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■ New Skills

■ The following skills are not available in Eberron: Electronics, Focus, Hacking,
Science, and Weird Science.

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

■ Driving (Agility)
■ Driving enables House Orien heirs with the Mark of Passage to control a
lightning rail or elemental land cart. Because the bound elemental handles the
majority of the propulsion, Driving typically is only needed in dangerous
situations.

■ Imbuing (Smarts)
■ This is the skill artificers use to embed magical infusions into an object or
construct (see Artificer in Arcana).

■ Language (Smarts)
■ The world of Eberron features many cultures and races. Use the Multiple
Languages Setting Rule as presented in Savage Worlds to determine how many
skills an adventurer knows at the start of play. Refer to the Languages table for a
complete list.
Language Typical Speakers Alphabet
Abyssal Demons of Shavarath Infernal
Argon Barbarians of Argonnessen and Seren Common
Aquan Water-based creatures Elven
Auran Air-based creatures Draconic
Celestial Archons of Shavarath Celestial
Common Humans, halflings, half-elves, half-orcs Common
Daan Formians, lawful outsiders of Daanvi Daan
Daelkyr Daelkyr, mind flayers, other aberrations, Daelkyr
creatures of Xoriat
Draconic Kobolds, troglodytes, lizardfolk, dragons Draconic
Druidic Druids (only) Druidic
Dwarven Dwarves Dwarven
Elven Elves, drow Elven
Giant Ogres, giants, drow Giant
Gnoll Gnolls Common
Gnome Gnomes Dwarven
Goblin Goblins, hobgoblins, bugbears Goblin
Halfling Halflings Common
Ignan Fire-based creatures Draconic
Infernal Devils of Shavarath Infernal
Irial Ravids, positive energy users of Irian Draconic
Kythric Slaadi, chaotic outsiders of Kythri Daan
Mabran Nightshades, shadows, creatures of Mabar Draconic
Orc Orcs Goblin
Quori Quori, the Inspired, kalashtar Quori
Riedran Lower classes of Sarlona Old Common
Risian Ice-based creatures Dwarven
Sylvan Dryads, eladrins, creatures of Thelanis Elven
Syranian Angels of Syrania Celestial
Terran Xorns and other earth-based creatures Dwarven
Undercommon Chokers, underground denizens Daelkyr
■ Piloting (Agility)
■ Typically, the only individuals in Eberron with the Piloting skill are
dragonmarked heirs of House Lyrandar with the Mark of Storm who make use of
this skill for flying elemental airships.

■ New Edges
■ Within this section, you'll find an assortment of new Edges to create adventurers
unique to Eberron. Additionally, with the exception of the prohibited Edges
below, all Edges listed in the Savage Worlds core rules and the Savage Worlds
Fantasy Companion are available for use in an Eberron campaign.
■ All adventurers begin play with one free Background or Professional Edge.
■ The following Edges from the Savage Worlds core rules are disallowed: Double
Tap, Gadgeteer, McGyver, Rapid Fire, Rock and Roll!, Two-Gun Kid, Wizard.

■ Classes
■ Eberron was originally designed for Dungeons & Dragons, which utilizes "classes"
to express character concepts and features, and it introduced a new class of its
own, the Artificer. The options presented below will help you create a character
that expresses the same concept as that class.
■ Artificer: Take Repair, Thievery, Crafting, and Arcane Background (Artificer),
which is included in this book. Taking the Artificer Edge at Seasoned will allow
you to craft arcane devices and permanent magical items. At Veteran, take Master
Artificer if you want to craft permanent magical items more efficiently. If you'd
like to create a small construct servant to imbue with infusions, take the
Homunculus Edge. Trap Sense gives the Artificer the ability to detect the hidden
workings of a trap and disarm it using his expertise.
■ For lists of character options to emulate other classes that are more traditional,
refer to the Savage Worlds Fantasy Companion.

■ Background Edges

■ Aberrant Mark
■ Requirements: Novice, any ancestry of a dragonmarked lineage

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