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Half-Elf

■ Heritage (+2): Half-elves may express the grace of elves or human adaptability
and ingenuity. A half-elf may either start with a free Edge of his choice or a d6 in
Agility instead of a d4 (which also increases his Agility maximum to d12+1).
■ Low Light Vision (+1): Half-elves ignore penalties for Dim and Dark
Illumination (but not Pitch Darkness).
■ Skilled (+1): Sharing the ingenuity of their human relatives as well as having
slightly longer life spans, half-elves start with a d4 in any skill based on their
experiences, education, training, or culture. If the chosen skill is a core skill, it
starts at d6 and the skill’s maximum increases to d12+1.

Half-Orc
■ Assertive (+1): Half-orcs start with a d4 in Intimidation.
■ Brute (+2): Inheriting some of the physical strength of their orcish ancestry,
half-orcs have the Brute Edge.
■ Darkvision (+1): Half-orcs’ eyes are attuned to habitats with dim lighting. They
can see in Pitch Darkness up to 10” (20 yards), ignoring all Illumination penalties
and up to 2 points of penalties from invisibility or similar powers.

Human
■ Adaptable (+2): Humans begin play with one free Edge. They must meet its
Requirements as usual.
■ Skilled (+2): Humans start with a d4 in any two skills based on their experiences,
education, training, or culture. If the chosen skill is a core skill, it starts at d6 and
the skill’s maximum increases to d12+1.

Kalashtar
■ Charismatic (+2): Kalashtar have the Charismatic Edge. Through their strong
presence and psychic subtleties, they are adept at influencing others.
■ Dreamless (+0): Kalashtar can sleep, but they do not dream, rendering them
immune to the nightmares power, but also unable to travel to Dal Quor during
their sleep.
■ Dual Mind (+2): Because of the guidance from the quori spirit with which they
are bonded, Kalashtar can reroll opposed Psionics rolls.
■ Enemy (Major) (−2): Kalashtar are constantly hunted by the Dreaming Dark
and the Inspired of Reidra.
■ Naturally Psionic (+3): Kalashtar have the Arcane Background (Psion or
Soulknife) Edge with mind link as one of their starting powers. They also start
with a d6 in Psionics.
■ Outsider (−1): If identified as kalashtar, they subtract 1 from their Persuasion
roll as they seem to have alien dispositions with which most do not feel
comfortable.

Shifter
■ Keen Senses (+1): Shifters begin with a d6 Notice skill. The skill’s maximum
increases to d12+1.
■ Low Light Vision (+1): Shifters ignore penalties for Dim and Dark
Illumination (but not Pitch Darkness).
■ Shifting (+2): This ability allows a shifter to tap into his lycanthropic heritage.
At character creation, the player chooses a shifter ability from the list below.
Shifting is a limited free action and lasts up to 5 rounds plus 1 round for each
Shifter Edge they have. The shifter can shift back to his normal form at any time
before then. While in this animal-like form, the shifter can ignore 1 Wound
penalty. When the shifting ends, the shifter takes a level of Fatigue. This level of
Fatigue can only be removed after 4 hours of abstaining from shifting.
◻ Beasthide: The skin of beasthide shifters harden, providing Armor +4.
◻ Cliffwalk: The limbs, hands, and feet of cliffwalk shifters become
stronger. They gain the Free Runner Edge.
◻ Longstride: The legs of longstride shifters elongate, and longstride
shifters balance on the balls of their feet. They gain the Fleet-Footed Edge.
◻ Longtooth: The face of a longtooth shifter distorts, growing a canine
muzzle full of sharp teeth that cause Str+d6 damage (see Natural
Weapons in Savage Worlds).
◻ Razorclaw: The claws on the hands of razorclaw shifters grow and can be
used to make attacks dealing Str+d4 damage (see Natural Weapons in
Savage Worlds).
◻ Wildhunt: Wildhunt shifters’ sense of smell becomes more sensitive,
granting them the Alertness Edge.

Warforged
■ Built for War (−1): Warforged were designed, built, and trained as tools of war.
Their world knowledge off of the battlefield is limited. They do not have
Common Knowledge as a core skill.
■ Composite Plating (+2): A warforged is covered in tough plating made of
magically-treated woods and metals. Warforged gain +4 Armor. The composite
plating is considered light armor. Warforged are unable to wear additional armor.
■ Living Construct (+4):
◻ Doesn’t breathe (+2), doesn’t eat or drink (+1), immune to poison and
disease (+2).
◻ Doesn’t sleep (+2), and powers can’t put them to sleep.
◻ Cannot heal naturally, and using the Healing skill or casting healing on a
warforged has a −2 penalty. Wounds can be removed with the Repair skill,
which takes one hour per Wound per attempt and is not limited to the
“Golden Hour,” or by casting repairing. (−2)
◻ With a failed Vigor roll when Incapacitated, becomes automatically
stabilized but inert and helpless. (+0)
◻ Injuries on warforged can only be removed when all Wounds are “healed”
with the Repair skill or the repairing power. (−1)
■ Outsider (−2): Warforged have the Outsider (Major) Hindrance. 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. As such,
warforged have −2 to Persuasion rolls when interacting with non-warforged and
are often treated as less than human.
■ Steel Fists (+1): Warforged may attack with their fists as natural weapons that
deal Str+d4 damage.

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