigor d10 
Skills:​Fighting d4, Common Knowledge d8, Intimidation d6, Notice d4, Shooting d6, 
Stealth d4 
Pace:​5; ​Parry:​4; T​ oughness:​9 (+2) 
Edges:​Marksman 
Gear:​Reinforced leather armor (torso, arms, and legs, +1 bypassed if hit with a raise), sap 
(Str+d4), morningstar (Str+d6), mini-crossbow (2d4, 6/12/24, AP 1), 20 bolts, symbol of the 
Sharn City Watch, identification papers. 
Treasure:​Meager 
Special Abilities: 
● Low Light Vision (+1):​Dwarven eyes are accustomed to the dark of the 
underearth. They ignore penalties for Dim and Dark Illumination (but not Pitch 
Darkness). 
● Reduced Pace (–1):​Dwarves have short legs compared to human-sized races. 
Decrease their Pace by 1 and their running die one die type. 
● Stability (+1):​+2 bonus to opposed Strength rolls for resisting Push attacks. 
● Stonecunning (+1):​Dwarves add 2 to Notice rolls related to unusual stonework. 
● Tough (+2): ​Dwarves are stout and tough. They start with a d6 in Vigor instead of 
a d4. This increases their maximum Vigor to d12+1. 

Watch Captain, Human 


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

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

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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 

♦  d8  12/24/48  2d6  3 

♥  d10  12/24/48  3d6  2 

♠  d12  12/24/48  3d6  3 

Queen  Blast 
Area of Effect 
  (centered on trap location)  Damage 
♣  Medium Blast Template  2d6 

♦  Medium Blast Template  3d6 

♥  Large Blast Template  2d6 

♠  Large Blast Template  3d6 


   

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Warforged Scorpion 
Attributes:​Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d10 
Skills:​Athletics d8, Fighting d8, Notice d6, Shooting d6, Stealth d6 
Pace:​6; ​Parry:​6; T
​ oughness:​12 (3) 
Special Abilities: 
● Acid Spray:​Warforged scorpions can project a spray of acid using the Cone 
Template. Characters within the cone must make an opposed Agility roll against the 
warforged scorpion's Shooting roll or suffer 2d8 damage. If the victim does not take 
an action to wash off the acid or strip off any acid covered items, the acid does 1d8 
damage on the warforged scorpion's next action. 
● Armor +3:​Warforged scorpions have chitinous skin made out of metal. 
● Construct:​Warforged scorpions add +2 to recover from being Shaken, ignore 1 
point of Wound penalties, and do not breathe and immune to poison or disease. 
● Grapple:​A warforged scorpion may grapple a foe with one or both pincers. If it 
uses both, each must make a successful opposed Strength roll. Escaping from a 
double grapple gives the prey a –4 penalty to his Strength roll to escape. A stinger 
attack against a grappled foe is made at +2, +4 if the victim is held in both pincers. 
● Pincers:​Str+d4 
● Size +2:​Warforged scorpions measure 9' in length. 
● Sting:​Str+d6+d6 acid 

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

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

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