TEXT: Table of Contents 
   
  Cover design​ by Kristian Serrano with art by Storn Cook 
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  1
  CONVERSION 
  COMPANION 
   
   
  2
  1 Eberron and its respective logo are trademarks of Wizards of the 
  Coast, Inc., in the U.S.A. and other countries. 
  2 This game references the Savage Worlds game system, available from 
  Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and 
  all associated logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permission. Pinnacle makes no 
  representation or warranty as to the quality, viability, or suitability for 
  purpose of this product. This product also references ​50 Fathoms​, the 
  Fantasy Companion​, the Fantasy Gear Toolkit, the ​Horror Companion​, 
  the ​Pulp GM's Toolkit​, ​Slipstream​, and ​Savage World of Flash Gordon​ in 
  addition to the ​Savage Worlds core rules​.​ 
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  Preface 
  I have been a fan of Eberron since 2005, and I have GM'd 
  Eberron games for about as long. The idea of a fantasy setting 
  incorporating themes of pulp, noir, and horror sparked my 
  imagination in many ways. Unfortunately, running Eberron under 
  its original D&D v3.5 system mechanics left something to be 
  desired. Action Points felt like they had good intentions, but they 
  often fell flat with their effects. Heroes in D20 often felt like they 
  were running up against what the rules are telling them they 
  cannot​ do rather than being facilitated by rules that tell them 
  what they ​can​ do. With a nagging unease, I had accepted those 
  moments and just continued with the game as designed. 
  When I first read the ​Savage Worlds Test Drive Rules​, it felt like 
  an awakening. I kept thinking of all of the moments as a GM in 
  which the players attempted to be "big damn heroes" only to be 
  disappointed by mechanics that hindered them. I replayed those 
  moments in my head with Bennies instead of Action Points, 
  Extras instead of NPC classes, Wild Cards instead of PCs, Jokers 
  granting bonuses, and characters taking as many actions in a turn 
  as they'd like and being able to move-attack-move without 
  needing three feats. Savage Worlds was empowering, and it 
  seemed only logical to pair it with Eberron—a setting that 
  warranted empowerment! 
  I hope this document helps you create the Savage Worlds 
  Eberron game you'd like to play or run. The document is set to 
  view-only permissions. If you have any questions or suggestions, 
  contact me via ​my Google+ profile​. 
  Regarding the document itself, I like to refer to it as a living 
  document. That means you should expect to see updates, 
  corrections, changes, and possibly deletions as time goes on. 
  If you'd like a static copy of the document or want to make 
  changes of your own, you can make a copy from the File 
  menu in the Google Docs toolbar above. 
  ~​Kristian Serrano 
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  Table of Contents 
  Preface
  3 
  Table of Contents
  4 
  Creating Adventurers
  12 
  Character Concepts
  12 
  Artificer/Magewright
  12 
  Assassin
  12 
  Barbarian
  13 
  Bard
  13 
  Bounty Hunter
  14 
  Chronicler
  14 
  Cleric
  14 
  Druid
  14 
  Expedition Guide
  15 
  Fighter/Warrior
  15 
  Healer
  15 
  Noble/House Scion
  16 
  Inquisitive
  16 
  Knight
  16 
  Monk
  16 
  Necromancer
  16 
  Paladin
  17 
  Pilot/Ship Captain
  17 
  Psion
  17 
  Ranger
  17 
  Rogue
  17 
  Scout
  18 
  Sorcerer
  18 
  Spy
  18 
  Swashbuckler
  18 
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  Treasure Hunter
  18 
  War-torn Hero
  18 
  Wizard
  19 
  Races
  19 
  Humans
  19 
  Changelings
  19 
  Dwarves
  20 
  Elves
  20 
  Eneko
  20 
  Gnomes
  21 
  Halflings
  21 
  Half-elves
  22 
  Half-giants
  22 
  Half-orcs
  23 
  Hobgoblins
  23 
  Kalashtar
  23 
  Shifters
  24 
  Warforged
  26 
  Edges
  27 
  Racial Edges
  27 
  Aberrant Dragonmark
  27 
  Adamantine Body
  28 
  Dragonmark
  28 
  Dragonmark Power Points
  29 
  Extra Shifter Ability
  30 
  Elite Shifter
  30 
  Healing Factor
  31 
  Heir of Siberys/Child of Khyber
  31 
  New Dragonmark Power
  31 
  Overload Metabolism
  31 
  Psiforged Body
  31 
  Reactive Shifting
  32 
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  Shifter Acrobatics
  32 
  Shifter Ferocity
  32 
  Shifter Savagery
  32 
  Shifter Stamina
  32 
  Unarmored Body
  33 
  Background Edges
  33 
  Criminal Background
  33 
  Combat Edges
  33 
  Action Boost
  33 
  Action Surge
  33 
  Berserk Luck
  34 
  Flurry of Arrows
  34 
  Improved Flurry of Arrows
  34 
  Professional Edges
  34 
  Ascetic Psion
  34 
  Bounty Hunter
  34 
  Gadgeteer
  35 
  Homunculus
  35 
  Available Homunculi
  35 
  Psicrystal Affinity
  36 
  Psicrystal Personalities
  37 
  Psicrystal Advancement
  37 
  Power Edges
  39 
  Attune Magic Weapon
  39 
  Dual Arcane Training
  39 
  Dual Arcane Mastery
  40 
  Enhance Power
  40 
  Expand Power
  40 
  Extend Power
  40 
  Psychic Rush
  40 
  Other Edges
  41 
  Gear
  43 
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  Melee Weapons
  43 
  Alchemy Blade
  43 
  Cane, Monk’s
  44 
  Cutting Wheel
  44 
  Flute, Steel
  45 
  Scimitar, Valenar Double
  45 
  Sharrash, Talenta
  45 
  Spade, Monk’s
  46 
  Spikard, Spear
  46 
  Spikard, War
  47 
  Sword, Hook
  47 
  Sword, Spinning
  48 
  Tangat, Talenta
  48 
  Zulaat
  48 
  Ranged Weapons
  48 
  Boomerang, Talenta
  49 
  Ammunition
  49 
  Spikard Quarrels
  49 
  Special Substances and Items
  49 
  Acid
  49 
  Acidic Fire
  49 
  Alchemist's Fire
  50 
  Alchemist's Frost
  50 
  Alchemist's Spark
  50 
  Antitoxin
  50 
  Smokestick
  51 
  Smokestick, Noxious
  51 
  Sunrod
  51 
  Tools and Skill Kits
  51 
  Alchemist's Trunk
  51 
  Glyphbook
  52 
  Holy symbol, flametouched iron
  52 
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  Inquisitive's kit
  52 
  Lockpicks
  52 
  Warforged repair kit
  53 
  Clothing
  53 
  Clothing, darkweave
  53 
  Clothing, glamerweave
  53 
  Formal Clothing
  53 
  Normal Clothing
  53 
  Tailored Clothes
  54 
  Winter Gear
  54 
  Documents
  54 
  Arcane signet ring
  54 
  Signet brooch
  54 
  Identification papers
  55 
  Letter of Marque
  55 
  Traveling papers
  55 
  Setting Rules
  57 
  Prophecy Shards
  57 
  Eberron Prophecy Shards (Pink)
  57 
  Khyber Prophecy Shards (Blue)
  57 
  Siberys Prophecy Shards (Yellow)
  58 
  Heart of Eberron (Red)
  58 
  Prophesier Shards
  58 
  Other Recommended Setting Rules
  58 
  Religion
  60 
  The Sovereign Host
  60 
  Arawai
  60 
  Aureon
  60 
  Balinor
  60 
  Boldrei
  60 
  Dol Arrah
  61 
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  Dol Dorn
  61 
  Kol Korran
  61 
  Olladra
  61 
  Onatar
  61 
  The Dark Six
  61 
  The Devourer
  62 
  The Fury
  62 
  The Keeper
  62 
  The Mockery
  62 
  The Shadow
  62 
  The Traveler
  63 
  The Silver Flame
  63 
  The Blood of Vol
  63 
  The Cults of the Dragon Below
  63 
  The Path of Light
  64 
  The Undying Court
  64 
  Magic
  65 
  Arcane Backgrounds
  65 
  Arcane Background (Druidism)
  65 
  Arcane Background (Magic)
  66 
  Arcane Background (Miracles)
  66 
  Sins
  66 
  Loss of Faith
  66 
  Arcane Background (Psionics)
  66 
  Arcane Background (Weird Science)
  67 
  Rituals
  67 
  Spellcasting Services
  68 
  Rituals as a Service
  68 
  Powers
  69 
  Magic Mark
  69 
  Greater Repairing
  69 
  Repairing
  69 
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  Secret Writing
  70 
  More Powers
  71 
  Magic Items
  72 
  Dragonshards
  72 
  Siberys Shard Items
  72 
  Quori Embedded (Siberys) Shards
  73 
  Minor Schemas
  73 
  Creating Schema
  73 
  Bestiary
  75 
  New Monstrous Abilities
  75 
  Aberration
  75 
  Engulf
  75 
  Daelkyr
  75 
  Dinosaurs
  76 
  Swordtooth Titan
  76 
  Dolgaunt
  77 
  Dolgrim
  77 
  Drow
  78 
  Homunculus
  78 
  Arbalester
  79 
  Dedicated Wright
  79 
  Expeditious Messenger
  79 
  Furtive Filcher
  80 
  Iron Defender
  81 
  Packmate
  81 
  Persistent Harrier
  82 
  Horrid Animals
  83 
  Horrid Ape
  83 
  Horrid Rat
  84 
  Karrnathi Skeleton
  85 
  Karrnathi Skeleton Fighter
  85 
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  Karrnathi Skeleton Archer
  85 
  Living Spell
  85 
  Living Fireball
  86 
  Psicrystal
  87 
  Sharn Watch
  88 
  Watch Guard
  88 
  Elite Watch Guard
  88 
  Watch Sergeant
  88 
  Watch Captain
  89 
  Scorrow
  89 
  Scorrow, Hunter
  89 
  Scorrow, Clawborn
  90 
  Traps
  91 
  Warforged Scorpion
  92 
  Warforged Titan
  93 
   
   
   
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  Creating Adventurers 
  Before you get started creating your adventurer, you’ll want to 
  download a copy of the Savage Worlds Eberron character sheet 
  created by ​Karl Keesler​. The sheet has two background layers that 
  can be used in combination, toggled independently, or turned off 
  completely. 
  Character Concepts 
  With all of the options available in the Savage Worlds Deluxe 
  core rules and in the Edges section below, it might feel 
  overwhelming to understand how to express a character concept 
  in terms of skills and Edges. Below are ​suggestions​ that help define 
  the abilities of archetypal character concepts that inhabit an 
  Eberron story. This is not an exhaustive list, but it should be 
  enough to help you recognize patterns. 
  Artificer/Magewright 
  Manipulators of the pure magical energy that Eberron 
  embodies, artificers are the mad scientists that excel at creating 
  magical technology. They also have the ability to infuse objects 
  with raw magical properties temporarily. Many artificers are or 
  were once employed by House Cannith or its Tinkers Guild. 
  Others work independently conducting their own experiments or 
  crafting their own artifacts. Magewrights are the most common 
  employees of the Tinkers Guild and Fabricators Guild, but they do 
  not have the expertise of imbuing powers using the Gadgeteer 
  Edge. 
  Edges:​ Alchemy, Arcane Artificer, Improved Arcane Artificer, 
  Arcane Background (Weird Science), Attune Magic Weapon, 
  Efficient Artificer, Enchant, Improved Enchant, Gadgeteer, 
  Homunculus, Master Artificer, Stable Device 
  Skills:​ Investigation, Lockpicking, Repair  
  Assassin 
  A member of  House Phiarlan, House Thuranni’s Shadow 
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  Network, the Black Dogs of House Ghallanda, or an agent of one 
  of the Five Nations of Galifar, assassins pose a threat but only to 
  their targets. House Tarkanan is known to have assassins among 
  its ranks as well. 
  Edges:​ Acrobat, Assassin, Thief 
  Skills:​ Climbing, Fighting, Lockpicking, Notice, Shooting, 
  Stealth, Throwing 
  Barbarian 
  Barbarians most commonly venture from the less “civilized” 
  parts of the world, most commonly the Eldeen Reaches, the 
  Demon Wastes, the Shadow Marches, the Talenta Plains, and 
  occasionally as far away as the island of Seren of the northern 
  coast of Argonnessen. They are fierce, brutal warriors that are 
  also skilled at hiding and surviving in the wild. Some barbarians 
  make use of their skills to acquire treasures or to simply seek the 
  thrill of adventure. 
  Edges:​ Berserk, Berserk Luck, Close Fighting, Improved Close 
  Fighting, Danger Sense, Dirty Fighter, Really Dirty Fighter, 
  Frenzy, Improved Frenzy, Hard to Kill, Harder to Kill, 
  Improvisational Fighter, Killer Instinct, Liquid Courage, Nerves of 
  Steel, Improved Nerves of Steel, No Mercy, Sweep, Improved 
  Sweep, Trademark Weapon, Improved Trademark Weapon, 
  Two-fisted 
  Skills:​ Climbing, Fighting, Intimidation, Notice, Stealth, 
  Survival, Throwing 
  Bard 
  Bards are truly special in Eberron. They maintain a deep 
  connection to its natural magic and can invoke that energy 
  through music, prose, or movement. While they could earn a 
  modest living through travelling and performing for audiences, 
  they are better known for adventuring and chronicling and 
  sharing the lore of the world. They seek knowledge of the world 
  and its history and will travel far and wide to obtain it. Some 
  bards play the role of diplomats for governments and merchant 
  houses, employing their skills of diplomacy. 
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  Edges:​ Arcane Background (Miracles), Charismatic, Common 
  Bond, Connections, Investigator, Jack-of-All-Trades, Linguist, 
  Troubadour 
  Skills:​ Knowledge (History, Language, Local, etc.), Perform, 
  Persuasion, Streetwise, Taunt 
  Bounty Hunter 
  The most reputable bounty hunters in Khorvaire are members of 
  House Tharashk’s Finders Guild. Still others might operate 
  independently to avoid the strict policies and procedures imposed 
  by House Tharashk, but competition with the Finder’s Guild is 
  stiff. 
  Edges:​ Bounty Hunter 
  Skills:​ Fighting, Healing, Intimidation, Lockpicking, Shooting, 
  Streetwise, Survival, Throwing, Tracking 
  Chronicler 
  Chroniclers write for publications such as the ​Korranberg 
  Chronicle​ or the ​Sharn Inquisitive​. Everything that happens around 
  them is a story that needs to be written. They seek adventure 
  wherever they can find it; however, some act more like passive 
  observers than active participants. 
  Edges:​ Connections, Investigator, Jack-of-All-Trades, Scholar 
  Skills:​ Investigation, Persuasion, Streetwise 
  Cleric 
  Clerics are beyond the capabilities of acolytes and priests who 
  occupy temples. They are holy warriors of the churches of 
  Khorvaire, trained and blessed with skill in martial combat and 
  divine power. They serve and fight for a higher authority. 
  Edges:​ Arcane Background (Miracles), Champion, Exorcist, 
  Healer, Holy Warrior, One of the Chosen, Talisman Craftsman 
  Skills:​ Faith, Healing 
  Druid 
  There are several Druidic traditions in Eberron, each carrying a 
  different philosophical outlook with respect to their role as 
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  guardians of the natural world. 
  Edges:​ ​Arcane Background (Druidism)​, Beast Bond, Beast 
  Master, Talisman Craftsman 
  Skills:​ Survival 
  Expedition Guide 
  Whether exploring the wilds and ruins of Xen’drik, or traversing 
  the wilds across the continent of Khorvaire, an expedition guide 
  knows his way around and can navigate the way for others. They 
  might also be familiar with the indigenous cultures which can 
  better... or worse. 
  Edges:​ Explorer, Scavenger 
  Skills:​ Climbing, Notice, Survival, Tracking 
  Fighter/Warrior 
  Soldiers, mercenaries, bodyguards–these are just a few of the 
  roles played by the guilds of House Deneith. The Blademarks 
  Guild, the Defenders Guild, and the Sentinel Marshals train the 
  best of Khorvaire’s fighters and warriors. Others unaffiliated with 
  these guilds find their way in post-war Khorvaire, some formerly 
  soldiers fighting on behalf of their nation currently seeking 
  independent employment or joining local law enforcement.  
  Edges:​ Any Combat Edge 
  Skills:​ Fighting, Intimidation, Riding, Shooting, Taunt, 
  Throwing 
  Healer 
  House Jorasco is known for its hospitals and healing services. 
  During The Last War, they provided services to heal wounded 
  soldiers on the battlefields. Some clerics heed the call to tend to 
  the sick, those who cannot afford the costs of healing services 
  otherwise. Among adventurers and explorers, healers provide a 
  crucial service among their teams, especially when journeying 
  through dangerous wilds and unexplored areas. 
  Edges:​ Arcane Background (Miracles), Dragonmark (Healing), 
  Healer 
  Skills:​ Healing, Survival 
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  Noble/House Scion 
  The highest levels of nobility are shared among the Dragonmark 
  Houses and the nations of Khorvaire, but other nobles exist 
  among families of great import or strong political ties. 
  Edges:​ Connections, Noble, Rich, Filthy Rich 
  Skills:​ Persuasion 
  Inquisitive 
  Most typically, inquisitives are members of House Medani’s 
  Warning Guild. There are more than a handful that work 
  independently, mostly because they’re just that good at what they 
  do. Serving as private investigators and detectives for hire, 
  inquisitives are cunning, perceptive, and resourceful.  
  Edges:​ Alertness, Connections, Dragonmark (Mark of 
  Detection), Investigator 
  Skills:​ Intimidate, Investigate, Notice, Persuasion, Streetwise, 
  Taunt 
  Knight 
  Edges:​ Command, Command Presence, Fanaticism, Fervor, 
  Hold the Line, Inspire, Knight, Leader of Men, Natural Leader, 
  One of the Chosen, Relentless, Tactician, Tower of Will, 
  Trademark Weapon  
  Skills:​ Fighting, Persuasion, Riding 
  Monk 
  Edges:​ Acrobat, Arcane Background (Miracles), Adept, Danger 
  Sense, Fleet-footed, Martial Artist, Improved Martial Artist, 
  Tower of Will 
  Skills:​ Climbing, Fighting, Faith or Psionics, Stealth, Throwing  
  Necromancer 
  Edges:​ Arcane Background (Magic or Miracles), Necromancer, 
  Master Necromancer 
  Skills:​ Spellcasting or Faith 
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  Paladin 
  Like clerics, Paladins are the champions of the churches, most 
  notably the Church of the Silver Flame and, in some cases, select 
  churches of the Sovereign Host. Paladins follow an exalted life 
  and are held to a higher standard than even clerics. Clerics can fall 
  to corruption and still retain their abilities, but paladins are above 
  the corruption that can infect a church and adhere to the highest 
  ideals of their faiths. 
  Hindrances:​ Code of Honor 
  Edges:​ Arcane Background (Miracles), Champion, Command, 
  Command Presence, Fanaticism, Fervor, Hold the Line, Holy 
  Warrior, Inspire, Knight, Leader of Men, Natural Leader, One of 
  the Chosen, Relentless, Tactician, Tower of Will 
  Skills:​ Faith, Fighting, Healing, Persuasion, Riding 
  Pilot/Ship Captain 
  Edges:​ Ace, Command, Command Presence 
  Skills:​ Boating, Driving, Piloting 
  Psion 
  Edges:​ Arcane Background (Psionics), Ascetic Psion, Danger 
  Sense, Mentalist, Psicrystal Affinity, Psychic Rush, Tower of Will 
  Skills:​ Fighting, Psionics 
  Ranger 
  Edges:​ Ambidextrous, Beast Bond, Beast Master, Flurry of 
  Arrows, Improved Flurry of Arrows, Marksman, Monster Hunter, 
  Steady Hands, Two-Fisted, Quick Draw, Woodsman 
  Skills:​ Fighting, Notice, Shooting, Survival, Tracking 
  Rogue 
  Edges:​ Acrobat, Criminal Background, Dirty Fighter, Really 
  Dirty Fighter, Femme Fatale/Ladykiller, Fence, Level-Headed, 
  Improved Level-Headed, Luck, Great Luck, Quick, Quick Draw, 
  Scavenger, Thief,  Tricky Fighter 
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  Skills:​ Lockpicking, Notice, Stealth, Taunt 
  Scout 
  Skills:​ Fighting, Notice, Shooting, Stealth, Survival 
  Sorcerer 
  Edges: ​Arcane Background (Sorcery), Enhance Power, Expand 
  Power, Extend Power, Familiar, Talisman Craftsman 
  Skills:​ Spellweaving 
  Spy 
  Skills: ​Fighting, Intimidation, Investigation, Lockpicking, 
  Notice, Persuasion, Shooting, Stealth, Streetwise, Survival, 
  Swimming, Taunt 
  Swashbuckler 
  Edges:​ Action Boost, Action Surge, Acrobat, Command, 
  Command Presence, Criminal Background, Dirty Fighter, Really 
  Dirty Fighter, Femme Fatale/Ladykiller, Level-Headed, Improved 
  Level-Headed, Liquid Courage, Luck, Great Luck, Quick, Quick 
  Draw, Scavenger, Steady Hands, Thief, Tricky Fighter 
  Skills:​ Boating, Climbing, Fighting, Notice, Intimidate, 
  Persuasion, Piloting, Stealth, Streetwise, Swimming, Taunt  
  Treasure Hunter 
  Edges:​ Action Boost, Action Surge, Artifact Hunter, Explorer, 
  Scavenger, Thief 
  Skills:​ Climbing, Fighting, Investigation, Notice, Persuasion, 
  Shooting, Stealth, Streetwise 
  War-torn Hero 
  Edges:​ Liquid Courage, No Mercy, Strong-willed, Command, 
  Command Presence, Fanaticism, Fervor, Hold the Line, Inspire, 
  Leader of Men, Natural Leader, Tactician 
  Skills:​ Fighting, Intimidation, Notice, Riding, Shooting, 
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  Survival, Taunt, Throwing 
  Wizard 
  Edges:​ Alchemy, Arcane Artificer, Improved Arcane Artificer, 
  Arcane Background (Magic), Enchant, Improved Enchant, 
  Enhance Power, Expand Power, Extend Power, Familiar, Talisman 
  Craftsman, Wizard, Scholar. 
  Races 
  The races presented below are balanced to 4 points of positive 
  abilities. 
  Humans 
  ●
  Adaptable (+2): ​Humans begin play with one free Edge. 
  ●
  Skilled (+2):​ Humans start with a d6 in any two skills 
  based on their experiences, education, training, or culture. 
  Changelings 
  ●
  Disguise (+2): ​Changelings can alter physical appearance 
  at will as per the ​disguise​ power with some minor 
  variations and limitations. Changelings use a designated 
  Disguise skill (tied to Vigor) for this ability. They can only 
  alter facial features, hair, skin color and minor adjustment 
  of build/height (-1 penalty to their disguise roll for a +/​− 
  1-foot height difference). The power has no limit on 
  duration, but Changelings must make a Disguise roll to 
  maintain their form if Shaken. If unconscious (sleeping is 
  not unconscious) or dead, they return to their natural 
  form. 
  ●
  Deceptive (+2): ​+2 bonus to Persuasion and Notice rolls 
  when attempting to deceive and sense motives 
  respectively. 
  ●
  Slippery Mind (+1):​ +2 bonus to rolls for resisting 
  commanding mental effects such as puppet and slumber. 
  ●
  Outsider (​−​1):​ If identified as a changeling, they have ​−​2 
  to Charisma as other races tend to distrust them.  
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  Dwarves 
  ●
  Infravision (+1):​ Dwarves halve penalties (round down) 
  for bad lighting when attacking living targets. 
  ●
  Slow (-1):​ Dwarves have a Pace of 5". 
  ●
  Stability (+1):​ +2 bonus to opposed Strength rolls for 
  resisting Push attacks. 
  ●
  Stonecunning (+1):​ Dwarves have a +2 bonus to Notice 
  rolls related to unusual stonework. 
  ●
  Tough (+2): ​Dwarves are stout and tough. They start with 
  a d6 Vigor instead of a d4. 
  Elves 
  ●
  Agile (+2): ​Elves are graceful and agile. They start with a 
  d6 in Agility instead of a d4. 
  ●
  Low Light Vision (+1): ​Elven eyes amplify light like a cat, 
  allowing them to see in the dark. Elves ignore attack 
  penalties for Dim and Dark lighting. 
  ●
  Keen Vision (+1): ​+2 to Notice visual obscurities. 
  Eneko 
  ●
  Brute Strength (+2): ​Eneko are naturally strong and start 
  with a d6 Strength. 
  ●
  Clumsy (-3): ​Eneko suffer a -2 penalty to all Agility rolls. 
  ●
  Endure Elements (+2): ​Eneko have a +4 bonus to resist 
  negative environmental effects  from heat and cold. This 
  also counts as Armor against attacks based on those 
  elements. 
  ●
  Immune to Poison (+1): ​Eneko are hardy and resistant to 
  toxins. 
  ●
  Outsider (-1): ​Most races are frightened by the mixed 
  heritage of eneko, and eneko are rather reserved and wary. 
  They suffer a -2 Charisma modifier when interacting with 
  races other than the Syrk half-giants or their own kind. 
  ●
  Size +1 (+1): ​Eneko are the same size as half-giants. 
  ●
  Sturdy (+2): ​Eneko have rugged physiology and start with 
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  a d6 in Vigor. 
  Gnomes 
  ●
  Sturdy (+2):​ Gnomes are hardy creatures. They begin play 
  with a d6 Vigor instead of a d4. 
  ●
  Weak (-2):​ Gnomes aren't as strong as some of the larger 
  races. They suffer a -1 penalty to all Strength rolls 
  including damage. 
  ●
  Low Light Vision (+1): ​Gnomes' eyes amplify light like a 
  cat, allowing them to see in the dark. They ignore attack 
  penalties for Dim and Dark lighting. 
  ●
  Illusions (+3): ​Gnomes can create aural and visual 
  illusions using the ​obscure​ power, and have access to 10 
  power points that may only be used for this power that 
  recharge at the rate of 1 per hour and are unaffected by the 
  Rapid Recharge Edge. Power Points from other sources 
  cannot be used with this power. Gnomes use Smarts as 
  their arcane skill for this power. 
  ●
  Keen Sense (+3):​ +4 to Notice when using hearing; +2 
  bonus to rolls to detect or resist illusory effects. 
  ●
  Slow (-1): ​Gnomes have a Pace of 5". 
  ●
  Small (-2): ​-1 Toughness. 
  Halflings 
  ●
  Shared Luck (+4):​ Halfling Wild Cards draw one 
  additional Prophecy Shard per game session. This may be 
  combined with the Luck and Great Luck Edges. They may 
  also share their Prophecy Shards with other Wild Cards 
  with whom they can communicate. 
  ●
  Spirited (+2):​ Halflings are generally optimistic beings. 
  They start with a d6 Spirit instead of a d4. 
  ●
  Stealthy (+1):​ Halflings begin play with a free d6 Stealth. 
  ●
  Small (-2): ​Halflings average only about 4’ tall. Their 
  small size subtracts 1 from their Toughness. 
  ●
  Slow (-1):​ Halflings have a Pace of 5". 
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  Half-elves 
  ●
  Alertness (+2):​ Half-elves are astute observers and share 
  the keen vision of their elven ancestry. They have a +2 
  bonus to Notice rolls. 
  ●
  Arrogant (-2): ​Half-elves, particularly Khorovar, are 
  haughty. They tend to enjoy humiliating their opponents 
  or challenging leaders and authority figures. 
  ●
  Heritage (+2):​ Some half-elves retain the grace of their 
  elven ancestry. Others gain the adaptability of their 
  human ancestry. They may either start with a free Edge of 
  their choice or a d6 in Agility instead of a d4. 
  ●
  Low Light Vision (+1): ​Like their elven relatives, 
  half-elves ignore attack penalties for Dim and Dark 
  lighting. 
  ●
  Skilled (+1):​ Sharing the ingenuity of their human 
  relatives as well as having slightly longer life spans, 
  half-elves begin play with a d6 in any skill. 
  Half-giants 
  ●
  Brute strength (+2): ​Half-giants are naturally strong and 
  start with a d6 Strength. 
  ●
  Clumsy (-3):​ Half-giants aren't the most dextrous 
  creatures. They suffer a -2 penalty to Agility rolls. 
  ●
  Elemental Resistance (+1):​ Half-giants gain a +4 bonus 
  to resist heat. This also acts as Armor against attacks 
  based on heat. 
  ●
  Low Light Vision (+1):​ Half-giants ignore penalties for 
  bad lighting in all but pitch darkness 
  ●
  Outsider (-1):​ Most races are intimidated by half-giants or 
  simply don't know what to make of them, often confusing 
  them with their larger ancestors. Half-giants suffer a -2 
  penalty to Charisma when dealing with other races. 
  ●
  Size +1 (+2): ​Half-giant's are much larger than humans, 
  but not as large as their ancestors. 
  ●
  Stomp (+2): ​With a single stomp of their foot, half-giants 
  can create a wave of trembling earth. This effect is 
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  equivalent to the ​pummel​ power but only knocks 
  characters prone and does no damage. Half-giants have 5 
  Power Points and must make a Strength roll to activate the 
  power while stomping on solid ground. 
  Half-orcs 
  ●
  Infravision (+1):​ Half-orcs halve penalties (round down) 
  for bad lighting when attacking living targets. 
  ●
  Outsider (-1):​ Half-orcs, especially those from the 
  Shadow Marches, make most other civilized races 
  uncomfortable and so subtract 2 from their Charisma. 
  ●
  Strong (+2): ​Half-Orcs have some of the strength of their 
  ancestors. They start with a d6 Strength attribute instead 
  of a d4. 
  ●
  Heritage (+2):​ Half-orcs exhibit the adaptability inherited 
  from their human lineage. They may either start with a 
  free Edge of their choice or a d6 in any two skills. 
  Hobgoblins 
  ●
  Mean (-1):​ Hobgoblins often come across ill-tempered 
  and aggressive and suffer a -2 penalty to Charisma when 
  interacting with non-goblinoid beings. 
  ●
  Warrior born (+2): ​Hobgoblins begin play with d6 Agility. 
  ●
  Infravision (+1):​ Hobgoblins halve penalties (round 
  down) for bad lighting when attacking living targets. 
  ●
  Stealthy (+2): ​Hobgoblins excel at being discrete in the 
  wild and on the battlefield. They have a +2 bonus to 
  Stealth rolls. 
  Kalashtar 
  ●
  Charismatic (+2):​ Through their strong presence and 
  psychic subtleties, Kalashtar are adept at influencing 
  others. They have a +4 Charisma. 
  ●
  Dual Spirit (+2):​ Kalashtar gain a +2 bonus to opposed 
  psionic rolls, including rolls to resist psionic effects from 
  other psionicists. 
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  ●
  Enemy (Major) (-2):​ Kalashtar are constantly hunted by 
  the Dreaming Dark and the Inspired of Reidra. 
  ●
  Mind Reading (+2): ​Kalashtar have the Arcane 
  Background (Psionics) Edge and begin with the ​mind 
  reading​ power as one of their known powers. 
  ●
  Naturally Psionic (+1): ​Kalashtar begin play with a d6 in 
  the Psionics skill. 
  ●
  Outsider (-1): ​If identified as a kalashtar, you have -2 to 
  Charisma as kalashtar seem to have alien dispositions with 
  which most do not feel comfortable. 
  Shifters 
  ●
  Agile (+2):​ Shifters are agile and lithe and start with a d6 
  in Agility instead of a d4. 
  ●
  Bestial Nature (-2):​ Their fundamental bestial nature 
  detracts from shifters’ reasoning abilities and makes it 
  harder for them to resist a Taunt. Shifters suffer a -1 
  penalty to Smarts rolls used to oppose Taunt rolls. 
  ●
  Low-Light Vision (+1): ​Shifters ignore attack penalties 
  for dim and dark lighting. 
  ●
  Shifting (Minor Shape Change) (+3):​ Shifters have a 
  very unique but limited use of the ​shape change​ power. At 
  character creation, the player chooses a shifter trait from 
  the list below. This ability allows a shifter to tap into his 
  lycanthropic heritage to gain short bursts of physical 
  power. Each shifter ability provides a die increase to one of 
  the shifter’s Attributes and grants an additional advantage 
  as well. Shifting is a free action and lasts a number of 
  rounds equal to 2 + half Vigor. (If a shifter ability or other 
  effect changes the shifter's Vigor die size, use the higher 
  die size.) When the shifting ends, the shifter suffers one 
  level of Fatigue that is removed after 4 hours of abstaining 
  from shifting. If the shifter uses this ability again, it 
  inflicts another level of Fatigue that requires another 4 
  hours of recovery time. Each Shifter Edge the shifter takes 
  increases the duration of his shifting by 1 round. Every two 
  Shifter Edges halves the Fatigue recovery time to a 
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  minimum of 15 minutes. 
  ○
  Beasthide:​ The skin of beasthide shifters harden, 
  providing a +2 Toughness. The shifter also 
  increases his Vigor by one die size while shifting. 
  ○
  Cliffwalk:​ The limbs, hands, and feet of cliffwalk 
  shifters become stronger, allowing cliffwalk 
  shifters to gain a +2 bonus to Climbing rolls. The 
  shifter also increases his Strength by one die size 
  while shifting. 
  ○
  Dreamsight: ​Dreamsight shifters' instincts and 
  awareness become heightened, granting them the 
  beast friend​ power. The power affects animals of 
  Size +1 or smaller as well as swarms of Small or 
  Medium size. Its effects only last while shifting 
  rather than the power's normal duration. The 
  shifter also increases his Spirit by one die size 
  while shifting. 
  ○
  Gorebrute:​ Gorebrute shifters manifest powerful 
  but awkward horns that can only be used in a 
  charge attack. If they can charge at least 6" before 
  attacking a target with their horns, a gorebrute 
  shifter's horns can inflict Str+d4+4 damage. The 
  shifter also increases his Strength by one die size 
  while shifting. 
  ○
  Longstride: ​The legs of longstride shifters 
  elongate, and longstride shifters balance on the 
  balls of their feet. Their base Pace becomes 8. 
  Additionally, when a longstride shifter attempts to 
  jump, he doubles the normal jumping distance, and 
  adds +1d6” from a successful Strength roll. The 
  shifter also increases his Strength by one die size 
  while shifting. 
  ○
  Longtooth:​ The face of a longtooth shifter 
  distorts, growing a canine muzzle full of sharp 
  teeth. Longtooth shifters can make a bite attack, 
  dealing Str+d8 damage. The shifter also increases 
  his Strength by one die size while shifting. 
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  ○
  Razorclaw: ​The claws on the hands of razorclaw 
  shifters grow and can be used to make attacks 
  dealing Str+d6 damage with AP 2. The shifter also 
  increases his Strength by one die size while 
  shifting. 
  ○
  Swiftwing:​ The arms of Swiftwing shifters grow 
  leather flaps of skin similar to a bat's wings, 
  granting the ability to fly at a rate equal to her Pace 
  with a Climb score of 0. The shifter also increases 
  his Agility by one die size while shifting. 
  ○
  Truedive:​ Truedive shifters grow fins and webs of 
  skin between their toes and fingers. They become 
  aquatic creatures that cannot drown in water, have 
  a Pace in water equal to their Swimming skill, and 
  gain a free d6 Swimming. The shifter also increases 
  his Vigor by one die size while shifting. 
  ○
  Wildhunt: ​Wildhunt shifters' sense of smell 
  becomes more sensitive, providing a +4 bonus to 
  Notice rolls using scent only. The shifter also 
  increases his Vigor by one die size while shifting. 
  ○
  Winterhide:​ While shifting, a winterhide shifter 
  gains a +8 bonus to resist the negative effects of a 
  cold environment. The shifter also increases his 
  Vigor by one die size while shifting. 
  Warforged 
  ●
  Composite Plating (+1):​ A warforged is covered in tough 
  plating made of magically-treated woods and metals. 
  Warforged gain a +2 Armor. Warforged are unable to wear 
  additional armor. 
  ●
  Enemy (Major) (-2): ​There are many non-warforged 
  survivors of the Last War who wish to see Warforged 
  destroyed altogether. Warforged are often targets of hate 
  crimes and revenge. 
  ●
  Light Fortification (+1):​ When hit with a called shot to 
  the head, there is a 50% chance of ignoring the +4 damage. 
  ●
  Living Construct ( +3):​ Warforged are living constructs 
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  made from organic and inorganic matter and are capable 
  of emotions and conscious thought. They are immune to 
  poison and disease. Warforged also do not need to breath 
  and cannot die from drowning, but they can still sink 
  below the surface if Incapacitated from enough Fatigue 
  levels. Warforged cannot heal naturally, and use of the 
  healing​ or ​greater healing​ power on them suffers a -4 
  penalty on the Arcane Skill roll. A warforged can be 
  mended with a successful Repair roll or the ​repairing 
  power. 
  ●
  Loyal (-1):​ Warforged were created to give their lives for 
  their allies and that ingrained dedication prevents them 
  from leaving an ally behind if there is a chance at all they 
  could help. 
  ●
  Poor (-1):​ Warforged have no starting wealth, but they at 
  least have one weapon they wielded during their service in 
  the Last War. 
  ●
  Steel Fists (+1): ​Warforged may attack with their fists and 
  deal Strength + d6 damage. 
  ●
  Outsider (-1): ​With a long history of being dedicated 
  soldiers of war, warforged have difficulty blending into 
  post-war Khorvaire. Most non-warforged strongly dislike 
  the sight of warforged as they stand as living reminders of 
  the horror that was the Last War. Additionally, warforged 
  have difficulty relating to other creatures making them 
  seem aloof or even hostile. As such, warforged have -2 
  Charisma. 
  ●
  Vigilant (+3):​ Warforged do not need to eat, drink, or 
  sleep. 
  Edges 
  Racial Edges 
  Aberrant Dragonmark 
  Requirements:​ Novice, Dragonmark race, cannot have 
  Dragonmark. 
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  Powers:​ ​blast, blind, bolt (fire), burst, drain power points, 
  draining touch, fear, jet, light, lower trait, poison touch, puppet, 
  slow, stun 
  You bear an aberrant dragonmark, descended from a bloodline 
  of a corrupted dragonmarked family. A character with one of the 
  true dragonmarks cannot select this Edge, and a character with 
  this Edge cannot later select one of the true dragonmark Edges. 
  Your aberrant dragonmark grants you a power from among the 
  list above for which you meet the rank requirement and 5 Power 
  Points that may only be used for this power that recharge at a rate 
  of 1 per hour and are unaffected by the Rapid Recharge Edge. 
  Power Points from other sources cannot be used with this power. 
  You use Spirit as your arcane skill for this power. 
  Special:​ Characters with this Edge also have the Outsider 
  Hindrance, but do not gain additional points. 
  Adamantine Body 
  Requirements:​ Novice, Warforged. 
  You were created from a specially designed line of warforged 
  made with adamantine giving you +4 Armor instead of the normal 
  +2 from Composite Plating.  
  Special: ​This Edge must be taken during character creation. 
  Dragonmark 
  Requirements:​ Novice, Dragonmark race, cannot have 
  Aberrant Dragonmark. 
  You have dragonmark as appropriate to your race. You also gain 
  a bonus to specific skills as indicated in the mark's description 
  listed below. 
  Your dragonmark grants you the ability to use dragonmark focus 
  items. Additionally, you gain a power related to the dragonmark 
  (for which you meet the Rank requirement) and 5 Power Points 
  that may only be used for this power that recharge at a rate of 1 
  per hour and are unaffected by the Rapid Recharge Edge. Power 
  Points from other sources cannot be used with this power. You 
  use Spirit as your arcane skill for this power. 
  ●
  Mark of Detection:​ Half-elf; +1 to Notice rolls; ​darksight​, 
  detect arcana​, ​divination 
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  ●
  Mark of Finding: ​Half-orc, human; +1 to Tracking rolls; 
  farsight​, ​light​, ​object reading 
  ●
  Mark of Handling:​ Human; +1 to Charisma when dealing 
  with animals; ​beast friend​, ​boost trait​ (animals only), 
  shrink/growth​ (animals only) 
  ●
  Mark of Healing:​ Halfling; +1 to Healing rolls; ​healing​, 
  greater healing​, ​succor 
  ●
  Mark of Hospitality:​ Halfling; +1 to Charisma when 
  dealing with intelligent creatures; ​elemental manipulation 
  (water), ​environmental protection​, ​slumber 
  ●
  Mark of Making:​ Human; +1 to Repair rolls; ​dispel​, ​drain 
  power points​ (items created with Arcane Background 
  (Weird Science) only), ​greater repairing​, ​repairing​, ​mend​, 
  smite 
  ●
  Mark of Passage:​ Human; +1 to Survival rolls; ​fly​, 
  quickness​, ​speed​, ​teleport 
  ●
  Mark of Scribing:​ Gnome; +1 to Investigation rolls; ​magic 
  mark​, ​secret writing​, ​speak language 
  ●
  Mark of Sentinel:​ Human; +1 to Intimidation rolls; 
  armor​, ​barrier​, ​deflection​, ​smite​, ​summon ally​ (experienced 
  soldier or mirror self), warrior's gift 
  ●
  Mark of Shadow:​ Elf; +1 to Stealth rolls; ​blind​, ​darksight​, 
  invisibility​, ​obscure 
  ●
  Mark of Storm:​ Half-elf; +1 to Boating or Piloting rolls 
  (choose one); ​blast​ (electricity or lightning), ​burst​ (wind), 
  elemental manipulation​ (air), ​fly​ (gusty winds), ​havoc 
  (whirlwind), ​jet​, ​obscure​ (thick fog), ​pummel​ (buffeting 
  winds), ​stun​ (electricity) 
  ●
  Mark of Warding:​ Dwarf; +1 to Notice rolls; ​barrier​, 
  conceal arcana 
  Dragonmark Power Points 
  Requirements:​ Seasoned, Aberrant Dragonmark or 
  Dragonmark 
  Your Dragonmark grows in size and strength. This Edge grants 
  you 5 additional Power Points for use with your dragonmark 
  powers. You may choose this Edge up to two times, but only once 
  per rank. 
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  Extra Shifter Ability 
  Requirements:​ Novice, Shifter 
  You come from a mixed lineage of shifters. Choose an additional 
  shifter ability. You manifest this ability while shifted as well. 
  Elite Shifter 
  Requirements: ​Novice, Shifter 
  Either inherently or through conditioning, your shifter trait is 
  enhanced beyond its normal abilities. 
  ●
  Beasthide:​ The shifter’s bonus to Toughness increases to 
  +4. 
  ●
  Cliffwalk:​ While shifting, you can make a Climbing roll for 
  every 30" (60 yards) instead of making a roll for every 20" 
  (40 yards). 
  ●
  Dreamsight: ​While shifting, you can spend a full round to 
  gain extraordinary visual power, gaining a +2 bonus to 
  Notice rolls based on vision and can see creatures and 
  objects under the influence of the invisibility power. 
  ●
  Gorebrute: ​The shifter may use the Push action with his 
  charge attack. He may use any of the options available 
  except shield bash. The effects of the Push action are in 
  addition to the damage dealt by his horns. 
  ●
  Longstride: ​While shifting, your Pace improves by an 
  additional 2" (4 yards). 
  ●
  Longtooth:​ Wounds dealt by your bite attacks bleed 
  copiously. Each time you make a successful damage roll 
  from a bite attack, it is automatically treated as a raise, 
  causing an additional wound. This raise is in addition to 
  any raises from the damage roll. 
  ●
  Razorclaw:​ When you make a charge attack, you can make 
  two claw attacks at the end of the charge. You also add +4 
  to your damage rolls for each claw attack. 
  ●
  Swiftwing: ​While shifting, your Pace while flying 
  increases by 2" per turn. 
  ●
  Truedive:​ While shifting, your Pace while swimming 
  increases by 2" per turn in normal water. 
  ●
  Wildhunt:​ While shifting, your non-visual senses improve 
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  to such a degree that your Notice skill increases to d12. 
  This increase applies to non-visual senses only. 
  Special:​ Shifters with the Extra Shifter Ability Edge may take 
  this Edge a second time to enhance the second trait. 
  Healing Factor 
  Requirements:​ Seasoned, Shifter, Vigor d8+ 
  After your current period of shifting ends, you may immediately 
  make a free Soak roll to remove any wounds taken while shifted.  
  Heir of Siberys/Child of Khyber 
  Requirements:​ Heroic, Dragonmark race, d12+ in any two 
  skills, cannot have Dragonmark or Aberrant Dragonmark Edges 
  You gain the benefits of the Dragonmark or Aberrant 
  Dragonmark Edge. All aspects of the Edge apply to your character. 
  Additionally, when activating the power, you may automatically 
  apply a single Ritual effect as if you had successfully completed a 
  Ritual to activate the power. 
  New Dragonmark Power 
  Requirements:​ Seasoned, Aberrant Dragonmark or 
  Dragonmark 
  Your dragonmark exhibits a more complex pattern and 
  increases in power. You may learn a new power by choosing this 
  Edge. You may choose from the powers associated with your 
  dragonmark. You may choose this Edge up to two times, but only 
  once per rank. 
  Overload Metabolism 
  Requirements: ​Novice, Warforged, Agility d8+, Strength d8+ 
  You can heal damage at a cost to your other physical attributes 
  by exciting your warforged metabolism. Once per session, you can 
  make a Vigor roll to repair damage. On a success, you repair one 
  wound. On a raise, you repair two wounds. Doing this reduces 
  your Strength and Agility by one die size for 10 minutes. 
  If you are Incapacitated and have not yet used this ability, any 
  use of the Gadgeteer Edge targeted upon you (i.e., imbuing) 
  automatically activates it. 
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  Psiforged Body 
  Requirements:​ Novice, Arcane Background (Psionics), 
  Warforged 
  As a warforged, your body can be crafted using trace amounts of 
  psionically resonant deep crystal, providing you with increased 
  psionic power and the ability to store psionic energy in your body. 
  This functions as a mana stone (Fantasy Companion, p. 74) with 5 
  Power Points. If you take this edge, you will often be referred to as 
  a psiforged. 
  Special:​ This Edge must be taken during character creation. 
  Reactive Shifting 
  Requirements:​ Novice, Shifter, Quick 
  You can activate your racial shifting ability as a reflex, allowing 
  you to begin shifting even when it's not your turn. This is in 
  addition to your normal actions on your turn and does not apply 
  any penalties for multiple actions. 
  Shifter Acrobatics 
  Requirements: ​Novice, Shifter with the cliffwalk, longstride, or 
  swiftwing trait, Agility d6+ 
  Your heritage makes you agile and light-footed. When shifting, 
  you gain a bonus to Agility rolls related to acrobatics and tricks 
  equal to the number of Racial Edges you have up to +3. 
  Shifter Ferocity 
  Requirements:​ Seasoned, Shifter, Hard to Kill, Nerves of Steel  
  While shifting, the shifter continues to fight without penalty if 
  he is Shaken. When you are Shaken, you can act as if you weren't 
  Shaken, and further Shaken results do not cause a wound. 
  Shifter Savagery 
  Requirements:​ Veteran; Longtooth, Gorebrute, or Razorclaw 
  Shifter; Berserk 
  While shifting and berserking simultaneously, you may add 
  +1d6 to the damage dealt by your natural weapons. 
  Shifter Stamina 
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  Requirements:​ Novice, Beasthide, Truedive, or Wildhunt 
  Shifter 
  While shifting, you are immune to nonlethal damage, and the 
  effects of fatigue and exhaustion are suppressed. When your 
  shifting ends, any fatigue or exhaustion effects that would have 
  taken effect during your shifting (or that were in effect when you 
  began shifting) take effect normally. 
  Unarmored Body 
  Requirements: ​Novice, Warforged. 
  You were not created with armor like most warforged; you lose 
  the Composite Plating racial ability (and its +2 Armor), but you 
  may wear any armor sized to fit a large human. 
  Special:​ This Edge must be taken during character creation. 
  Background Edges 
  Criminal Background 
  Requirements:​ Novice 
  You come from a long line of pirates, outlaws, or sneak thieves. 
  Your instincts are bent toward illicit gain and self preservation 
  above all else. 
  You can make unskilled Gambling, Intimidation, Taunt, and 
  Streetwise rolls without the usual -2 penalty. When observing an 
  individual, you can make a Notice roll with a -4 penalty to 
  ascertain any criminal motives. You also gain a +4 bonus on 
  Streetwise rolls involving crime and criminals. 
  Special:​ You must take this Edge at character creation. 
  Combat Edges 
  Action Boost 
  Requirements:​ Wild Card, Seasoned 
  When you spend a Prophecy Shard to reroll a Trait Test, you 
  may roll a d8 for your Wild Die instead of a d6. 
  Action Surge 
  Requirements:​ Wild Card, Seasoned 
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  You can spend a Prophecy Shard to take one additional action 
  on your turn that does not add or include a multi-action penalty. 
  Any other actions on that turn are still accounted for when 
  determining the penalty for those other actions. 
  Berserk Luck 
  Requirements:​ Wild Card, Novice, Berserk. 
  When Berserk, you have a greater ability to alter your luck than 
  most others do. You gain 1 temporary Prophecy Shard while 
  Berserk. If you don’t use this Prophecy Shard during your Berserk, 
  it disappears when it ends. 
  Flurry of Arrows  
  Requirements: ​Seasoned, Quick Draw, Shooting d8+ 
  You can use Rapid Attack with a bow. You can fire up to 3 shots 
  as per the normal rules. 
  Improved Flurry of Arrows  
  Requirements:​ Heroic, Flurry of Arrows, Fighting d8+, 
  Shooting d10+ 
  When using Rapid Attack with your bow, your attack and Parry 
  penalties from the maneuver are halved (-2 to attacks and -1 
  Parry). 
  Professional Edges 
  Ascetic Psion 
  As Adept except for the following changes. 
  Requirements:​ Novice, Arcane Background (Psionics), Martial 
  Artist, Psionics d8+, Fighting d8+ 
  You are a practitioner of one of the many styles comprising the 
  kalashtar path of shadows, such as the Tashalatora. Mixing 
  meditation, discipline, and movement has taught you to use your 
  body as a weapon as well as your mind. 
  Powers affected:​ boost trait, deflection, succor, smite, or 
  speed. 
  Bounty Hunter 
  Requirements:​ Novice, Smarts d8+, Tracking d8+, Survival d6+, 
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  Streetwise d6+ 
  Often members of House Tharashk's Finders Guild, the bounty 
  hunters are extremely talented in finding their targets no matter 
  where they might be hiding. Bounty hunters gain +2 to Tracking, 
  Survival, and Streetwise rolls. Additionally, they gain a +2 bonus 
  to all Intimidation rolls against their targets. 
  Bounty hunters also know how to subdue their opponents with 
  nonlethal damage. While physically studying a target who is 
  knocked out by nonlethal damage, the bounty hunter can 
  determine how much longer the victim will remain knocked out. 
  Gadgeteer 
  As Gadgeteer in the Savage Worlds core book except for the 
  following changes: 
  Requirements:​ Novice, Arcane Background (Weird Science), 
  Smarts d8+, Repair d8+, Weird Science d8+, Knowledge (Arcana) 
  d6+ 
  These masters of artifice understand and can manipulate 
  magical energy inherent in objects in such a way that enables 
  them to quickly imbue that object with a power. 
  Imbuing an item with a power consumes an artificer's entire 
  turn; they cannot take any other actions while doing so. 
  Homunculus 
  Requirements:​ Seasoned, Arcane Background (Magic or Weird 
  Science), Knowledge (Arcana) d10+ 
  The crafter has created a homunculus. The construct created 
  varies with the crafter's Rank when he first takes this Edge. Use 
  the Available Homunculi table to determine the type of construct 
  a crafter can choose. 
  Available Homunculi 
  Rank 
  Homunculi Types 
  Seasoned 
  Expeditious messenger, furtive filcher 
  Veteran 
  Arbalester, iron defender, packmate, 
  persistent harrier 
   
  The crafter and the homunculus acquire the Loyal Hindrance 
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  with regard to each other. 
  The homunculus cannot refuse to follow the crafter's orders and 
  follows orders precisely. For example, an iron defender will 
  relentlessly pursue a target until given another order. 
  The creator and homunculus are telepathically linked and 
  automatically know what the other knows. This communication 
  functions out to a distance equal to the crafter’s Smarts x 100 
  yards. A homunculus never travels beyond this distance willingly 
  but can be moved forcibly. 
  The homunculus is a Wild Card with respect to wounds and the 
  Wild Die, but has no Prophecy Shards. The crafter may spend his 
  for the homunculus, however. 
  Each additional time this Edge is taken, the crafter can pick one 
  of the powers below. Each power may only be taken once. The 
  crafter may take this Edge only once each Rank. 
  ●
  The crafter can transfer Wounds and Fatigue levels to or 
  from his homunculus as a free action. 
  ●
  The crafter may increase one attribute of his choice which 
  is lower than that of the homunculus by one die, to a 
  maximum of d12. 
  ●
  The homunculus can use the crafter’s Combat Edges as its 
  own. 
  ●
  Any spells the crafter casts on himself also affect the 
  homunculus. If he casts armor with a raise, both he and his 
  homunculus gain +4 Armor for the duration, for example. 
  ●
  The homunculus has 5 Power Points, which the crafter 
  may use as if they were his own. They recharge at the same 
  rate as the crafter’s (usually 1 per hour). 
  If the homunculus is destroyed, the character must take this 
  Edge again to create a new homunculus. However, the previous 
  acquisitions of this Edge to add to its abilities are applied to the 
  new homunculus. 
  Psicrystal Affinity 
  Requirements: ​Novice, Arcane Background (Psionics), 
  Knowledge (Psionics) d10+ 
  A psicrystal is a fragment of a psionic character’s personality, 
  brought into physical form and a semblance of life. It appears as a 
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  crystalline construct about the size of a human hand. 
  Psicrystal Personalities 
  A psicrystal has its own personality (a fragment of the owner’s 
  personality), which gives its owner a bonus on certain types of 
  Trait Tests, as given on the table below. These special abilities 
  and bonuses apply only when the owner and the psicrystal are 
  within 1 mile of each other. 
  Personality 
  Benefit to Owner 
  Bully 
  +1 bonus on Intimidation checks 
  Friendly 
  +1 bonus on Persuasion checks 
  Hero 
  +1 bonus on Vigor rolls 
  Nimble 
  +1 bonus on Agility rolls to interrupt actions 
  Observant 
  +1 bonus on Notice checks 
  Resolved 
  +1 bonus on Spirit rolls 
  Sage 
  +1 bonus on checks involving any one 
  Knowledge skill owner already knows; once 
  chosen, this does not vary 
  Single-minded 
  +1 bonus to Arcane skill rolls while 
  maintaining powers 
  Sneaky 
  +1 bonus on Stealth checks 
  Sympathetic 
  +1 bonus on Smarts rolls opposed by Taunt roll 
  or when the target of a Trick. 
  Each psicrystal has a distinct personality, chosen by its owner at 
  the time of its creation from among those given on the table. 
  Upon taking this Edge, its owner typically gets a feel for a 
  psicrystal’s personality only through occasional impulses, but as 
  the owner increases gains experience, the psicrystal’s personality 
  becomes more pronounced. 
  As the owner advances, it is not uncommon for a psicrystal to 
  constantly ply its owner with observations and advice, often 
  severely slanted toward the psicrystal’s particular worldview. The 
  owner always sees a bit of himself in his psicrystal, even if 
  magnified and therefore distorted. 
  Psicrystal Advancement 
  At each Rank of the owner, the psicrystal has the following 
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  abilities: 
  ●
  Novice:​ Armor +1; Smarts d4 
  ●
  Seasoned: ​Armor +2; Smarts d6 
  ●
  Veteran:​ Armor +3; Smarts d8 
  ●
  Heroic:​ Armor +4; Smarts d10 
  ●
  Legendary:​ Armor +5; Smarts d12 
  A psicrystal can speak one language of its owner’s choice (so 
  long as it is a language the owner knows). A psicrystal can 
  understand all other languages known by its owner, but cannot 
  speak them. 
  Because of the telepathic link between a psicrystal and its 
  owner, the owner has the same connection to an item or place 
  that the psicrystal does. For instance, if his psicrystal has seen a 
  room, the owner can teleport into that room as if he has seen it 
  too, negating the -4 penalty for the destination being an unknown 
  area; the -2 penalty for not being able to see it presently might 
  still apply. 
  The psicrystal is a Wild Card with respect to wounds and the 
  Wild Die, but has no Prophecy Shards. The owner may spend his 
  for the psicrystal, however. 
  Each additional time this Edge is taken, the psion can pick one 
  of the powers below. Each power may only be taken once. The 
  psion may take this Edge only once each Rank. Taking it during 
  character creation allows the psion to take it again while he’s a 
  Novice. 
  ●
  The psicrystal gains Arcane Resistance against psionics. 
  ●
  The psion can transfer wounds and Fatigue levels to or 
  from his psicrystal as a free action. 
  ●
  The psion can use the psicrystal's senses as if they were his 
  own. This requires concentration. The maximum range for 
  this ability is the psion's Smarts x 100 yards. 
  ●
  Whenever the psicrystal is adjacent to or in the possession 
  of its owner, the owner has the Alertness Edge. 
  ●
  Any powers the psion manifests on himself also affect the 
  psicrystal. If he manifests armor with a raise, both he and 
  his psicrystal gain +4 Armor for the duration, for example. 
  ●
  The psicrystal has 5 Power Points, which the psion may 
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  use as if they were his own. They recharge at the same rate 
  as the psion's (usually 1 per hour). 
  ●
  The psicrystal can act as a conduit for the psion's powers 
  by delivering touch powers manifested by its owner. The 
  owner and the psicrystal must be in contact at the time the 
  power is manifested. The power must be delivered before 
  the owner can manifest another power. At Legendary 
  Rank, the owner can manifest the power through the 
  psicrystal to a distance of up to 1 mile. 
  ●
  At Seasoned Rank or above, the owner, as a standard 
  action, can will his psicrystal to fly with Pace 6. The effect 
  lasts for one day (or until the owner dismisses it, at which 
  point the psicrystal drifts gently to the ground). 
  If the psicrystal is destroyed, the character must take this Edge 
  again to create a new psicrystal. However, the previous 
  acquisitions of this Edge to add to its abilities are applied to the 
  new psicrystal. 
  Power Edges 
  Attune Magic Weapon 
  Requirements: ​Seasoned, Arcane Artificer 
  Through your study of magic weapons, you have become adept 
  at eking every advantage out of their enchanted qualities. 
  When you wield a magic weapon, you gain a +1 bonus on attack 
  rolls and damage rolls. You must spend 24 hours with a newly 
  acquired weapon before you can gain this benefit when wielding 
  it. 
  Dual Arcane Training  
  Requirements:​ Novice, Arcane Background, Arcane Skill d6+ 
  The character has access to a second type of Arcane Background 
  from those listed in the requirements. For instance, if he has AB 
  (Magic), he can choose Miracles or Psionics as his secondary 
  choice. 
  He gains one power of the new type and activates it using the 
  normal rules for that type of arcane power, but at a -1 penalty. He 
  uses the same pool of Power Points (using one type of arcane 
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  power drains the ability to use the other equally), but powers for 
  the secondary type cost +1 PP to activate as well.  
  Henceforth, when he takes the New Power Edge, he may choose 
  to take a power from either arcane type, but must note which 
  arcane activation applies.  
  Dual Arcane Mastery 
  Requirements:​ Veteran, Dual Arcane Training, Arcane Skill 
  d10+  
  Powers for the secondary arcane type ignore the -1 penalty and 
  no longer cost +1 PP to activate. 
  Enhance Power 
  Requirements:​ Seasoned, Knowledge (Arcana) d8+, Arcane 
  Background (any but Weird Science) 
  You gain a +2 to your Arcane Skill roll. This Edge may be taken 
  once to apply to all powers which doubles the cost in Power 
  Points to activate the power. Alternatively, this Edge may be 
  taken multiple times to apply to a single power without the cost 
  of additional Power Points to activate the power. 
  Expand Power 
  Requirements:​ Seasoned, Knowledge (Arcana) d8+, Arcane 
  Background (any but Weird Science) 
  If the Range of a power is measured by Smarts, the caster can 
  increase the Range's multiplier by 1. For example, if the Range is 
  Smarts x 2, then it increases to Smarts x 3. Use of this Edge 
  doubles the cost in Power Points to activate the power. 
  Extend Power 
  Requirements:​ Seasoned, Knowledge (Arcana) d8+, Arcane 
  Background (any but Weird Science) 
  You can double the Duration of non-instant powers. 
  Psychic Rush 
  Requirements:​ Wild Card, Novice, Arcane Background 
  (Psionics) 
  You can occasionally activate a psionic power with less effort. 
  When you activate a power, you can spend a Prophecy Shard to 
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  reduce the power point cost of that power by 1d6 Power Points, to 
  a minimum cost of 1 Power Point. You must have enough Power 
  Points remaining to activate the power without the reduction in 
  cost. 
  Other Edges 
  The following Edges are recommended for inclusion in Eberron: 
  ●
  Background Edges: 
  ○
  Arcane Background (Sorcery) [​Fantasy Companion​] 
  ○
  Relentless [​Horror Companion​] 
  ●
  Combat Edges: 
  ○
  Bring 'Em On! [​Pulp GM's Toolkit​] 
  ○
  Close Fighting [​50 Fathoms Player’s Guide​] 
  ○
  Dirty Fighter [​50 Fathoms Player’s Guide​] 
  ■
  Really Dirty Fighter [​50 Fathoms Player’s 
  Guide​] 
  ○
  Oversized Weapon Master [​50 Fathoms Player’s 
  Guide​] 
  ○
  Sucker Punch [​Pulp GM's Toolkit​] 
  ●
  Leadership Edges: 
  ○
  Fanaticism [​Horror Companion​] 
  ●
  Professional Edges: 
  ○
  Exorcist [​Horror Companion​] 
  ○
  Explorer [​Pulp GM's Toolkit​] 
  ○
  Necromancer [​Horror Companion​] 
  ■
  Master Necromancer [​Horror Companion​] 
  ○
  Monster Hunter [​Horror Companion​] 
  ○
  Talisman Craftsman [​Horror Companion​] 
  ●
  Power Edges: 
  ○
  Alchemy [​Fantasy Gear Toolkit​] 
  ○
  Arcane Artificer [​Fantasy Gear Toolkit​] 
  ■
  Improved Arcane Artificer [​Fantasy Gear 
  Toolkit​] 
  ○
  Efficient Artificer [Finely Tuned in ​Pulp GM's 
  Toolkit​] 
  ○
  Enchant [​Fantasy Gear Toolkit​] 
  ■
  Improved Enchant [​Fantasy Gear Toolkit​] 
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  ○
  Master Artificer [Super Scientist in ​Pulp GM's 
  Toolkit​] 
  ○
  Stable Device [Genius in ​Slipstream Player’s Guide​] 
  ●
  Social Edges: 
  ○
  Femme Fatale/Ladykiller [​Pulp GM's Toolkit​] 
  ○
  Fence [​Slipstream Player’s Guide​] 
  ○
  One of the Chosen [​Horror Companion​] 
  ○
  Tower of Will [​Horror Companion​] 
   
   
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  Gear 
  Melee Weapons 
  Some of these weapons are ideal for adepts or ascetic psions 
  (the psionic adaptation of the adept), especially those who are of 
  Sarlona. When wielded by a character with either of those two 
  Edges (and at the Prophesier’s discretion), the cutting wheel, 
  monk's cane, monk's spade, and hook sword can be treated as 
  though the character were fighting unarmed for the purposes of 
  including AP, and characters with the Martial Arts Master Edge 
  could apply the +2 bonus to damage when fighting with these 
  weapons. 
  Alchemy Blade 
  Appearing much like a short sword, an alchemy blade has two 
  channels forming a groove on each side of the blade. As an action, 
  a wielder is able to plug a flask of alchemist's fire or alchemist's 
  frost into its pommel, priming the weapon. (It could also accept a 
  flask of acidic fire or alchemist’s spark, but a single use of either 
  of these would render the weapon useless.) 
  When the wielder makes a successful Fighting roll using the 
  primed blade, a pump forces the substance through the hilt and 
  along the blade's channels. In addition to the damage from blade, 
  the target also takes damage from the alchemist's fire or 
  alchemist's frost with a chance of catching fire in the case of the 
  former. Adjacent creatures are not subject to damage. The 
  damage from the alchemical substance is rolled separately from 
  the weapon damage for the purpose of overcoming the target’s 
  Toughness. 
  ●
  Damage:​ Str+d6 
  ●
  Notes:​ +1d10 damage from fire or frost and an additional 
  1d10 damage if using alchemist's fire on subsequent 
  rounds if the target catches fire (see Fire in ​Savage Worlds​) 
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  ●
  Weight:​ 2 
  ●
  Cost:​ 310 gp 
  Cane, Monk’s 
  At first glance, a monk’s cane looks like an ordinary walking 
  stick with a straight shaft with hooked head often decorated and 
  carved. 
  With a monk’s cane, the wielder gains a +1 bonus to Fighting 
  rolls when attempting a Disarm maneuver as well as a +1 bonus to 
  the Strength roll to avoid being disarmed. 
  It is nearly impossible to tell that a monk’s cane is a weapon. An 
  observer has to study the cane’s owner carefully, making a 
  successful Notice roll at -4 (or at -2 if the observer has the Danger 
  Sense Edge) to discern that the cane is dangerous in his hands. 
  The wielder can make a Persuasion roll or Stealth roll to avoid 
  giving away his proficiency. 
  ●
  Damage:​ Str+d6 
  ●
  Range:​ 2/4/8 
  ●
  Notes:​ +1 to Fighting rolls or Strength rolls during Disarm 
  attempts 
  ●
  Weight:​ 1 
  ●
  Cost:​ 30 gp 
  Cutting Wheel 
  Cutting wheels are handheld weapons that surround the fist 
  with a blade. The exact shape can vary. The traditional form is a 
  solid circle of metal that has one small area wrapped in leather as 
  a handle. The rest of the wheel is bladed and features protrusions 
  at evenly spaced intervals for piercing and tearing. To protect the 
  hand and aid in gripping, a bladed guard is forged just above the 
  grip on the inside of the wheel. The kalashtar designed another 
  version that is triangular in shape. 
  Because of its size and protected grip, a cutting wheel grants a 
  +1 bonus on opposed Strength rolls to avoid being Disarmed. 
  ●
  Damage:​ Str+d6 
  ●
  Range: ​2/4/8 
  ●
  Notes:​ +1 to opposed Strength rolls during Disarm 
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  attempts 
  ●
  Weight:​ 1 
  ●
  Cost:​ 15 gp 
  Flute, Steel 
  Appearing as simple musical instruments, steel flutes are 
  hollow shafts of metal carefully crafted as balanced short staffs. 
  While commonly made of steel, this Adaran weapon can be made 
  of just about any metal. 
  As with a monk’s cane, an observer must study a steel flute’s 
  owner to tell the flute is a weapon. 
  ●
  Damage:​ Str+d4 
  ●
  Range:​ 2/4/8 
  ●
  Weight:​ 2 
  ●
  Cost:​ 15gp 
  Scimitar, Valenar Double 
  The elves of Valenar employ a deadly double weapon with 
  curving scimitar blades on each end. Attacking with a double 
  scimitar allows the character to make two Fighting rolls as if 
  attacking with two weapons, but doing so incurs all the normal 
  penalties as if making two Fighting rolls with two different 
  weapons. 
  ●
  Damage:​ Str+d8 
  ●
  Notes:​ Parry +1, 2 hands, can be used as a weapon in each 
  hand 
  ●
  Weight:​ 15 
  ●
  Cost:​ 125 gp 
  Sharrash, Talenta 
  A sickle-like blade at the end of a long pole, the Talenta 
  sharrash was created by the halflings of the Plains. A sharrash has 
  a reach of 1". 
  Because of a sharrash's curved blade, you can also use it for 
  Push maneuvers to knock an opponent prone. 
  ●
  Damage:​ Str+d6+1 
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  ●
  Weight:​ 10 
  ●
  Cost:​ 18 gp 
  Spade, Monk’s 
  As many weapons in Sarlona, the monk’s spade evolved from a 
  simple tool. The spade is a double weapon with a broad slashing 
  blade on one end and a bludgeoning counterweight on the other. 
  The weapon allows the character to make two Fighting rolls as if 
  attacking with two weapons, but doing so incurs a multi-action 
  penalty and a penalty for attacks made with the off-hand. You can 
  use either the slashing or blunt head as the primary weapon. The 
  other head is the off-hand weapon. A warrior wielding a monk’s 
  spade in one hand can’t use it as a double weapon—only one end 
  of the weapon can be used. 
  ●
  Damage:​ Str+d8 
  ●
  Notes:​ +1 Parry, can be bludgeoning or slashing 
  ●
  Weight:​ 10 
  ●
  Cost:​ 20 gp 
  Spikard, Spear 
  A spear spikard appears the same size as a shortspear but 
  thicker. The shaft is hollow and is capable of projecting a bolt as 
  part of a melee attack. Along the rear of the shaft is a channel into 
  which a bolt can be loaded as well as a spring-based firing 
  mechanism. Loading a spear spikard requires an action much like 
  loading a light crossbow. 
  A wielder cannot use a spear spikard to shoot bolts at range, nor 
  does throwing the weapon fire the bolt. The weapon propels the 
  bolt with a successful Fighting roll which automatically triggers 
  the mechanism, propelling the bolt directly into the target. The 
  target takes piercing damage equal to the weapon die (d6) in 
  addition to the damage dealt by the initial attack. 
  ●
  Damage:​ Str+d6 
  ●
  Notes:​ Parry +1, additional 1d6 piercing damage when 
  loaded with a spikard bolt 
  ●
  Range:​ 3/6/12 
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  ●
  Weight:​ 3 
  ●
  Cost:​ 200 gp 
  Spikard, War 
  A war spikard operates similarly to the spear spikard but has a 
  crossbow mechanism that is melded smoothly into the weapon 
  creating something that resembles a warhammer. 
  The hammerhead of the war spikard is a nearly solid cylinder 
  with a small conduit through which the bolt is projected. The 
  firing mechanism is located in the rear of the hammerhead. The 
  wielder loads the bolt through a channel similar to the one 
  through which the bolt exist on the striking surface. Loading a 
  war spikard requires an action much like loading loading a light 
  crossbow. 
  The war spikard cannot fire bolts as a ranged attack.The weapon 
  propels the bolt with a successful Fighting roll which 
  automatically triggers the mechanism, propelling the bolt directly 
  into the target. The target takes piercing damage equal to the 
  weapon die (d6) in addition to the damage dealt by the initial 
  attack. 
  ●
  Damage:​ 1d8 
  ●
  Notes:​ AP1 vs. rigid armor (plate mail), additional 1d6 
  piercing damage when loaded with a spikard bolt 
  ●
  Weight:​ 9 
  ●
  Cost:​ 350 gp 
  Sword, Hook 
  A single piece of forged metal makes up the grip, guard, and 
  blade of this weapon, which also has a smaller crescent blade on 
  the outer part of the guard as well as a hook on the end of the 
  larger blade. The end opposite the hook and near the grip forms a 
  dagger-like spike that can be used for stabbing. The wielder can 
  strike with the smaller crescent blade or the spike, dealing the 
  lower damage die for the weapon—piercing damage or slashing 
  damage respectively. The long, hooked blade of the weapon deals 
  the higher damage die as slashing damage. 
  With a hook sword, the wielder gets a +1 on Fighting rolls made 
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  to disarm an enemy. 
  ●
  Damage:​ Str+d4 or Str+d6 
  ●
  Notes:​ +1 Fighting to disarm 
  ●
  Weight:​ 4 
  ●
  Cost:​ 40 gp 
  Sword, Spinning 
  Designed by the quori for warriors engaging with multiple 
  enemies, the spinning sword, or chattaval in Quori, is a whip-like 
  weapon made of multiple long strands of cord-like flexible steel. 
  A spinning sword has a 1" reach. 
  A spinning sword can be hidden by wearing it as a belt. The grip 
  functions as a buckle. A successful Notice roll with a -2 penalty 
  discerns that the belt is actually a weapon. 
  ●
  Damage:​ Str+d6 
  ●
  Notes:​ Reach 1” 
  ●
  Weight:​ 3 
  ●
  Cost:​ 50 gp 
  Tangat, Talenta 
  The tangat, a sword designed by the Talenta halflings, features a 
  curved scimitar-like blade mounted on a short haft. 
  ●
  Damage:​ Str+d6+1 
  ●
  Weight:​ 8 
  ●
  Cost:​ 40 gp 
  Zulaat 
  Zulaats are Riedran weapons that have glaive-like heads at 
  either end. Warriors can fight with zulaats as if fighting with two 
  weapons, making two Fighting rolls as if attacking with two 
  weapons, but doing so incurs a multi-action penalty and a penalty 
  for attacks made with the off-hand. A creature can wield a zulaat 
  in the primary hand to make a single attack with no penalty. 
  ●
  Damage:​ Str+d8 
  ●
  Weight:​ 12 
  ●
  Cost:​ 80 gp 
  Ranged Weapons 
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  Boomerang, Talenta 
  Boomerangs, commonly found among the halflings of the 
  Talenta Plains, are curved, polished sticks designed to return to 
  the thrower. 
  A boomerang always returns to its thrower when it misses its 
  target. To catch a boomerang, the thrower must make an Agility 
  roll. Failure indicates a 1d6" deviation from the thrower in a 
  random direction; roll a d12 and read it like a clock facing to 
  determine the direction the boomerang deviates. 
  ●
  Range:​ 6/12/24 
  ●
  Damage:​ Str+d4 
  ●
  RoF:​ 1 
  ●
  Weight:​ 1 
  ●
  Cost:​ 30 gp 
  Ammunition 
  Spikard Quarrels 
  ●
  Note:​ AP 2, Crossbow quarrels and spikard quarrels can be 
  used interchangeably 
  ●
  Weight:​ 1/5 
  ●
  Cost:​ 2 gp 
  Special Substances and Items 
  Acid 
  You can throw a flask of acid as an area attack to Range 2/4/8. The 
  acid deals 1d6+2 damage to all characters in a Small Burst 
  Template. To create acid, you must have 5 L in raw materials and 
  succeed on a Knowledge (Alchemy) roll. Each roll requires 1 hour 
  of work. 
   
  Cost:​ 25gp 
  Acidic Fire 
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  Combining alchemist's fire with acid, this substance can deal 1d8 
  acid damage and 1d8 fire damage to all targets in a Medium Burst 
  Template. On the following round, the fire deals another 1d10 
  damage to all targets within the template. 
   
  Cost:​ 80gp 
  Alchemist's Fire 
  You can throw a flask of alchemist's fire as an area attack to 
  Range 2/4/8. The fire deals 1d10 damage to all characters in a 
  Medium Burst Template. Victims also have a chance of catching 
  fire. On the round following a direct hit, the fire deals another 
  1d10 damage to all targets within the template. 
   
  Cost:​ 50gp 
  Alchemist's Frost 
  Alchemist’s frost drops to extreme cold temperatures when it is 
  exposed to air. It can deal 1d10 points of damage from the intense 
  cold. 
   
  Cost:​ 62gp, 5sp 
  Alchemist's Spark 
  A flask of Alchemist's spark has two chambers that separates two 
  different substances. When the flask is broken, the mixed 
  substances emit a powerful electrical discharge that deals 1d8 
  damage from electricity. 
   
  Cost:​ 62gp, 5sp 
  Antitoxin 
  If you drink antitoxin, you get a +2 bonus on Vigor rolls to resist 
  poison for 1 hour. 
   
  Cost:​ 125gp 
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  Smokestick 
  This alchemically treated wooden stick instantly creates thick, 
  opaque smoke when ignited. The smoke fills the area of a Small 
  Burst Template. A strong wind dissipates the smoke in 1 round. 
  The stick is consumed after 1 round, and the smoke dissipates 
  naturally. 
   
  Cost:​ 50gp 
  Smokestick, Noxious 
  This smokestick releases a noxious cloud of smoke when it is 
  ignited. Aside from the obscuring effects of a normal smokestick, 
  a noxious smokestick causes any creature within the smoke to 
  make a Vigor roll. Victims who fail this roll suffer Fatigue for one 
  round and are Shaken as they involuntarily cough and wretch. 
   
  Cost:​ 200gp 
  Sunrod 
  This 1-foot-long, gold-tipped, iron rod glows brightly when stuck. 
  It clearly illuminates an area the size of a Large Burst Template. It 
  glows for 6 hours, after which the gold tip is burned out and 
  worthless. 
   
  Cost: ​8gp 
  Tools and Skill Kits 
  Alchemist's Trunk 
  Alchemists require tools to work their craft. This portable 
  laboratory contains a small oil lamp, glass beakers and tubes, 
  distillation vases, tweezers, pipettes, and a reference chart of 
  common minerals and herbs. 
   
  Weight:​ 15 
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  Cost:​ 1,000 gp 
  Glyphbook 
  Glyphbooks are guides to deciphering the ancient scripts of 
  Xen'drik. Using the book requires some familiarity with the 
  ancient languages (at least a d4 Knowledge (Language: Giant), but 
  grants a +2 bonus on Knowledge (Language) checks made to read 
  inscriptions on Xen'drik ruins. 
   
  Cost:​ 20 gp 
  Holy symbol, flametouched iron 
  Holy Warriors of the Church of the Silver Flame use these holy 
  symbols made from flametouched iron. When brandishing the 
  holy symbol while using the Holy Warrior Edge, the targets suffer 
  a –2 penalty to Spirit rolls made to resist being repulsed. 
   
  Cost:​ 750 gp 
  Inquisitive's kit 
  The inquisitive’s kit contains often-used tools of investigation, 
  including containers of various shapes and sizes; fine silk gloves; 
  mundane dusts and brushes; tweezers, picks, and probes; a 
  magnifying lens; ink and quills; chalk and charcoal; parchment 
  sheets; and a small journal for recording notes. It grants a +2 
  bonus on Notice rolls made to investigate the scene of a crime or 
  other mystery. 
   
  Cost:​ 300 gp 
  Lockpicks 
  A character who tries to pick a lock without these tools suffers a 
  –2 penalty to his roll. 
   
  Weight:​ 1 
  Cost:​ 100 gp 
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  Warforged repair kit 
  Warforged repair kits contain the same organic and inorganic 
  materials that make up a warforged’s body as well specialized 
  tools. The kit grants a +1 bonus on Repair rolls made to repair 
  damage to a warforged. 
   
  Cost:​ 50 gp 
  Clothing 
  Clothing, darkweave 
  Interwoven strands of shadow and black thread make up this 
  beautiful but coarse cloth. Darkweave clothing grants a +1 bonus 
  to Stealth rolls made in dim light, darkness, or pitch dark. 
   
  Cost:​ +100 gp 
  Clothing, glamerweave 
  Glamerweave is a fine, light-weight fabric with illusions woven 
  into it. Its color shifts subtly and is hard to describe, which gives it 
  a striking and strangely beautiful appearance. Characters wearing 
  glamerweave clothing gain a +1 bonus to Persuasion rolls. 
   
  Weight:​ -1lb 
  Cost:​ +100 gp 
  Formal Clothing 
  This set of clothes is designed specifically to be expensive and to 
  show it. 
   
  Cost:​ 60 gp 
  Normal Clothing 
  Normal clothing includes affordable daily outfits worn by 
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  common folk and adventurers alike. 
   
  Cost:​ 20 gp 
  Tailored Clothes 
  Anyone wearing tailored clothing may add +1 to his Charisma in 
  situations where his status has an effect. 
   
  Cost:​ 100+ gp 
  Winter Gear 
  Characters without warm cloaks and boot covers suffer –2 to their 
  Fatigue rolls in cold weather. 
   
  Weight:​ 3 
  Cost:​ 35 gp 
  Documents 
  Arcane signet ring 
  Dragonmarked houses use these rings for identification purposes. 
  These rings are set with large gemstones that contain an intricate 
  runic pattern—actually an arcane mark—that becomes visible 
  when worn by the person for whom it was constructed. It is 
  extremely unusual for anyone who does not have the Connections 
  Edge in relation to a dragonmarked house to wear an arcane 
  signet ring. 
   
  Cost:​ 150 gp 
  Signet brooch 
  Members of a house, whether actual scions or high-standing 
  employees, sometimes wear signet brooches instead of arcane 
  signet rings to identify their affiliation. Signet brooches don't 
  contain arcane marks. 
   
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  Cost:​ 75 gp 
  Identification papers 
  Most people of the middle and upper classes, at least in the most 
  civilized areas of Khorvaire (Aundair, Breland, Karrnath, Thrane, 
  Zilargo, and the Mror Holds) carry identification papers with them 
  at all times. Issued by national governments and notarized by 
  House Sivis, these papers present a detailed physical description 
  of a person (the wealthy sometimes commission small portraits of 
  themselves), the person's name and residence, and in some cases 
  additional information about the person's affiliations (particularly 
  including any connection to a dragonmarked house, royalty, or a 
  large institution). 
   
  Cost:​ 2 gp, or 5 gp with portrait 
  Letter of Marque 
  The concept of letters of marque originated during the Last War, 
  when the rulers of the warring nations granted adventurers 
  permission to attack ships and assets belonging to other nations. 
  The Treaty of Thronehold declared void all letters of marque that 
  existed at the time, but the idea survives in Breland, though in a 
  rather altered form. The king of Breland now issues papers 
  granting adventurers permission to explore and plunder the ruins 
  of Xen'drik. Though such permission is not technically necessary, 
  wise adventurers are sure to secure it before using Sharn as a 
  launching point for expeditions to Xen'drik. Those who try to sell 
  treasures from Xen'drik on the open market in Breland must 
  produce a letter of marque or face stiff fines—on top of forfeiting 
  the treasure they won on their adventures. 
   
  Cost:​ 500 gp 
  Traveling papers 
  Anyone who travels across national borders is usually required to 
  carry traveling papers identifying them, their residence, their 
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  destination, and their reason for travel. Traveling papers consist 
  of a parchment sheet with the appropriate information and an 
  arcane mark, carried in a leather folder. House Sivis, House Orien, 
  House Deneith, and House Lyrandar all offer traveling papers that 
  are recognized throughout central Khorvaire. 
   
  Cost:​ 2 sp 
   
   
   
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  Setting Rules 
  Prophecy Shards 
  Instead of bennies, Eberron uses colored, translucent crystals 
  called Prophecy Shards. References to bennies in Savage Worlds 
  equate to Prophecy Shards in Eberron. 
  Prophecy Shards come in three colors. Each corresponds to a 
  different type of dragonshard and offers a different benefit when 
  used. At the start of each game, the Prophesier puts 20 Eberron 
  (pink), 10 Khyber (blue), and 5 Siberys (yellow) shards into a 
  pouch or other container, referred to as the Cache. Each player, 
  without looking, draws as many shards as his adventurer is 
  allowed (usually three). The Prophesier does the same, drawing 
  one for each player in the game, and for each Wild Card that turns 
  up in the game, draws two extra shards from the cache for each 
  respective Wild Card to use. 
  As per the normal rules for bennies, Prophecy Shards allow you 
  to attempt a Vigor roll to soak damage or remove a Shaken 
  condition. 
  With the exception of a Heart of Eberron, all Prophecy Shards 
  return to the cache at the end of each session. 
  Eberron Prophecy Shards (Pink) 
  Eberron Shards are the most common of the three types, and 
  they behave exactly as bennies, allowing you to reroll a Trait roll 
  and keep the best result. All traditional Savage Worlds rules 
  regarding bennies apply to pink Prophecy Shards. 
  Khyber Prophecy Shards (Blue) 
  Khyber Shards allow you to roll an additional d6, which can Ace 
  as usual, and add it to your total. This additional d6 can help to 
  avoid a critical failure. You may choose to use a Khyber Prophecy 
  Shard as a regular benny as well. 
  Whenever you use a blue shard, the Prophesier may draw a free 
  shard from the Cache for his NPCs and monsters. The Prophesier 
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  does not get a draw if you use a blue shard as a regular benny. 
  Siberys Prophecy Shards (Yellow) 
  Siberys Prophecy Shards work exactly as Khyber Prophecy 
  Shards, but they do not allow the Prophesier to draw regardless of 
  how you use it. 
  Heart of Eberron (Red) 
  The Heart of Eberron is a rare, pure Eberron Shard that is richer 
  in color than the typical Eberron shard, and it is not included in 
  the cache at the beginning of the campaign. It's added only when 
  your party achieves a significant goal that earns them a 
  reputation worthy of a troubadour's tale. 
  The Prophesier has the final say as to when a Heart of Eberron is 
  added to the cache. It is used only once and can be used in any of 
  the following ways: 
  1.
  As a Siberys Prophecy Shard with an additional +2 added 
  to the total. 
  2.
  To reroll any roll including damage rolls, rolls on a table, 
  and running die rolls. 
  3.
  To trade it in at the end of a session for an additional point 
  of XP. 
  Prophesier Shards 
  The Prophesier may use Khyber and Siberys Prophecy Shards for 
  the same effects as the players, including adding +1d6 to a Trait 
  roll. Players do not get an extra Prophecy Shard when the 
  Prophesier uses Khyber Prophecy Shard. 
  Other Recommended Setting Rules 
  The following setting rules from the Savage Worlds core book 
  are recommended for use in an Eberron campaign. It is up to the 
  Prophesier to decide whether each setting rule suits the campaign 
  style. 
  ●
  Blood & Guts 
  ●
  Born a Hero 
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  ●
  Fast Healing (​Savage World of Flash Gordon​) 
  ●
  Heroes Never Die 
  ●
  Multiple Languages 
  ●
  Wound Cap (​Savage World of Flash Gordon​) 
   
   
   
   
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  Religion 
  The Sovereign Host 
  Powers:​ Any available to champions or holy warriors of any of 
  the Sovereigns listed below. 
  Arawai 
  Powers:​ ​barrier, bless/curse, boost/lower trait, burrow, consecrate 
  ground, detect/conceal arcana, divination, elemental manipulation, 
  entangle, environmental protection, false health, greater healing, 
  growth/shrink, healing, succor, summon beast 
  Aureon 
  Powers:​ ​analyze foe, bind entity, bless/curse, boost/lower trait, 
  concentrate, consecrate ground, detect/conceal arcana, dispel, 
  divination, drain power points, elemental manipulation, false health, 
  greater healing, healing, light/obscure, object reading, speak 
  language, succor 
  Balinor 
  Powers:​ ​analyze foe, anger/peace, beast friend, bless/curse, 
  boost/lower trait, burrow, confusion, consecrate ground, darksight, 
  detect/conceal arcana, divination, empathy, entangle, environmental 
  protection, false health, farsight, fly, greater healing, growth/shrink, 
  healing, invisibility, leap, light/obscure, object reading, quickness, 
  shape change, silence, slow, slumber, speed, stun, succor, summon 
  beast 
  Boldrei 
  Powers:​ ​anger/peace, barrier, bless/curse, boost/lower trait, 
  consecrate ground, detect/conceal arcana, divination, elemental 
  manipulation, empathy, environmental protection, false health, 
  greater healing, healing, light/obscure, slumber, speak language, 
  succor 
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  Dol Arrah 
  Powers:​ ​analyze foe, anger/peace, blast, bless/curse, bolt, 
  boost/lower trait, burst, detect/conceal arcana, divination, empathy, 
  farsight, greater healing, healing, jet, light/obscure, smite, speak 
  language, succor, warrior's gift 
  Dol Dorn 
  Powers:​ ​analyze foe, anger/peace, armor, barrier, bless/curse, 
  boost/lower trait, consecrate ground, damage field, deflection, 
  detect/conceal arcana, divination, false health, greater healing, 
  growth/shrink, healing, leap, pummel, quickness, slow, smite, speed, 
  succor, summon ally, warrior's gift 
  Kol Korran 
  Powers:​ ​analyze foe, anger/peace, bless/curse, blind, boost/lower 
  trait, confuse the mind, confusion, consecrate ground, detect/conceal 
  arcana, disguise, divination, empathy, false health, forget, greater 
  healing, healing, intangibility, invisibility, light/obscure, object 
  reading, puppet, silence, speak language, succor, telekinesis, teleport 
  Olladra 
  Powers:​ ​bless/curse, boost/lower trait, consecrate ground, 
  detect/conceal arcana, disguise, divination, false health, greater 
  healing, growth/shrink, healing, slumber, succor 
  Onatar 
  Powers:​ ​armor, barrier, blast, bless/curse, bolt, boost/lower trait, 
  burst, damage field, detect/conceal arcana, elemental manipulation, 
  greater repairing, jet, mend, repairing, smite 
  The Dark Six 
  Powers:​ Any available to champions or unholy warriors of any 
  of the sovereigns among the Dark Six. 
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  The Devourer 
  Powers:​ ​anger/peace, blast, bless/curse, bolt, boost/lower trait, 
  burst, damage field, darksight, detect/conceal arcana, divination, 
  drain power points, drain years, draining touch, elemental 
  manipulation, false health, farsight, greater healing, havoc, healing, 
  jet, light/obscure, pummel, smite, stun, succor, summon elemental 
  The Fury 
  Powers:​ ​analyze foe, anger/peace, blast, bless/curse, bolt, 
  boost/lower trait, burst, confuse the mind, confusion, damage field, 
  darksight, deflection, detect/conceal arcana, divination, draining 
  touch, false health, fear, forget, greater healing, havoc, healing, jet, 
  nightmares, pummel, quake, stun, succor, summon ally 
  The Keeper 
  Powers:​ ​anger/peace, banish, barrier, blast, bless/curse, bolt, 
  boost/lower trait, burst, concentrate, confuse the mind, confusion, 
  corpse sense, damage field, darksight, detect/conceal arcana, 
  divination, drain power points, drain years, draining touch, enhance 
  undead, false health, fear, grave shroud, grave speak, greater 
  healing, havoc, healing, intangibility, jet, light/obscure, object 
  reading, quake, quickness, slow, smite, speed, spirit shield, strength 
  of the dead, succor, summon ally, summon spirit, zombie 
  The Mockery 
  Powers:​ ​analyze foe, anger/peace, armor, barrier, blast, 
  bless/curse, bolt, boost/lower trait, burst, damage field, darksight, 
  deflection, detect/conceal arcana, disguise, divination, drain years, 
  draining touch, false health, fear, forget, greater healing, healing, 
  invisibility, jet, leap, light/obscure, nightmares, pummel, puppet, 
  quickness, silence, slow, smite, speed, stun, succor, summon ally, 
  wall walker, warrior's gift 
  The Shadow 
  The Sovereign of Magic and Mayhem 
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  Powers:​ ​analyze foe, anger/peace, armor, banish, barrier, bind 
  entity, blast, bless/curse, blind, bolt, boost/lower trait, burst, confuse 
  the mind, damage field, darksight, detect/conceal arcana, disguise, 
  dispel, divination, drain power points, false health, greater healing, 
  healing, intangibility, invisibility, jet, light/obscure, object reading, 
  puppet, silence, succor, summon ally, summon demon 
  The Traveler 
  Powers:​ ​analyze foe, anger/peace, bless/curse, boost/lower trait, 
  burrow, confuse the mind, confusion, darksight, detect/conceal 
  arcana, disguise, divination, false health, farsight, forget, greater 
  healing, greater repairing, growth/shrink, havoc, healing, 
  intangibility, invisibility, leap, light/obscure, mend, object reading, 
  puppet, quickness, repairing, shape change, silence, speed, succor, 
  teleport, wall walker 
  The Silver Flame 
  Powers:​ ​analyze foe, anger/peace, armor, banish, barrier, bind 
  entity, bless/curse, boost/lower trait, consecrate ground, deflection, 
  detect/conceal arcana, divination, false health, greater healing, 
  healing, light/obscure, smite, speed, spirit shield, succor, suppress 
  lycanthrophy, warrior's gift 
  The Blood of Vol 
  Powers:​ ​analyze foe, anger/peace, armor, blast, bless/curse, bolt, 
  boost/lower trait, burst, corpse sense, damage field, darksight, 
  detect/conceal arcana, divination, drain years, draining touch, 
  enhance undead, false health, fear, grave shroud, grave speak, 
  greater healing, healing, intangibility, invisibility, jet, light/obscure, 
  puppet, quickness, silence, slow, slumber, smite, spirit shield, 
  strength of the dead, stun, succor, summon spirit, wall walker, 
  zombie 
  The Cults of the Dragon Below 
  Powers:​ ​anger/peace, bind entity, blast, bless/curse, blind, bolt, 
  boost/lower trait, burrow, burst, confuse the mind, confusion, 
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  damage field, darksight, deflection, detect/conceal arcana, 
  divination, drain power points, draining touch, elemental 
  manipulation, entangle, environmental protection, false health, fear, 
  greater healing, healing, light/obscure, puppet, stun, succor, summon 
  demon, wall walker 
  The Path of Light 
  Powers:​ ​analyze foe, anger/peace, armor, banish, barrier, bind 
  entity, bless/curse, boost/lower trait, concentrate, confuse the mind, 
  consecrate ground, detect/conceal arcana, divination, empathy, false 
  health, forget, greater healing, healing, leap, light/obscure, mind 
  reading, mind riding, mind swap, nightmares, object reading, probe, 
  puppet, quickness, slumber, smite, speed, succor, telekinesis, 
  telepathy, wall walker, warrior's gift 
  The Undying Court 
  Powers:​ ​analyze foe, anger/peace, armor, bless/curse, boost/lower 
  trait, burrow, burst, consecrate ground, damage field, darksight, 
  deflection, detect/conceal arcana, divination, enhance undead, 
  entangle, false health, farsight, grave speak, greater healing, healing, 
  light/obscure, object reading, quickness, silence, slow, slumber, 
  smite, speak language, speed, spirit shield, strength of the dead, stun, 
  succor, summon ally, summon spirit, warrior's gift 
   
   
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  Magic 
  Arcane Backgrounds 
  Eberron introduces a new Arcane Background, Druidism, to 
  represent the different druidic sects found on Khorvaire.  In 
  addition, there are some minor modifications to the existing 
  options found in the core. Sorcery, found in the Fantasy 
  Companion, can and should be included as well. Alchemy and 
  Rituals, also in Fantasy Companion, should not be included. 
  Alchemists instead use the Alchemy Edge from the Fantasy Gear 
  Toolkit. 
  Arcane Background (Druidism) 
  Arcane Skill:​ Druidism (Spirit) 
  Starting Power Points:​ 10 
  Starting Powers:​ 3 
  Powers:​ ​armor​, ​barrier​, ​beast friend​, ​bolt​, ​boost/lower trait​, 
  burrow​, ​deflection​, ​detect/conceal​, ​elemental manipulation​, ​entangle​, 
  environmental protection​, ​farsight​, ​fly​, ​growth/shrink​, ​greater 
  healing​, ​healing​, ​jet​, ​light​, ​obscure​, ​quake​, ​shape change​, ​slumber​, 
  smite​, ​succor​, ​summon elemental​. 
  The Druid Sects:​ Each druid in Eberron belongs to one of the 
  five main druidic sects of Khorvaire, each with the following 
  subsets of powers available only to the respective sect. 
  ●
  Ashbound: ​pummel​, ​stun 
  ●
  Children of Winter: ​draining touch​, ​havoc 
  ●
  Gatekeepers:​ ​banish​, ​darksight 
  ●
  Greensingers:​ ​intangibility​, ​invisibility 
  ●
  Wardens of the Wood:​ ​quickness​, ​speed 
  Environments:​ Modifiers apply to Druidism rolls based on the 
  environment in which they are using their powers. While druids 
  are typically powerful in natural environments, they suffer 
  penalties while within artificial or worked structures which block 
  the natural magic flowing within the Dragon Between. 
  Mod 
  Locale 
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  +1 
  In the wild 
  +0 
  Rural (farm, worked cavern, mine) 
  -1 
  Urban (town or city, artificial structures) 
  Arcane Background (Magic) 
  Characters with Arcane Background (Magic) have access to all 
  powers except for the following: ​empathy​, ​greater healing​, ​healing​, 
  mind reading​, ​mind riding​, ​probe​, ​telekinesis​, ​telepathy​. 
  Arcane Background (Miracles) 
  Characters with Arcane Background (Miracles) have access 
  powers determined by their chosen faith (see Religion). 
  Sins 
  Characters with Arcane Background (Miracles) manifest their 
  powers through pure faith. Unlike in the Savage Worlds core rules, 
  they do not suffer consequences from committing acts that might 
  normally be regarded as a Minor, Major, or Mortal sins, especially 
  if they truly believe they are acting in the best interest of their 
  church or faith. 
  Loss of Faith 
  If the character rolls a 1 on his Faith die (regardless of the Wild 
  Die), the character begins to doubt his faith, and his Faith skill is 
  lowered by 1 die type until he successfully activates a power 
  again. If this reduces his Faith die below d4, the character has lost 
  his faith entirely. 
  When the character loses faith, he loses all faith-based Edges 
  associated with divine abilities such as Arcane Background 
  (Miracles), related Power Edges, Champion, and Holy/Unholy 
  Warrior. To regain these Edges, the character must atone through 
  a major act that is aligned with the duties associated with his 
  religion or find a new faith in another religion of choice. The 
  Prophesier does not have to dictate requirements. It is up to the 
  character to rediscover his faith. 
  Arcane Background (Psionics) 
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  Below is a list of powers available to characters with Arcane 
  Background (Psionics). 
  Powers:​ ​analyze foe​, ​armor​ (ectoplasm), ​barrier​ (ectoplasm, 
  fire), ​blast​, ​blind​, ​bolt​, ​boost/lower trait​, ​burst​, ​concentrate​, ​confuse 
  the mind​, ​confusion​, ​deflection​, ​detect/conceal arcana​ (psionic 
  powers only), ​disguise​, ​dispel​ (psionic powers only), ​drain power 
  points​, ​elemental manipulation​ (fire), ​empathy​, ​farsight​, ​fear​, ​mind 
  reading​, ​mind riding​, ​nightmares​, ​object reading​, ​probe​, ​puppet​, 
  quickness​ (self), ​slumber​, ​smite​ (psychic energy) ​speak language​, 
  speed​ (self), ​stun​ (mental energy), ​succor​, ​summon ally​ (bodyguard 
  or sentinel made of ectoplasm or crystal), ​telekinesis​, ​telepathy 
  Arcane Background (Weird Science) 
  Presented here are details regarding Weird Science suited 
  specifically for Eberron. 
  Powers: ​armor​, ​barrier​, ​boost trait​, ​damage field​, ​darksight​, 
  deflection​, ​detect/conceal arcana​, ​dispel​, ​drain power points​ (magic 
  items and weird science devices only), ​environmental protection​, 
  fly​, ​greater repairing​, ​invisibility​, ​growth/shrink​, ​light/obscure​, 
  quickness​, ​repairing​, ​slow​, ​smite​, ​speed​, ​summon ally​ (bodyguard or 
  sentinel), ​wall walker​, ​warrior's gift 
  Weird Science is the creation of magical devices as a form of 
  technology through an understanding and manipulation of the 
  magic inherent to the world. Characters in Eberron with this 
  Arcane Background are referred to as artificers. All items created 
  require small Eberron shards as a material component trapping. 
  For more details about Weird Science, refer to the Savage 
  Worlds core book. 
  Rituals 
  Those with an Arcane Background Edge are able to perform 
  rituals as presented in the ​Savage Worlds Horror Companion​ with 
  only the following mechanical differences. 
  ●
  Arcane Skill:​ Characters use their Arcane Skill to perform 
  the Dramatic Tasks associated with Rituals. 
  ●
  Participants:​ Participants who do not know the power or 
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  who do not have the Arcane Background Edge may use 
  Knowledge (Arcana). 
  ●
  Materials:​ A caster may attune an Eberron shard as part 
  of his ritual. If a small Eberron shard is attuned, the caster 
  may add +1 to his Arcane Skill check each action. If a 
  greater Eberron shard is attuned, he may add +2. Because 
  dragonshards used for rituals are attuned, they cannot be 
  reused for other purposes at the end of the ritual, whether 
  it was successful or not. 
  ●
  Failure:​ Failure during a ritual results in the normal 
  results in Backlash as usual as well as the loss of any 
  material components, including attuned dragonshards. If 
  the failure occurs on a Complication, all participants suffer 
  2d6 damage that ignores armor. 
  Spellcasting Services 
  Magic is a massive industry in Eberron, and many of the 
  Dragonmark Houses and their guilds provide spellcasting services 
  to those who can afford it. The cost of these services is based 
  upon the power, specifically the power points required and 
  whether or not a raise is desired. Below are the calculations for 
  determining the cost of spellcasting services. 
  ●
  Success:​ Power Points x $25 
  ●
  Raise:​ Power Points x $50 
  It is assumed that any individual performing the service would 
  at least have a d6 Arcane Skill and would likely perform the 
  casting with others who are making cooperative rolls to guarantee 
  a success. If the customer pays for a success only, any benefits 
  from a raise are at no extra cost. If the customer requires a raise, 
  the additional cost accounts for any rerolls that might be 
  necessary to achieve the desired result. 
  Rituals as a Service 
  If the spellcasting service required includes any enhanced 
  effects achievable through Rituals, the cost of the service 
  increases by 50%, or 100% if a raise is also required. 
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  Powers 
  Magic Mark 
  Rank:​ Novice 
  Range:​ Touch 
  Power Points:​ 1 
  Duration:​ Permanent 
  Trappings:​ mystical tattoos, invisible sigils, arcane runes 
  Magic mark​ can be visible or invisible. If a magic mark was 
  created as a visible mark, a caster can use ​conceal arcana​ to 
  temporarily hide it. Casting ​detect arcana​ will reveal a permanent 
  or temporarily concealed magic mark. Casting ​dispel​ on an arcane 
  mark can remove it permanently. 
  Greater Repairing 
  Rank:​ Veteran 
  Power Points:​ Special 
  Range: ​Touch 
  Duration:​ Instant 
  Trappings:​ The caster must touch the object with at least one 
  free hand. 
  Greater repairing​ can actually rebuild objects that are completely 
  broken as long as all parts are still available. This spell may also 
  be used to restore constructs (but not living constructs) that have 
  perished. 
  The cost in Power Points is equal to the object's base Toughness 
  (ignore Armor and magical bonuses). 
  Repairing 
  Rank:​ Novice 
  Power Points:​ 3 
  Range:​ Touch 
  Duration:​ Instant 
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  Trappings:​ The caster must touch the object with at least one 
  free hand. 
  Repairing​ fixes damage to objects, including constructs and 
  living constructs, that have taken damage but are not entirely 
  broken. 
  For Wild Cards, each use of ​repairing​ removes a wound with a 
  success, two with a raise. The roll suffers a penalty equal to the 
  victim’s wounds (in addition to any the caster might be suffering 
  himself). 
  For Extras or objects, the Prophesier must first determine if the 
  construct or object is already destroyed. If so, no repair may be 
  attempted. If not, a successful Arcane Skill roll repairs the 
  construct or object. 
  Secret Writing 
  Rank:​ Novice 
  Power Points:​ 1/3 
  Range:​ Touch 
  Duration:​ Permanent 
  Trappings:​ Chanting while writing, enchanted paper, magically 
  transcribed spoken words 
  This spell requires ten minutes to cast and disguises the 
  contents of a page, scroll, book or other suitable writing material, 
  making it appear however you wish. You must specify a command 
  word when the spell is cast. Speaking the command word can 
  reveal the true contents of the page or hide it again. Speaking the 
  command word twice in rapid succession removes the spell 
  completely. 
  For three power points, the caster can designate specific 
  individuals who can read it automatically. To everyone else it 
  appears as described above, but with an added effect of a 
  non-harmful suggestion such as “This scroll never existed.” The 
  suggestion must be defined when the power is activated. When 
  the suggestion is triggered, the unauthorized reader must make a 
  Spirit roll opposed by the caster's Arcane Skill roll made to 
  originally activate the power. 
  Dispel​ removes the effects of the spell and reveals the original 
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  contents of the page. 
  More Powers 
  The following powers should also be considered for inclusion in 
  an Eberron campaign: 
  ●
  analyze foe​ [​Fantasy Companion​] 
  ●
  bind entity​ [​Horror Companion​] 
  ●
  block​ [​Slipstream Player’s Guide​] 
  ●
  concentrate​ [​Fantasy Companion​] 
  ●
  confuse the mind​ [​Slipstream Player’s Guide​] 
  ●
  consecrate ground​ [​Horror Companion​] 
  ●
  corpse senses​ [​Horror Companion​] 
  ●
  drain years​ [​Horror Companion​] 
  ●
  draining touch​ [​Fantasy Companion​] 
  ●
  empathy​ [​Slipstream Player's Guide​] 
  ●
  enhance undead​ [​Horror Companion​] 
  ●
  grave shroud​ [​Horror Companion​] 
  ●
  grave speak​ [​Horror Companion​] 
  ●
  jet​ [​Fantasy Companion​] 
  ●
  mend​ [​50 Fathoms Player’s Guide​] 
  ●
  mind riding​ [​Slipstream Player’s Guide​] 
  ●
  nightmares​ [​Horror Companion​] 
  ●
  object reading​ [​Slipstream Player’s Guide​] 
  ●
  probe​ [​Slipstream Player’s Guide​] 
  ●
  quake​ [​50 Fathoms Player’s Guide​] 
  ●
  spirit shield​ [​Horror Companion​] 
  ●
  strength of the dead​ [​Horror Companion​] 
  ●
  summon demon​ [​Horror Companion​] 
  ●
  summon elemental​ [​50 Fathoms Player’s Guide​] 
  ●
  summon spirit​ [​Horror Companion​] 
  ●
  suppress lycanthropy​ [​Horror Companion​] 
  ●
  telepathy​ [​Slipstream Player’s Guide​] 
   
   
   
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  Magic Items 
  Dragonshards 
  Unattuned dragonshards have Toughness 10. The process of 
  attunement softens a stone slightly, reducing its Toughness to 8. 
  Siberys Shards 
  Value Range 
  Average Value 
  Small 
  4d4 X 50gp 
  500gp 
  Large 
  4d4 X 400gp 
  4,000gp 
  Greater 
  2d4 X 2,000gp 
  10,000gp 
  Eberron Shards 
  Value Range 
  Average Value 
  Small 
  2d8gp
  9gp
  Greater 
  4d4 X 20gp 
  200gp 
  Khyber Shards 
  Value Range 
  Average Value 
  Small 
  4d4 X 150gp 
  1,500gp 
  Greater 
  4d4 X 1,000gp 
  10,000gp 
   
  Siberys Shard Items 
  Dragonmark Focus:​ A dragonmark focus grants a +1, +2, or +3 
  bonus to the wearer's dragonmark skill, depending on the purity 
  of the shard. 
  Cost: $750 for a +1 dragonmark skill bonus, $1,250 for a +2 
  bonus, or $1750 for a +3 bonus plus the base cost of the 
  dragonshard. 
  Dragonshard Reservoir:​ A dragonmarked character who wears 
  the ring for 24 hours without removing it gains 5 additional Power 
  Points to use for one specific dragonmark power. If the character 
  removes the ring, she must wear it for another 24 consecutive 
  hours before she can make use of its power. 
  Cost: $2,500 
  Channeling Rod:​ A dragonmarked character using a 
  channeling rod halves the Power Point cost when using her 
  dragonmark power, including additional costs from augmenting a 
  power with additional Power Points. The wielder of the 
  channeling rod must have enough Power Points remaining to use 
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  the power without the reduction in cost. 
  Cost: TBD 
  Quori Embedded (Siberys) Shards 
  Aura Mask:​ This shard holds an imprint of a complete 
  personality, designed by the creator of the item. An aura mask 
  grants a +2 bonus to Spirit rolls made to resist the effects of 
  analyze foe. 
  Cost:​ ​$2500 
  Crystalline Eye: 
  Ectoplasmic Armor: 
  Ectoplasmic Fist: 
  Faceted Persona: 
  Multifaceted Persona: 
  Pathfinder: 
  Shadowsight: 
  Talent: 
  Minor Schemas 
  A minor schema is the magic of Eberron in recorded form. Once 
  per day, any characters with any Arcane Background may access a 
  power etched into a minor schema but only if their designated 
  Arcane Background includes that power. The character must be 
  able to see and read the pattern on a minor schema to activate it. 
  On a successful Arcane Skill roll, the character is able to activate 
  the power specified in the schema. If the power is of a greater 
  Rank than the character's Rank, the user suffers a penalty to his 
  arcane skill roll equal to the difference in Ranks. A roll of 1 on the 
  arcane skill die regardless of the Wild Die renders the minor 
  schema dormant for 1d6 days. If the power is not available for the 
  character's Arcane Background, the character may make an 
  unskilled roll as usual. 
  Cost: $100 per Power Point plus $1,000 per Rank 
  Creating Schema 
  Creating a schema takes a number of days equal to the Power 
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  Points being invested and $100 per Power Point of the power 
  being etched; this cost is applied in the form of materials which 
  must include a small Eberron shard. At the end of the period, the 
  creator makes a Smarts roll. If successful, the schema is etched 
  correctly and is now available as a tool for other characters to use. 
  If the roll fails, the schema breaks and the materials are 
  consumed. 
   
   
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  Bestiary 
  New Monstrous Abilities 
  Aberration 
  ●
  Immunity:​ Aberrations are immune to poison and 
  disease. 
  ●
  Weakness (byeshk):​ Weapons made with byeshk deal an 
  additional +2 damage to aberrations. 
  Engulf 
  The creature can completely swallow or surround targets it moves 
  over, as long as it doesn't make any other attacks the same round. 
  Victims who fail an Agility roll are engulfed, and are subject to 
  attacks from the creature each round on the creature’s turn. 
  Engulfed targets are considered to be Grappled. 
  Daelkyr 
  Attributes:​ Agility d12+2, Smarts d12+3, Spirit d12+2, Strength 
  d12+2 , Vigor d12+3 (d12+2 without living breastplate) 
  Skills:​ Fighting d12+1, Healing d12+2, Intimidation d12+2, 
  Knowledge (arcana) d12+2, Knowledge (planes) d12+2, Notice 
  d12+2, Persuasion d12+2, Stealth d12+1, Survival d6 (d8 on other 
  planes), Tracking d8 
  Charisma:​ 0, ​Pace:​ 8; ​Parry:​ 8; ​Toughness:​ 13 (3) 
  Treasure: ​Rich 
  Gear: ​Living breastplate (+3), tentacle whip (Str+d4) 
  Special Abilities 
  ●
  Aberration:​ Immune to poison and disease; take 
  additional +2 damage from weapons made of byeshk. 
  ●
  Alien Mind:​ Any creature that attempts to reach into a 
  daelkyr's mind with a power risk suffering insanity. (GMs 
  are encouraged to use a sanity system of their choice). 
  ●
  Aura of Madness:​ As a free action, Daelkyr can create an 
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  aura of madness using the confusion power. The area of 
  effect is a Medium Burst template. 
  ●
  Corrupting Touch:​ A daelkyr possesses the innate ability 
  to twist and corrupt any creature that it touches. This 
  effect is equivalent to the lower trait power. A daelkyr's 
  tentacle whip can channel this effect with a successful 
  Fighting roll regardless of whether the target is Shaken or 
  Wounded from the attack. 
  ●
  Living Breastplate:​ +3 armor. Increases Vigor by one die 
  size. 
  ●
  Infravision:​ Daelkyr halve penalties (round down) for bad 
  lighting when attacking living targets. 
  ●
  Slam:​ Str+d4. Corrupting touch. 
  ●
  Tentacle Whip:​ Str+d4. Reach 3". +1 Fighting. +2 bonus 
  for rolls to Disarm. Corrupting touch. 
  Dinosaurs 
  Swordtooth Titan 
  King of the dinosaurs, the swordtooth titan is a deadly predator, 
  capable of taking on prey much larger than itself. 
  Attributes:​ Agility d6, Smarts d4 (A), Spirit d8, Strength d12+4, 
  Vigor d8 
  Skills:​ Fighting d8, Notice d8, Stealth d6 
  Pace:​ 8; ​Parry:​ 6; ​Toughness: ​15 (2) 
  Treasure:​ Worthwhile, in lair 
  Special Abilities 
  ●
  Armor +2:​ Thick hides. 
  ●
  Bite:​ Str+d8; AP 2. 
  ●
  Large: ​Creatures add +2 when attacking a swordtooth 
  titan due to their great size. 
  ●
  Roar:​ As an action, a swordtooth titan can emit a 
  terrifying roar. All those who hear the roar — typically 
  anyone within a mile — must make a Spirit roll or be 
  Shaken. 
  ●
  Size +7:​ These fearsome creatures stand 30’ tall and weigh 
  over 20,000 pounds. 
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  Dolgaunt 
  Attributes:​ Agility d10, Smarts d8, Spirit d10, Strength d8, 
  Vigor d8 
  Skills:​ Fighting d6, Climbing d10, Notice d8, Stealth d8 
  Charisma:​ -; ​Pace:​ 6; ​Parry:​ 5; ​Toughness:​ 7 (1) 
  Edges:​ Combat Reflexes, Frenzy 
  Special Abilities 
  ●
  Aberration:​ Immune to poison and disease; take 
  additional +2 damage from weapons made of byeshk. 
  ●
  Armour +1: ​Dolgaunts have tough, leathery skin. 
  ●
  Tentacles:​ x2, Str+d4; Reach 1". 
  ●
  Blindsight:​ Ignore sight-based penalties and gaze attacks. 
  ●
  Vitality Drain:​ If a dolgaunt gets hold of an opponent, it 
  can burrow into the flesh of its victim and draw out vital 
  fluids using the tendrils that cover its skin. With a raise on 
  a Fighting roll to grapple, the dolgaunt decreases the 
  victim's Vigor by 1 die size (to a minimum of d4) in 
  addition to normal damage. The decrease in Vigor is a 
  temporary injury as per the Incapacitation rules (recovered 
  when all wounds are healed). An injured dolgaunt recovers 
  1 wound every time it successfully uses this ability. 
  Dolgrim 
  Attributes:​ Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor 
  d8 
  Skills:​ Fighting d6, Climbing d10, Shooting d4 
  Charisma:​ -; ​Pace:​ 5; ​Parry:​ 7; ​Toughness:​ 7 (1) 
  Gear:​ Leather armour (+1), morningstar (Str+d8), short spear 
  (Str+d6; Parry +1), medium shield (+1 Parry), light crossbow 
  (Range 15/30/60; 2d6; AP 2) 
  Edges:​ Dodge, Two-Fisted 
  Special Abilities 
  ●
  Aberration:​ Immune to poison and disease; take 
  additional +2 damage from weapons made of byeshk. 
  ●
  Dual Consciousness:​ A dolgrim has two brains 
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  coordinating its attacks. In addition to providing +1 bonus 
  on Spirit rolls, the dual brain enables a dolgrim to make 
  attacks with one off-hand weapon at no penalty. 
  ●
  Multiple limbs:​ A dolgrim’s additional arms grant it a +2 
  racial bonus to Climbing rolls and Fighting, Strength and 
  Agility rolls related to Grappling. 
  ●
  Size -1:​ Reduces Toughness by -1. 
  ●
  Very Tough:​ +1 Toughness. 
  Drow 
  Attributes:​ Agility d10, Smarts d6, Spirit d6, Strength d6 , Vigor 
  d6 
  Skills:​ Climbing d6, Fighting d8, Guts d8, Notice d8, Shooting 
  d10, Stealth d8, Survival d8, Tracking d8 
  Charisma:​ 0, ​Pace:​ 6; ​Parry:​ 6; ​Toughness:​ 7 (2) 
  Hindrances:​ Outsider 
  Edges:​ Ambidextrous, Two-Fisted, Combat Reflexes, Marksman, 
  Woodsman 
  Treasure:​ Meager per 3 warriors 
  Gear:​ Chitin armor (+2), Drow long knife (Str+d6 or Range: 
  3/6/12, Damage: Str+d6), Xen'drik boomerang (Range: 4/8/16, 
  Damage: Str+d6) 
  Special Abilities 
  ●
  Darkness:​ Drow can create an aura of magical darkness 
  using the ​obscure​ power. They have 5 Power Points usable 
  solely for this power. These Power Points recharge at a 
  rate of 1 per hour and are unaffected by Rapid Recharge; 
  Power Points from other sources cannot be used with this 
  power. Drow use Smarts as their arcane skill for this 
  power. 
  ●
  Infravision:​ Drow halve penalties (round down) for bad 
  lighting when attacking living targets. 
  ●
  Outsider:​ Drow have the Outsider Hindrance. 
  Homunculus 
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  Arbalester 
  Attributes:​ Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor 
  d8 
  Skills:​ Notice d4, Shooting d8, Stealth d4 
  Pace: ​2; ​Parry:​ 2; ​Toughness:​ 4 
  Special Abilities 
  ●
  Bite:​ Str 
  ●
  Construct: ​+2 to recover from being Shaken. Called shots 
  do no extra damage. Do not suffer from disease or poison. 
  ●
  Fearless: ​Immune to Fear and Intimidation 
  ●
  Infravision:​ Halves penalties (round down) for bad 
  lighting when attacking living targets. 
  ●
  Marksman:​ If they do not move in a turn, arbalesters may 
  shoot as if they took the Aim maneuver. 
  ●
  Size -2:​ Arbalesters are tiny. 
  ●
  Small:​ Anyone attacking an arbalester must subtract 2 
  from his roll. 
  Dedicated Wright 
  Attributes:​ Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor 
  d8 
  Skills:​ Spellcasting or Weird Science d8 
  Pace: ​2; ​Parry:​ 4; ​Toughness:​ 4 
  Special Abilities 
  ●
  Hammer: ​Str+d4 
  ●
  Construct: ​+2 to recover from being Shaken. Called shots 
  do no extra damage. Do not suffer from disease or poison. 
  ●
  Fearless: ​Immune to Fear and Intimidation 
  ●
  Infravision:​ Halves penalties (round down) for bad 
  lighting when attacking living targets. 
  ●
  Size -2:​ Dedicated wrights are tiny. 
  ●
  Small:​ Anyone attacking a dedicated wright must subtract 
  2 from his roll. 
  Expeditious Messenger 
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  Attributes:​ Agility d12, Smarts d6, Spirit d8, Strength d4, Vigor 
  d8 
  Skills:​ Stealth d12 
  Pace: ​4; ​Parry:​ 2; ​Toughness:​ 4 
  Special Abilities 
  ●
  Sting: ​Str 
  ●
  Construct: ​+2 to recover from being Shaken. Called shots 
  do no extra damage. Do not suffer from disease or poison. 
  ●
  Fearless: ​Immune to Fear and Intimidation 
  ●
  Flight:​ Expeditious messengers have a Flying Pace of 20” 
  and Climb of 20” 
  ●
  Improved Dodge:​ –2 to be hit with ranged attacks. +2 to 
  evade area effect weapons when allowed. 
  ●
  Infravision:​ Halves penalties (round down) for bad 
  lighting when attacking living targets. 
  ●
  Message:​ An expeditious messenger's master can 
  converse with a creature up to 1 mile away through the 
  homunculus. 
  ●
  Size -2:​ Expeditious messengers are diminutive. 
  ●
  Small:​ Anyone attacking an expeditious messenger must 
  subtract 2 from his roll. 
  Furtive Filcher 
  Attributes:​ Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor 
  d8 
  Skills: ​Stealth d12 
  Pace: ​10; ​Parry:​ 2; ​Toughness:​ 4 
  Special Abilities 
  ●
  Bite: ​Str+d4 
  ●
  Construct:​+2 to recover from being Shaken. Called shots 
  do no extra damage. Do not suffer from disease or poison. 
  ●
  Fearless: ​Immune to Fear and Intimidation 
  ●
  Fleet Footed:​ Furtive filchers roll a d10 for their running 
  die, instead of a d6. 
  ●
  Infravision:​ Halves penalties (round down) for bad 
  lighting when attacking living targets. 
  ●
  Size -2:​ Furtive filchers are tiny. 
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  ●
  Small:​ Anyone attacking a furtive filcher must subtract 2 
  from his roll. 
  Iron Defender 
  Attributes:​ Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor 
  d8 
  Skills: ​Notice d4, Fighting d6, Stealth d4 
  Pace: ​10; ​Parry:​ 5; ​Toughness:​ 7 (2) 
  Special Abilities 
  ●
  Armor +2:​ Metal plating 
  ●
  Bite: ​Str+d6 
  ●
  Construct:​+2 to recover from being Shaken. Called shots 
  do no extra damage. Do not suffer from disease or poison. 
  ●
  Fearless: ​Immune to Fear and Intimidation 
  ●
  Fleet Footed:​ Iron defenders roll a d10 for their running 
  die, instead of a d6. 
  ●
  Infravision:​ Halves penalties (round down) for bad 
  lighting when attacking living targets. 
  ●
  Size -1:​ Iron defenders are relatively small. 
  Packmate 
  Attributes: ​Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor 
  d8 
  Skills: ​Climbing d6, Swimming d6, Throwing d4 
  Pace: ​6; ​Parry:​ 5; ​Toughness:​ 7 (2) 
  Special Abilities 
  ●
  Armor +2:​ Metal plating 
  ●
  Construct: ​+2 to recover from being Shaken. Called shots 
  do no extra damage. Do not suffer from disease or poison. 
  ●
  Fearless: ​Immune to Fear and Intimidation 
  ●
  Feed Potion:​ A packmate is dexterous enough to retrieve 
  a potion from one of its storage compartments, uncork it, 
  and administer it to a fallen creature. A packmate is 
  typically given instructions to use a healing potion (oil of 
  repair in the case of a warforged master) on its master if he 
  falls. 
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  ●
  Hardy:​ The packmate does not suffer a wound from being 
  Shaken twice. 
  ●
  Infravision:​ Halves penalties (round down) for bad 
  lighting when attacking living targets. 
  ●
  Ready Item:​ The telepathic connection between a 
  packmate and its master allows the packmate to anticipate 
  what item its master might call for next. If the 
  homunculus and mast are adjacent, then the master can 
  retrieve an item from the packmate as a free action. 
  ●
  Size -1:​ Packmates are relatively small. 
  ●
  Slam: ​Str+d4 
  ●
  Throw Flask:​ A packmate can be directed to throw vials of 
  acid, holy water, or similar weapons it carries. 
  Persistent Harrier 
  Attributes:​ Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor 
  d8 
  Skills: ​Fighting d4 
  Pace: ​8; ​Parry:​ 5; ​Toughness:​ 7 (2) 
  Special Abilities 
  ●
  Acrobat:​ +2 to all Agility rolls made to perform acrobatic 
  maneuvers (including Trick maneuvers). +1 to Parry. 
  ●
  Armor +2:​ Metal plating 
  ●
  Construct: ​+2 to recover from being Shaken. Called shots 
  do no extra damage. Do not suffer from disease or poison. 
  ●
  Fearless: ​Immune to Fear and Intimidation 
  ●
  Fleet Footed:​ Persistent harrier roll a d10 for their 
  running die, instead of a d6. 
  ●
  Ganging Up:​ Persistent Harriers always attempt to "gang 
  up" on their targets. 
  ●
  Infravision:​ Halves penalties (round down) for bad 
  lighting when attacking living targets. 
  ●
  Spikes: ​Str+d6 
  ●
  Size -1:​ Persistent harriers are relatively small. 
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  Horrid Animals 
  Gatekeepers druids created horrid animals during the Daelkyr 
  War as living weapons bred for battle to fight the incursion. They 
  modified various dire animals through ancient druid rituals to 
  create new species that breed true. 
  Gatekeepers continue to use horrid animals as companions 
  and sentinels. Horrid animals are commonly found in the wilds of 
  the Shadow Marches, the Eldeen Reaches, the Demon Wastes, and 
  Droaam. 
  A horrid animal gains the following abilities. 
  ●
  Armor +2:​ Bony or chitinous plates cover the horrid 
  animal’s body, giving it an armored appearance. 
  ●
  Acidic Attack:​ A horrid animal’s natural weapons deal an 
  extra 1d6 acid damage. 
  ●
  Ill-Tempered:​ Persuasion rolls involving a horrid animal 
  take a –2 penalty, since horrid animals are more difficult 
  to control than normal animals or even dire animals. 
  ●
  Immunity to Acid:​ A horrid animal has immunity to acid. 
  ●
  Healer:​ A horrid animal adds +2 to all natural healing rolls 
  for its own wounds. 
  ●
  Resilient:​ Horrid animals have a Vigor one die size higher 
  than their dire counterparts. 
  Horrid Ape 
  Attributes:​ Agility d10, Smarts d4 (A), Spirit d8, Strength 
  d12+2, Vigor d10 
  Skills:​ Fighting d4, Climbing d12, Notice d6, Stealth d6 
  Charisma:​ 0; ​Pace:​ 6; ​Parry:​ 4; ​Toughness:​ 11 (2) 
  Treasure:​ None 
  Special Abilities 
  ●
  Alertness:​ +2 to Notice rolls. 
  ●
  Armor +2:​ Bony or chitinous plates cover the horrid 
  animal’s body, giving it an armored appearance. 
  ●
  Acidic Attack:​ A horrid animal’s natural weapons deal an 
  extra 1d6 acid damage. Any material hit by the acid is 
  damaged (armor loses a point of protection). 
  ●
  Bite/Claw:​ Str+d8+d6 acid. 
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  ●
  Healer:​ A horrid animal adds +2 to all natural healing rolls 
  for its own wounds. 
  ●
  Ill-Tempered:​ Persuasion rolls involving a horrid animal 
  take a –2 penalty, since horrid animals are more difficult 
  to control than normal animals or even dire animals. 
  ●
  Immunity to Acid:​ A horrid animal has immunity to acid. 
  ●
  Resilient:​ Horrid animals have a Vigor one die size higher 
  than their dire counterparts. 
  ●
  Size +2:​ Toughness +2. 
  Horrid Rat 
  Attributes:​ Agility d12, Smarts d6 (A), Spirit d6, Strength d6, 
  Vigor d10 
  Skills:​ Fighting d4, Climbing d10, Notice d6, Stealth d8, 
  Swimming d10 
  Charisma:​ 0; ​Pace:​ 8; ​Parry:​ 4; ​Toughness:​ 8 (2) 
  Treasure:​ None 
  Special Abilities 
  ●
  Alertness:​ +2 to Notice rolls. 
  ●
  Armor +2:​ Bony or chitinous plates cover the horrid 
  animal’s body, giving it an armored appearance. 
  ●
  Acidic Attack:​ A horrid animal’s natural weapons deal an 
  extra 1d6 acid damage. Any material hit by the acid is 
  damaged (armor loses a point of protection). 
  ●
  Bite:​ Str+d4+d6 acid; infection. 
  ●
  Healer:​ A horrid animal adds +2 to all natural healing rolls 
  for its own wounds. 
  ●
  Ill-Tempered:​ Persuasion rolls involving a horrid animal 
  take a –2 penalty, since horrid animals are more difficult 
  to control than normal animals or even dire animals. 
  ●
  Immunity to Acid:​ A horrid animal has immunity to acid. 
  ●
  Infection:​  Anyone Shaken or wounded by a rat must 
  make a Vigor roll or suffer a level of Fatigue from an 
  infected bite. Cumulative bites can lead to Incapacitation, 
  but never to Death. The infection lasts 2d6 days. The 
  powers ​healing​ (within 10 minutes) or ​succor​ can remove 
  the disease and Fatigue. 
  ●
  Low Light Vision:​ No penalties for dim or dark lighting. 
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  ●
  Resilient:​ Horrid animals have a Vigor one die size higher 
  than their dire counterparts. 
  ●
  Size -1:​ Two feet long; Toughness -1. 
  Karrnathi Skeleton 
  Karrnathi Skeleton Fighter 
  Attributes:​ Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor 
  d6 
  Skills:​ Climbing d4, Fighting d8, Intimidation d6, Notice d6, 
  Shooting d6 
  Pace:​ 7; ​Parry:​ 6; ​Toughness:​ 10 (+3) 
  Edges:​ Ambidextrous, Two Fisted 
  Gear:​ Scimitar x 2 (Str+d8), plate corselet (+3, torso) 
  Special Abilities 
  ●
  Bony Claws:​ Str+d4. 
  ●
  Fearless:​ Skeletons are immune to Fear and Intimidation. 
  ●
  Undead:​ +2 Toughness; +2 to recover from being Shaken; 
  called shots do no extra damage. 
  Karrnathi Skeleton Archer 
  Attributes:​ Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor 
  d6 
  Skills:​ Climbing d4, Fighting d6, Intimidation d6, Notice d4, 
  Shooting d8 
  Pace:​ 7; ​Parry: 5​; ​Toughness:​ 10 (+3) 
  Edges:​ Marksman 
  Gear:​ Longbow (2d6, 15/30/60), 24 arrows, Scimitar x 2 (Str+d8), 
  plate corselet (+3, torso) 
  Special Abilities 
  ●
  Bony Claws:​ Str+d4. 
  ●
  Fearless:​ Skeletons are immune to Fear and Intimidation. 
  ●
  Undead:​ +2 Toughness; +2 to recover from being Shaken; 
  called shots do no extra damage. 
  Living Spell 
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  A “living spell” is an unusual creature. It is an ability applied to 
  an arcane or divine power effect (or in some cases, a group of 
  power effects) instead of a creature, turning the power into a 
  living entity. The characteristics of a living spell are determined 
  by the nature of the spell(s), including the rank of the powers. The 
  ability can be applied to any powers that uses a burst or cone 
  template. 
  Living spells are mindless and vary in sizes. The size is based on 
  the template size of the power’s effect as indicated in the list 
  below. 
  ●
  Small Burst:​ Large, Size +4, Strength d6 
  ●
  Medium Burst/Cone:​ Large, Size +6, Strength d8 
  ●
  Large Burst:​ Huge, Size +8, Strength d10 
  Living spells also possess a slam attack that does damage based 
  on the power plus its Strength. 
  Special Abilities 
  ●
  Engulf:​ Living spells can move over targets to engulf 
  them. Victims who fail an Agility roll are engulfed and 
  subject to the power’s effects each round on the living 
  spell’s turn. Engulfed targets are considered to be 
  Grappled. 
  Living Fireball 
  A living fireball is based on the ​blast​ power using a medium 
  burst template. 
  Attributes:​ Agility d4, Smarts d4 (M), Spirit d4, Strength d8, 
  Vigor d6 
  Skills:​ Fighting d4 
  Charisma:​ -; ​Pace:​ 4; ​Parry:​ 4; ​Toughness:​ 11 
  Special Abilities 
  ●
  Size +6:​ Living fireballs are about 24’ in diameter, 
  covering an area equal to a Medium Burst Template. 
  ●
  Large:​ Attackers add +2 to their attack rolls when 
  attacking a living fireball due to its large size. 
  ●
  Slam:​ Str+2d6 (fire). 
  ●
  Engulf:​ Living fireballs can move over targets to engulf 
  them. Victims who fail an Agility roll are engulfed and 
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  subject to the ​blast​ power with a fire trapping (2d6 
  damage; fire) each round on the living fireball’s turn. 
  Engulfed targets are considered to be Grappled. 
  ●
  Mindless:​ Immune to mind-affecting powers. 
  ●
  Fearless:​ Immune to Fear and Intimidation. 
   
  Psicrystal 
  Attributes:​ Agility (as owner's)*, Smarts d4, Spirit (as owner's), 
  Strength d4*, Vigor d12 
  Skills:​ Climbing d10*, Notice d6, Stealth d6 
  Pace:​ 6 ; ​Parry:​ 2; ​Toughness:​ 7(1) 
  Treasure:​ None; possibly found with owner's treasure 
  * With self-propulsion ability activated. 
  Special Abilities 
  ●
  Armor +1:​ The process of creating a psicrystal hardens the 
  base crystal from which it is made. 
  ●
  Construct:​ +2 to recover from being Shaken; No 
  additional damage from called shots; Wild Cards never 
  suffer from Wound Modifiers; Immune to poison and 
  disease. 
  ●
  Improved Dodge:​ Unless the psicrystal is caught 
  unaware, attackers must subtract 2 from their ranged 
  attack rolls when targeting it (even in close combat). If it 
  attempts to evade an area effect attack, it gains a +2 to its 
  Agility roll as well (when allowed).  
  ●
  Telepathy:​ Telepathic link with owner, as if under the 
  effect of telepathy, out to a distance of 1 mile. 
  ●
  Self-propulsion: ​As an action, an owner can will the 
  psicrystal to form spidery, ectoplasmic legs that give it a 
  Pace 6 and Climbing d10; it can walk on vertical surfaces 
  at Pace 6 as well. The legs fade into nothingness after one 
  day (or sooner, if the owner desires). 
  ●
  Sighted: ​Although it has no physical sensory organs, a 
  psicrystal can telepathically sense its environment as well 
  as a creature with normal vision and hearing. Darkness 
  (even supernatural darkness) is irrelevant, as are areas of 
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  supernatural silence, though a psicrystal still can’t discern 
  invisible or ethereal beings. 
  ●
  Size -2:​ Psicrystals are about the size of a human hand 
  ●
  Small:​ Attackers suffer -2 to attack rolls against 
  psicrystals due to their size. 
  Sharn Watch 
  Watch Guard 
  Human 
  Attributes:​ Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8 
  Skills:​ Climbing d6, Fighting d4, Intimidation d6, Notice d4 
  Charisma:​ 0; ​Pace:​ 8; ​Parry:​ 4; ​Toughness:​ 7 (+2) 
  Gear:​ Reinforced leather armor (torso, arms, and legs, +1 
  bypassed if hit with a raise), sap (Str+d4), halberd (Str+d8), symbol 
  of the Sharn City Watch, identification papers. 
  Treasure:​ Meager per 3 guards. 
  Special Abilities 
  ●
  Alertness:​ +2 Notice. 
  ●
  Fleet-footed:​ +2 Pace, d10 running die. 
  Elite Watch Guard 
  Human 
  Attributes:​ Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8 
  Skills:​ Climbing d6, Fighting d4, Intimidation d6, Notice d4 
  Charisma:​ 0; ​Pace:​ 8; ​Parry:​ 4; ​Toughness:​ 10 (+4) 
  Gear:​ Plate Corselet w/ +1 Toughness (torso only), halberd w/ +1 
  Fighting (Str+d8), crossbow (2d6, 15/30/60, AP 2, 1 action to 
  reload), 20 bolts, potion of ​fly​, symbol of the Sharn City Watch, 
  identification papers. 
  Treasure:​ Meager per 2 guards. 
  Special Abilities 
  ●
  Alertness:​ +2 Notice. 
  ●
  Fleet-footed:​ +2 Pace, d10 running die. 
  Watch Sergeant 
  Dwarf 
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  Attributes: ​Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor 
  d10 
  Skills:​ Fighting d4, Intimidation d6, Shooting d6 
  Charisma:​ 0; ​Pace:​ 5; ​Parry:​ 4; ​Toughness:​ 9 (+2) 
  Gear:​ Reinforced leather armor (torso, arms, and legs, +1 
  bypassed if hit with a raise), sap (Str+d4), morningstar (Str+d6), 
  mini-crossbow (2d4, 6/12/24, AP 1), 20 bolts, symbol of the Sharn 
  City Watch, identification papers. 
  Treasure:​ Meager 
  Special Abilities 
  ●
  Infravision:​ Dwarves halve penalties (round down) for 
  bad lighting when attacking living targets. 
  ●
  Marksman:​ May fire as if he took the Aim maneuver 
  ●
  Slow:​ Dwarves have a Pace of 5”. 
  ●
  Tough:​ Dwarves are stout and tough. They start with a d6 
  Vigor instead of a d4. 
  Watch Captain 
  Human 
  Attributes:​ Agility d8, Smarts d6, Spirit d4, Strength d10, Vigor 
  d8 
  Skills:​ Fighting d6, Intimidation d8 
  Charisma:​ 0; ​Pace:​ 6; ​Parry:​ 5; ​Toughness:​ 10 (+4) 
  Gear:​ Plate Corselet w/ +1 Toughness (torso only), medium shield 
  (+1 Parry, +2 Armor to ranged shots that hit), bastard sword w/ +1 
  Fighting and damage (Str+d8+1), crossbow (2d6, 15/30/60, AP 2, 1 
  action to reload), 20 bolts, featherfall talisman, symbol of the 
  Sharn City Watch, identification papers. 
  Treasure:​ Meager. 
  Special Abilities 
  ●
  Level Headed:​ Act on best of two cards. 
  Scorrow 
  Scorrow, Hunter 
  Attributes: ​Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor 
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  d8 
  Skills: ​Climbing d6, Fighting d8, Intimidation d8, Throwing 
  d10, Stealth d8 
  Pace:​ 8; ​Parry:​ 6; ​Toughness: ​10 (2) 
  Treasure:​ Meager 
  Gear: ​Drow long knife (Str+d6 or Range: 3/6/12, Damage: 
  Str+d6), Xen'drik boomerang (Range: 4/8/16, Damage: Str+d6) 
  Special Abilities 
  ●
  Armor +2: ​Chitinous skin. 
  ●
  Low-light vision 
  ●
  Infravision:​ Halves penalties (round down) for bad 
  lighting when attacking living targets. 
  ●
  Fleet Footed:​ Scorrow roll a d8 for their running die, 
  instead of a d6. 
  ●
  Improved Frenzy:​ Scorrow may make two Fighting 
  attacks each action at no penalty. 
  ●
  Marksman:​ Scorrow are experts with Xen'drik 
  boomerangs. If they do not move in a turn, they may throw 
  as if they took the Aim maneuver. 
  ●
  Poison: ​Anyone wounded or Shaken by a stinger attack 
  must make a Vigor roll or become Incapacitated. Death 
  follows in 2d6 minutes. A Healing roll at –2 prevents 
  death. 
  ●
  Size +2:​ Scorrow are relatively large. 
  ●
  Stinger:​ Str+d6. 
  Scorrow, Clawborn 
  Attributes:​ Agility d8, Smarts d6, Spirit d6, Strength d12+1, 
  Vigor d8 
  Skills: ​Climbing d6, Fighting d8, Intimidation d8, Throwing 
  d10, Stealth d8 
  Pace:​ 8; ​Parry:​ 6; ​Toughness:​ 10 (2) 
  Treasure:​ Meager 
  Special Abilities 
  ●
  Armor +2:​ Chitinous skin. 
  ●
  Low-light vision 
  ●
  Infravision:​ Halves penalties (round down) for bad 
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  lighting when attacking living targets. 
  ●
  Fleet Footed:​ Scorrow roll a d8 for their running die, 
  instead of a d6. 
  ●
  Improved Frenzy:​ Scorrow may make two Fighting 
  attacks each action at no penalty. 
  ●
  Marksman: ​Scorrow are experts with Xen'drik 
  boomerangs. If they do not move in a turn, they may throw 
  as if they took the Aim maneuver. 
  ●
  Pincers:​ Str+d4. 
  ●
  Poison:​ Anyone wounded or Shaken by a stinger attack 
  must make a Vigor roll or become Incapacitated. Death 
  follows in 2d6 minutes. A Healing roll at –2 prevents 
  death. 
  ●
  Size +2:​ Scorrow are relatively large. 
  ●
  Stinger:​ Str+d6. 
  Traps 
  (As in the ​Pulp GM’s Toolkit​ or ​Slipstream​ with the following 
  modifications.) 
  Disarming:​ Disarming a trap is performed as a Dramatic Task 
  using the Lockpicking skill. 
  Card Drawn 
  Trap 
  Jack 
  Bolt  
  3
  ♣ 
  Sh d6, 2d6, ROF 2 
  ♦ 
  Sh d8, 2d6, ROF 3 
  ♥ 
  Sh d10, 3d6, ROF 2 
  ♠ 
  Sh d12, 3d6, ROF 3 
  Queen 
  Blast  
  4
  ♣ 
  Medium Burst, 2d6 
  3 Bolt has a range of 12”. Trappings vary. All attacks are made against the closest target. 
  4 Blast has a fire trapping and the Template is centered on the square containing the trap. 
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  ♦ 
  Medium Burst, 3d6 
  ♥ 
  Large Burst, 2d6 
  ♠ 
  Large Burst, 3d6 
   
  Warforged Scorpion 
  Attributes:​ Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, 
  Vigor d10 
  Skills:​ Climbing d8, Fighting d8, Notice d4, Shooting d6; Stealth 
  d6 
  Pace:​ 6; ​Parry:​ 6; ​Toughness:​ 12 (3) 
  Special Abilities 
  ●
  Acid Spray:​ Warforged scorpions can project a spray of 
  acid using the Cone Template. Characters within the cone 
  must make an opposed Agility roll against the warforged 
  scorpion's Shooting roll or suffer 2d8 damage. If the victim 
  does not take an action to wash off the acid or strip off any 
  acid covered items, the acid does 1d8 damage on the 
  warforged scorpion's next action. 
  ●
  Armor +3:​ Warforged scorpions have chitinous skin made 
  out of metal. 
  ●
  Construct:​ Warforged scorpions add +2 to recover from 
  being Shaken, do not suffer wound modifiers, and are 
  immune to poison and disease. Warforged scorpions do 
  not suffer additional damage from called shots. 
  ●
  Grapple:​ A warforged scorpion may grapple a foe with one 
  or both pincers. If it uses both, each must make a 
  successful opposed Strength roll. Escaping from a double 
  grapple gives the prey a –4 penalty to his Strength roll to 
  escape. A stinger attack against a grappled foe is made at 
  +2, +4 if the victim is held in both pincers. 
  ●
  Improved Frenzy:​ Warforged scorpions may make 2 
  Fighting attacks with no multi-action penalty. 
  ●
  Pincers:​ Str+d4 
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  ●
  Size +2:​ Warforged scorpions measure 9' in length. 
  ●
  Sting:​ Str+d6, +d6 acid 
  Warforged Titan 
  Attributes:​ Agility d4, Smarts d4, Spirit d6, Strength d12+3, 
  Vigor d12 
  Skills:​ Fighting d10 
  Charisma:​ -; ​Pace:​ 10; ​Parry:​ 6; ​Toughness:​ 19 (4) 
  Gear:​ Axe (Str+d6), maul (Str+d8; Parry -1; AP 2) 
  Edges:​ Sweep 
  Treasure:​ None 
  Special Abilities 
  ●
  Armour +4:​ Natural armour. 
  ●
  Infravision:​ Half penalties for bad lighting. 
  ●
  Construct:​ +2 to recover from Shaken, ignore wound 
  modifiers, disease, poison, and extra damage from called 
  shots. 
  ●
  Knockback:​ Successful attack causes target to fly 
  backwards 1d4”, plus 1d4”/raise on attack roll, and an 
  additional +1d6 if it hits a large solid object. 
  ●
  Endurance:​ +2 to Soak rolls. 
  ●
  Sweep:​ May attack all adjacent characters at –2. 
  ●
  Size +7:​ Increases Toughness by +7. 
  ●
  Large:​ -2 to attack medium-sized foes; foes gain +2 to 
  their attacks. 
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SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Eberron Conversion Companion.pdf