A conversion WotC's Eberron Campaign Setting


Races of Eberron
Dragonmarks
Edges




Races of Ebberon (Mostly Done)

The races of Eberron do not always follow standard genre conventions. Half-Orcs are promenent members of one of the Dragonmarked families, rarely do they suffer prejudice due solely to thier race. The racial templates below are all balanced to +4, roughly 2 free edges at character creation.
For more information about the races of Eberron see Chapter One: Character Races in the Eberron Campaign Setting.

Changelings (+4)

See page 12-13 of the Eberron Campaign Setting for more information.
  • Adaptable: Changelings gain a bonus Edge at character creation. (+2)
  • Minor Change Shape: Can alter physical appearance at will. This is limited to facial features, hair, skin color and minor adjustment of build / height. (does not apply to items worn or carried) (+2)
  • Deceptive: +2 bonus on Persuasion, intimidate and streetwise rolls when attempting to deceive or sense motives. (+1)
  • Outsider: If discovered to be a changeling, people tend to distrust you. (-1)

Dwarves (+4)

  • Adaptable: Dwarves gain a bonus Edge at character creation. (+2)
  • Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting. (+1)
  • Slow: Dwarves have a Pace of 5”. (-1)
  • Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4. (+2)

Elves (+4)

  • Agile: Elves are graceful and agile. They start with a d6 in Agility instead of a d4. (+2)
  • Longevity: Due to their long life spans Elves begin play with a d6 in any one skill. (+1)
  • Low Light Vision: The character’s eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting. (+1)

Gnomes (+4)

  • Adaptable: Gnomes gain a bonus Edge at character creation. (+2)
  • Knowledge is Power: Begins with a d6 in both Investigation and Streetwise (+2)
  • Low Light Vision: The character’s eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting. (+1)
  • Perceptive: Start with Notice d6 (+1)
  • Slow: Pace is 5” (-1)
  • Small: -1 Toughness (-2)
  • Studious: Begins with d6 in any one Knowledge skill (+1)

Half-Elves (+4)

  • Heritage: Some half-elves retain the grace of their elven parent. Others gain the adaptability of their human ancestry. A half-elf may either start with a free Edge of his choice (as a human), or a d6 in Agility instead of a d4. (+2)
  • Longevity: Due to their long life spans Half-Elves begin play with a d6 in any one skill. (+1)
  • Low Light Vision: The character’s eyes amplify light like a cat, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting. (+1)

Half-Orcs (+4)

  • Infravision: Half-Orcs can see in the infrared spectrum, halving attack penalties (round down) for bad lighting. (+1)
  • Strong: Half-Orcs have some of the strength of their fathers. They start with a d6 Strength attribute instead of a d4. (+2)
  • War-Like: Half-Orcs also take after their fathers war like natures. Half-Orcs start with a d6 in Fight, Shooting or Throwing. (+1)

Halflings (+4)

  • Adaptable: Halflings gain a bonus Edge at character creation. (+2)
  • Lucky: Half-folk draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges. (+2)
  • Small: Half-folk average only about 4’ tall. Their small size subtracts 1 from their Toughness. (-2)
  • Spirited: Half-folk are generally optimistic beings. They start with a d6 Spirit instead of a d4. (+2)

Humans (+4)

  • Versatile: Humans start with two Bonus edges. (+4)

Kalashtar (+4)

See page 16-18of the Eberron Campaign Setting for more information.
  • Dual Spirit: Kalashtar begin play with a d6 in Spirit. Additionally Kalashtar who have AB: Psionics may base their Arcane Skill on Spirit instead of Smarts.
  • Arcane Background (Psionics - Power Points: 10; Powers: Telepathy, plus select two others.) (+2)
OR
  • Telepath: See Telepathy, Savage Worlds Sci-Fi Worldbuilder. The character has 5 Power Points usable solely for this Power. Power Points recharge at the rate of 1 per hour and are unaffected by Rapid Recharge. Power Points from other sources cannot be used with this power. Based on Smarts.

Shifter (+4)

See page 18-20 of the Eberron Campaign Setting for more information.
  • Adaptable: Shifters gain a bonus Edge at character creation. (+2)
  • Low-Light Vision (+1)
  • Outsider (-1): Viewed as rude, bloodthirsty, devious, stupid, single-minded brutes by most people in Khorvaire.
  • Shifting: Shifter begin play with 1 Shifter only Edge (+2)

Warforged (+4)

See page 20-24 of the Eberron Campaign Setting for more information.
  • Hardy: Warforged begin play with a d6 Vigor (+2)
  • Living Construct: +2 to recover from Shaken (+2); Do not suffer from disease or poison (+2); Does not need to eat, sleep or breathe. (+1); Can not heal damage naturally (-2); Use of healing spell or healing skill heals half as many wounds than results indicate. (-2); Can be healed by Repair skill or Repair spells; Use rules for vehicle repair (+1) (Total: +2)



Dragonmarks
  • Mark of Detection
  • Mark of Finding
  • Mark of Handling
  • Mark of Healing
  • Mark of Hospitality
  • Mark of Making
  • Mark of Passage
  • Mark of Scribing
  • Mark of Sentinel
  • Mark of Shadow
  • Mark of Storm
  • Mark of Warding



New Edges


Beast Hide

Requirements: Shifter, Novice, Vigor d6+.
+1 Toughness

Improved Beast Hide

Requirements: Shifter, Seasoned, Beast Hide.
+2 Toughness

Cliff Walk

Requirements: Shifter, Novice, Strength d6+
Clift Walker Shifters gain a +2 bonus (the same as if they had climbing equipment) to all climbing rolls. They may also climb their full strength die per round in combat.

Improved Cliff Walk

Requirements: Shifter, Seasoned, Clift Walk.
Shifters with the Improved Clift Walk Edge treat their Strength as 1 die higher when determining distances climbed in combat.

Long Stride

Requirements: Shifter, Novice, Agility d6+
Long Strides add 2 to their base Pace and roll a d10 for their running die.

Improved Long Stride

Requirements: Shifter, Long Stride, Seasoned
Improved Long Stride increases a Shifters base Pace by 4. Running die remains a d10.

Long Tooth

Requirements: Shifter, Novice, Strength d6+
STR +d6 bite attack.

Improved Long Tooth

Requirements: Shifter, Novice, Strength d6+
Shifter with this edge reduce Called Shot Penalties by 2. This applies to Limbs and Head/Vitals only.

Razor Claw

Requirements: Shifter, Novice, Agility d6+
STR +d4 claw attack. Razor Claw Shifters do not suffer from off-handed penalties when attacking with their claws.

Improved Razor Claw

Requirements: Shifter, Razor Claw, Seasoned.
Damage becomes STR +d6.

Wild Hunt

Requirements: Shifter, Novice, Notice d6+, Tracking d6+,
Keen smell (+2 Notice and Tracking with sense of smell).