SWADE Eberron

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SWADE.Eberron.jpg

This is a conversion guild for playing the Eberron setting using the Savage Wor;d Adventure Edition (Pathinder PDF)

BASIC RULES[edit]

Rule Setting Savage World Adventure Edition (SWAE) and SWAE Pathfinder Core Rules (SWAP)

Setting Rules (SWAE pg. 136-145)

Born a Hero - ignore rank requirement at character creation
High Adventure - a benny to gain the use of a short term combat edge you qualify for
Multiple Languages - gain ½ Smarts in additional languages at d6 each
Wound Cap - wild cards suffer a maximum of 4 Wounds from a single hit; apply this limit before making Soak rolls.

Languages in this Setting: Abyssal (Demons and evil outsiders), Aklo (inhuman, otherworldly monsters and evil fey), Aqua (aquatic creatures), Auran (flying creatures), Celestial (angels and good outsiders), Common (humans standard), Draconic (dragons and reptilian humanoid), Druidic (druidic), Dwarfish (dwarfs), Elvish (elves and half-elves), Giantish (cyclops, giants, ogres, trolls), Gnomish (gnomes), Goblinoid (bugbears, goblins, hobgoblins), Gnollish (gnolls), Halfingish (halflings), Ignan (fire-based creatures), Infernal (devils and evil outsiders), Orcish (orcs and half-orcs), Quori (far-realm outsiders) Sylvan (centaurs, fey, plant creatures and unicorns), Terran (earth based creatures), Undercommon (duergar, morlocks and svirfneblin)

HOUSERULES

Heroic Recovery: At the end of fight, all characters who have suffered a Wound or Wounds can make a Soak Check after a short rest (10+ minutes) for free. Make a normal healing test, with a success you recover a Wound.
Run Dice: Changed to d4+2 (instead of d6) or 1d3+1 (for d4) and d6+4 (for a d10)

CHARACTER CREATION[edit]

Species: chose a race from those below.
Novice: 5 attribute points and 12 skills points (along with starting skills)
Bonus: all characters gain one bonus Edge but you must qualify for it (except for Rank) or gain a +1 step to one Attribute trait.
Hindrances: One Major and two Minor Hindrances.
Starting Gear: from SWAP GEAR on pg. 103 and starting funds of 300 gold pieces ($). Additional gear is listed below and also primitive firearms are found in this setting from the SWAE - Shots with Powder (pg. 68), Black Powder Pistols and Muskets (pg. 73) with the Kentucky Rifle renamed the Rifled Musket (pg. 73) and Costing 500 gold pieces ($).Additional Eberron gear is lisetd below.

Species[edit]

Note that any species in SWAP listed as having Darkvsion replace it with 'Thermal Vision - see ‘heat’ and halve all darkness illumination penalty (including invisibility).

Eborron SWA species.jpg

Aasimar
Those who bare a significant amount of celestial outsider blood in their ancestry. Others are naturally drawn to them as they exude natural charm and grace. Family that have such a child are often considered blessed or lucky. Most are of good natural and calm emotions but there are the occational black hearted one who uses their looks to take advantage of others.

Native Language: Celestial or Common
Arcane Resistance [2]: as Edge.
Blessed Looks (Attractive) [2]: as the Attractive Edge
Divine Health [1] +1 resistant against diseases and poisons.
Driven (Minor) [-1]: as Hindrance, players chose what it is.

Changeling

DragonStar5E.changeling.jpg

Distrusted by many for their abilities as spies and assassins. Changelings have white pale skin and hair and white ireless eyes in the natural form. They often assume the form of someone else to avid the prejudices directed at them.

Native Languages: Common or Aklo
Linguistic [2]: as Edge, combined with Multiple Languages setting, gain your full Smarts dice in additional d6 languages.
Secret or Outsider (Major) [-2]: as Major Hindrance. Changeling are universally distrusted and feared; as such they suffer a great deal of prejudice and mistrust from non-changelings (which is why many never relieve their true nature to others and keep this a s
Shapechanger [3]: By spending a few seconds in total concentration [1 Action], a Changeling may take on the appearance of any other bipedal race with two eyes, a mouth, and two arms, etc. This can change their sex, skin color, hair color and length, eyes color, etc. and can change their size but only about 10 to 20% (no impact on stats) It is not easy for them to copy a specific individual (so -1 to -4 to fooling anyone who knows that individual, depending on the persons relationship and knowledge). This does not this does not affect their possessions and is not an illusory effect but a minor physical alteration of features. When Stunned or Wounded, the Changeling must make a Spirits roll to maintain the assumed form, and when killed or incapacitated they automatically revert to their natural form. Otherwise they may maintain these forms without effect and for any duration, even when sleeping.
Sneaky [1]: base Stealth skill of a d6 (and maximum starting of d12+1).

Dragonborn
Uncommon throughout much of the land these noble beings have the heads and colors of the dragons from the continent of Argonnessen where they also originated.

Native Languages: Common or Draconic
Bite [1]: base Str+d4
Code of Honor or Heroic [-2]: as Major Hindrance (player’s choice). Dragonborn are very concerned about honor, etc.
Commanding [1]: Dragonborn have a commanding presence and they gain +1 Persuasion or Intimidate (player’s choice).
Elemental Resistance [1]: Dragonborn are resisted to an element depending on their color – Red and Bronze: Fire/Heat; White and Silver: Cold/Ice; Green and Copper: Acid; Blue and Gold: Electricity/Lightning Resistance grants +4 to resistant rolls or +4 toughness against damage of that element.
Scaly Hide [1]: their scales add AP+2.
Strong [2]: base Strength of d6 and can raise their starting score in this trait to a d12+1.

Dwarf
Dwarves (along with Goblins, Orcs, Gnomes and Halflings) where some of the original inhabitants of Khorvaire. From their lands in the Mror Hold Mountains they control a great deal of wealth both in gold and manufaturing.

Native Language: Dwarves
Use the SWAP pg. 20 Ancestries traits for Dwarves
Eberron SWAE Elf.jpg

Elf
Elves were said to be first born on the island continent of Aerenal but in ancient days where kidnapped by Giants and taken to Xen’drik as slaves. With the destruction of the Giants Empire most elves fled to Khorvire. Those that remained behind would eventually become known as the Drow. As such there are three subraces of Elves although there is no game mechanic different they are culturally different. High Elves are pale skinned with silver or golden hair, Wood Elves bare more tannish colored skin with green hair while the Drow have greyish skin tones pale white hair.

Native Language: Elves
Use the SWAP pg. 21 Ancestries traits for Elves

Gnome
Cousins of the Dwarfs the Gnomes run most of the banking and information gathering of the peoples of Khorvire. Most peoples under estimate the Gnomes and this suits the master manipulators fine.

Native Language: Gnomish
Use the SWAP pg. 22 Ancestries traits for Gnomes

Half-Elf
Half-Elves are the result of the joining of Humans and Elves in ancient days but they have become their own separate race over the centuries.

Native Language: Elves or Common
Use the SWAP pg. 22 Ancestries traits for Half Elves

Half-Orc
As with Half-Elves, Half-Orcs are the result of ancient joining between Humans and Orcs but over the century they became their own separate race of beings. Half-Orcs did inherit some troubling personality traits from the Orc forbearers and are mean-tempered as a general rule.

Native Language: Common or Orcish
Use the SWAP pg. 23 Ancestries traits for Half Orcs

Halfling
Shortest of the sapient races the Halflings hail originally from the great Talenta Plains of Eastern Khorvaire. There they road lizard like creatures and where fairly nomadic. Today they have settled throughout the old Human Empire.

Native Language: Halflings
Use the SWAP pg. 24 Ancestries traits for Halflings

Humans
The most common races on the continent of Khorvaire, humans have settled throughout most of these lands. They themselves migrated to this continent thousands of year ago.

Native Language: Common
Use the SWAP pg. 24 Ancestries traits for Humans

Kalashtar
Are a race of psionic humanoids from Adar of the continent of Sarlona. They have ‘bonded’ or merged with spirits of the quon and are ‘dual minded’.

Native Language: Quori or Common
Bright [2]: start with a base Smarts d6 and maximum of d12+1.
Outsiders (Major) [-2]: as Hindrance. Others feel extremely uncomfortable around them.
Psionic Gifted [4]: starts with the Arcane Background (Psionic) for free. Also gains +5 power points with psionic powers.

Shifters
Shifters are the results of ancient joining between Humans and true Lycanthropes but now breed true. During the purges of the Silver Flames that persecuted were-creatures they also killed many Shifters. To this day most Shifters are weary of civilized folk and civilized folk are weary of them.

Native Language: Common or Sylvan
Agile or Strong or Heathy [2]: base Agility or Strength or Vigor (player’s choice) of a d6 and maximum of a d12+1 with trait.
Cautious (Minor) [-1]: as Hindrance. Shifters are not trusting.
Outsider (Minor) [-1]: as Hindrance. Shifters are generally seen as bestial and savages by most folk.
Shifting [3]: on their Action, a Shifter can freely “Shift” towards a more aggressive aspects of his or her animal-side and gain some advantages. A Longtooth Shifter gains the Bite Str+d4 and Scent (gain within +2 to Survival skill for tracking plus with a Notice check can see through illusions, sense invisible beings, ignore concealment, illumination penalties etc. if within 2”). The Razorclaw Shifter gains Bite and Claws that do Str+d6 damage and also a Pace increase to 8 (Run d6+2). The Rhino-Hide gain AP+4 (does not stack with other armor) and +2 to Toughness. The Shiftwing gain flying Pace x2 (Run d8+4). There is no real cost to using this ability except that the Shifter takes on a more animalistic appearance (a Longtooth’s face extends like a wolf’s, a Razorclaw looks more cat-like, the Rhino-Hide gets heavier and skin color becomes greyish, the Swiftwing grow batlike wings from their backs). While shifting they suffer a -2 to Persuasion checks.
Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).

Tiefling
Tieflings are the result of a joining of Humans and Demons and as a result they take on many of the features of their demonic parents such as reddish skin, horns sprouting from their foreheads and devilish tails. Most folk see them as evil but as with all the races there are both good and bad Tieflings.

Native Language: Abyssal or Common
Bright [2]: base Smarts of a d6 and maximum d12+1.
Devilish Allure [2]: as the Attractive Edge.
Horns [1]: base unarmed damage Str+d4.
Outsider (Major) [-2]: as Hindrance.
Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
Starting Languages: ½ Smarts die in d6 languages one must be Infernal.

Warforged
Created by the Dragonhouse of Cannith as fodder to fight in the Last War on all sides. At the end of the war the Treaty of Thronehould granted the Warforged their freedoms. They now wander the world, looking for their place within it.

Native Language: Common
Armor Plating [1]: their basic construction grants them AP+2 (cannot wear other armor).
Living Construct [4]: gain a +2 to recover from being Shaken and Stunned, ignore one level of wound modifiers and are immune to disease. They require minimum food or water (about ¼ what a normal human would require) and can benefit from potions. They gain +4 to resist Poisons and inhaled Toxins (or to their Toughness vs. such damages). They cannot heal naturally but instead must be Repaired (ignore the “Golden Hour”). This requires about one hour of work. They wounds count as a penalty to this check. They still require rest (sleep) although it is more like meditation or “powering down” and are fully alert during this time.
Loyalty (Minor) [-1]: as the Hindrance, warforged has been programed at creation in this way.
Model [2]: during their creation the warforged were made for serve multiple roles. They gain one of the following – Diplomat (gain the Linguistic Edge), Scout (base Stealth d6 and +1 to Stealth skill checks), Warrior (increase AP to +4/total and Toughness +1).
Outsider (Major) [-2]: as Flaw, most people are extremely uncomfortable around them or treat them as if they were non-sentient (just a smart machine). Also there reputation from the Forged Wars is not good.

Warforged cannot take any Dragonmark but they can take any type of other Arcane Backgrounds.

Traits[edit]

Using the basic Hindrances (SWAP pg. 25), Traits and Skills (SWAP pg. 33) and Edges (SWAP pg. 40) found in the Pathfinder Core although Arcane Backgrounds are slightly different (see MAGIC Backgrounds; see below)

NEW BACKGROUND EDGES
DRAGONMARK [Novice, only certain races may take certain Marks]: You possess a Dragonmark, a magical tattoo found generally on your arms. Either you bare one of the 13 sanctioned Dragonmarks or you might have an Aberrant Mark. Those with a Sanctioned Mark possess basic powers common with those of the same household, with an Aberrant Marks will have wildly different (and often dangerous) abilities and powers. The Aberrant Mark are outlawed by the Dragonmark Houses who fear and hate those that possess them. See MAGIC below for the Mark's abilities. Most players should pick a Dragonmark of one of the Houses. Those with a sanctuion mark also gain the barer +1 Persuasion checks within her own Dragonmark House. Taking the Edge a second time grants +2 Persuasion checks within her own House. Aaimars, Changelings, Dragpnborn, Kalashtar, Tieflings. Shifters and Warforge cannot take a Dragonmarks, although if the GM allows Aberrant Marks all but the Warforged could potentially take one of those.
The GM should heavily regulate those with an Aberrant Mark.
This Edge can be taken twices for additional powers that the mark awarkens.
FAMILIAR [Novice, Arcane Background (any Arcane), Spell casting skill must be d10+)]: the character has acquired an animal familiar. The creature gained is a dove, raven, cat, frog, small dog, nonpoisonous snake, etc. The mage and the familiar acquire the Loyal Hindrance with regard to each other. The familiar is not a slave, however, and can refuse to follow orders, especially ones which will cause it harm. Unless ordered otherwise, the familiar follows its natural instincts. For example, a cat familiar may stop to chase a mouse, take a quick nap, or sate its curiosity about a small hole, and it’s likely to hide during combat. The strong bond allows the familiar to resist the effects of beast friend. Both can understand each other’s speech. To others, the familiar is simply making animal noises — the mage speaks his normal language. The familiar is a Wild Card with respect to wounds and the Wild Die, but has no bennies. The mage may spend his for the familiar, however.
The first time the mage takes this Edge it gains one of the powers below. Each additional time this Edge is taken, the mage can pick two powers listed below and the familiar gains +1 to its Toughness score. Each power may only be taken once. The mage may take this Edge only once each Rank it acheives.

  • The mage can transfer Wounds and Fatigue levels to or from his familiar as a free action.
  • The mage may increase one attribute of his choice by one die, to a maximum of d12.
  • The mage can use the familiar’s senses as if they were his own. This requires concentration. The maximum range for this ability is the mage’s Smarts x 100 yards.
  • The familiar can use the mage’s Combat Edges as its own.
  • Any spells the mage casts on himself also affect the familiar. If he casts protection with a raise, both he and his familiar gain +4 Armor for the duration, for example.
  • The familiar has 10 Power Points, which the mage may use as if they were his own. They recharge at the same rate as the mage’s (usually 5 per hour with rest).
  • The mage can cast any spell through the familiar, using it as the starting point of the spell.
  • The familiar acts as an arcane focus and grants the cast a +1 to her casting skill if within 10” (20yards).

NEW CLASS EDGES
ARTIFICER
PSIONIC
WARLOCK

NEW COMBAT EDGES
CHARGER [Seasoned, Fighting d10+]: The warrior is experienced at moving across a large distance and getting the most effect out of rushing his foe. He may ignore the standard multi-action penalty for Running when making a normal Fighting attack roll at the end of your movement.
HEAVY WEAPON TRAINING [Novice, Shooting d6+]: you can operate ballista, cannons and catapults without the normal -4 penalty for firing such weapons in combat.
MUSKETEER [Seasoned, Muskets weapons only]: you can reload a musket faster than most. Reduce the reload time for all muskets and blunderbuss by 1 round, and you are allowed to move up to your Pace at the same time (no Run).
OVERSIZE WEAPON EXPERT [Seasoned, Fighting d8+]: The character may use two-handed melee weapons with one hand. The minimum Strength for using the weapon still applies as normal.
SPRING ATTACK [Seasoned, Agility d8+, Fighting d8+]: The attacker with a melee weapon can move up to his Pace before and after he attacks (no Run though). This does not allow him to avoid First Strike or avoid attackers on Hold or the free attack for leaving melee.

NEW LEADERSHIP EDGES
BORN LEADER [Veteran, Command]: If you spend an Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing.
MOVE IT MISTER! [Seasoned, Command]: You can use a Action to give one ally within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)

NEW PROFESSIONAL EDGES
ARCHER [Seasoned, Agility d6+, Shooting d8+, Marksman; Bows only]: Archers are among the most prized soldiers in any military. Those who train in advanced techniques learn how to master the bow in all conditions, and they can compensate for any difficulties. Archers reduce all Called Shot, Illumination, Range and Cover penalties by 2 total (any combination and can be combine with Marksman).

COMBAT ARCHER [Seasoned, Archer, Fighting d8+, Shooting d8+]: The Combat Archer is trained with heavy duty reinforced bows. If wielding such a bow can use the weapon in melee combat. These bow as a heavy clubs (Str+d6) and the archer is considered armed in melee. The bow’s reinforcements allows it to parry other weapons without damage. These bows cost +1,000 copper ($) over the normal cost.

ARMORED CASTER [Novice, Strength d6+, Arcane Background/Sorcery or Wizard]: Arcane Wizards and Sorcerers don’t normally wear much if any armor as it tends to interfere with their spellcasting abilities. These casters have learn to wear up to moderate armor (AP+2) at no penalty to their spellcasting skill. Note that heavier armor still has a full penalty to use.
ARMOR MASTER [Novice, Strength d6+, Fighting d6+]: Warriors often learned how to best wear heavy armor effectively. Count the weight of any armor that he is wearing as one-half for Encumbrance. The character ignores the skill penalty to Athletics and only suffers one-half (round down) to Stealth while wearing armor.
BARDIC KNOWLEDGE [Novice, Arcane Background/Bard, Common Knowledge d8+]: Bards are often trained to be depositories of knowledge. They collect knowledge like a sponge and can recall obscure and minor trivia as if by magic. The bard gain +2 on all Common Knowledge skill checks and can use Common Knowledge to learn the history of an item or place, a magical items properties, etc. The GM can use his imagination depending on what the character might come up with.
MONSTER SLAYER [Novice, Smarts d6+, Occultism d6+, Notice d6+, Survival d8+]: Many monster hunters have dedicated themselves to protecting the civilized lands from the monsters from the wastes. When confronted by a monstrous or supernatural foe the hero may make an Occultism action check to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. With a success the Monster Slayer knows any weakness the creature might have and gains a +1 to all Trait rolls and damage totals against it until the end of the encounter. On a raise she gains all the creature’s special abilities and the Trait and damage bonus increase to +2.
TRAILBLAZER [Novice, Survival d6+]: You have learned to watch the signs and trust your instincts when it comes to navigating the vast wilderness. Anything the GM draws a face card while traveling (indicating a random encounter) the trailblazer can make a Notice -2 check. If successful the trailblazer detects the hazard, creature or situation at the earliest opportunity, giving the party time to likely avoid it or at least attack it on their own terms. The trailblazer also gains +2 to Notice rolls to avoid being surprised.

RACIAL EDGES
Many Races of Eberron often develop unique abilities common only among their race.
BEASTIAL [Novice, Shifter, Vigor d8+]: the Shifter can “shift” into two types of bestial at the same time (i.e. a Shifter with this edge could take on and gain the benefits of both Razorclaw and Shiftwing).
DRAGON'S BREATH [Novice, Dragonborn, Vigor d6+]: The dragonborn has developed a flame breath, with the elemental/trapping as her Elemental Resistance. Range of 4/8/12 using the Shooting skill against one target and damage of 2d8. This ability can be used once per hour safely, but the dragonborn can use it before then but it causes one level of Fatigue (recover after one hour).

IMPROVED DRAGON'S BREATH [Veteran, Dragonborn, Dragon’s Breath, Vigor d8+]: the dragonborn’s breath now affects everything in 1” line out to 12”and the damage is increased to 2d10. It can be used once per hour as listed above.

ELEMENTAL RESISTANCE [Novice, Aasimar or Tiefling]: these races gain Elemental Resistance to both Heat/Fire and Cold/Ice attacks and environmental conditions. This adds +4 to trait rolls to resist environmental and spell trapping affects and +4 Toughness to resist damage by such attacks.

IMPROVED ELEMENTAL RESISTANCE [Novice, Aasimar or Tiefling, Elemental Resistance]: grants the environmental resistance bonuses to apply to Acid and Necromantic damage or effects.

LAST GASP [Novice, Half-Orc or Shifter, Vigor d8+]: Once daily when you have taken all you wound points, failed to soak the wounds and are about to fall unconscious, you may take a single Action (right after suffering this damage) at no penalty. After this act, you fall unconscious and stabilize (no blood lose, unless a foe inflicts further damage).
LIGHT STEP [Novice, Gnome and Halfling, Stealth d8+]: the small folk gain +1 to all Stealth checks and weight does not set off pressure traps nor do they leave footprints behind when traveling at ½ their Pace.
MISTY STEP [Novice, Elf or Gnome, Spirits d6+]: the character knows where the points of reality are weakest. Once per hour, the character can teleport up to 10” to any point she can see.
NATURE'S GIFTS [Novice, Elf, Gnome, Half-Elf or Shifter, Spirits d8+]: some gain Environmental Resistance (+4 to trait resist rolls or +4 to Toughness from damage) vs. one of the following elements – Acid, Cold/Ice, Heat/Fire, or Electrical/Lightning. They can take this Edge more than once gain a different resistance each time.
NIMBLE MANEUVER [Novice, Halfling, Athletics d6+]: Halflings can use their size to their advantage vs. big folk. With a successful Athletics test (-2 for each additional foe’s space you have to travel through) they can move through the occupied spaces of foes. Must still have Pace to get to an unoccupied space at the end (can Run, but suffer Multi-Action penalty)
QUICK CHANGE [Novice, Changeling]: You can use your Shape Shifter ability without using an Action once per turn. When doing so they also gain a +2 to Trick any opponent (SWA pg. 108 Tests).
SCENT [Novice, Half-Orc, Notice d6+]: your sense of smell is highly attuned. Gain +2 to Survival skill checks plus with a Notice skill check. You can also see through illusions, sense invisible beings, ignore concealment etc. if they are within 2” of you.
Tree Runner [Novice, Elf or Half-Elf, Athletics d6+]: in thick wooded area, the character can move in the tree tops at normal speed, without needing a normal Athletics check.
VERY FIT [Novice, Dwarf, Half-Orc or Shifter, Vigor d8+]: some races are very healthy. They gain +4 to all tests to resist Fatigue caused by travel, carrying too much, lack of sleep, or environmental hazards like heat and cold. They also recover Fatigue at twice the normal rate (for any cause, so long at it can be recovered).
WINGED FLIGHT [Novice, Aasimar. Dragonborn or Tiefling]: You has grown a set of wings from your back (angel-like for aasimar, dragon and bat-like for dragonborn and tiefling) and gain a Flying Pace of 6” (‘Run’ d4+2).

IMPROVED FLIGHT [Seasoned, Aasimar, Dragonborn or Tiefling, Winged Flight]: Your fly Pace increase to 12” (‘Run’ 1d8+4)

MAGIC[edit]

The world of Eberron includes many types of magic, from the Dragonmarks to spell casters. The following includes the most common Arcane Background, Powers Trappings uses, New Powers and the Dragonmark magic.

Arcane Backgrounds[edit]

The world of Eberron includes many types of magic, from the Dragonmarks to spell casters. The following are the most common Arcane Background power users.

ARTIFICER
Some wizards focus their knowledge into creating magical mechanical devices. This uses a slightly updated version of Weird Science (SWAE pg. 148) and Arcane Devices (SWAE pg. 153). But you can also know and cast like Wizard spell casters. Casting a Spell by an Artificer requires a Full Round (no Pace, no Multi-Actions allowed) and cost 1 additional Power Point to cast and to maintain. Artificer can wear any armor and when casting as a wizard they must speak loudly arcane words and gesture with at least one hand (hands cannot be bound).

Arcane Background (Artificer)
Starting Power Points: 15
Starting Powers: 2
Skill: Artificer (Smarts)
Power List: Any. But may only cast those spells listed under Wizards. Others must be devices

BARD
The bard uses songs to create a magical affect. Often acting as entertainers and minstrels the bard-songs can have a great effect on others. Bards can wear up to AP+2 armor types without it affecting their spell-casting abilities but anything heavier imposes the full penalties (see Wizards on wearing armor). Bards must either play a musical instrument or sing loudly in order to cast their spells. If the bard does both then any power that he casts has the Concentration Edge effect on it (the powers duration is doubled). If the bard already has the Concentration Edge the duration is tripled. The bard is only required to sing and/or play and instrument to activate the power, she does not need to sing and/or play throughout.

Arcane Background (Bard)
Starting Power Points: 10
Starting Powers: 3
Skill: Performance (Smarts)
Power List: Arcane Protection (Magic Resistance), Bolt (Xᴮ Bolt), Boost/Lower Attribute (must be taken separately; Enhance Trait, Lower Trait)‡, Burst (Cone of Xᴮ), Confusion (Cause Confusion), Darksight, Deflection (Shield), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Elemental Manipulation, Empathy, Entangle (Web), Farsight, Fear (Cause Fear), Healing (Cure Wounds), Intangibility (Wraith Form), Invisibility, Light/Darkness, Mind Link, Mind Reading, Protection (Mage Armor), Puppet (Control Other), Slow (Slow Foe)‡, Slumber (Sleep), Smite (Magic Weapon), Sound/Silence, Stun, Suggestion*, Summon Ally.

CLERIC
The cleric can cast Divine Magic by drawing power from the gods themselves. Clerics can wear any armor without penalty, but require a holy symbol in one hand and being able to speak in a clear voice in order to cast ‘spells’. You must also follow your God’s tenets or resist losing access to their power. Each deity has its only tenets that the cleric most follow and can generally be reflected by some Hindrance that the player must take and adhere to.

Arcane Background (Cleric)
Starting Power Points: 10
Starting Powers: Healing plus 2 additional powers
Skill: Faith (Spirits)
Power List: Analyze Foe*, Arcane Protection (Magic Resistance), Banish, Barrier (Wall of Xᴮ), Blast (Divine Strikeᴮ), Blind (Holy Lightᴮ), Bolt (Divine Boltᴮ), Boost/Lower Attribute (must be taken separately; Boost Trait, Lower Trait)‡, Confusion, Darksight, Detect/Conceal Arcana, Dispel, Divination (Visions), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle, Environmental Protection, Fear (Cause Fear), Healing (Cure Wounds), Intangibility (Wraith Form), Legerdemain (Far Hand), Light/ Darkness!, Mind Link (Share Minds), Mind Reading, Mind Wipe, Object Reading, Protection (Armor of Faith), Relief (Cure Fatigue), Resurrection, Shape Change (Polymorph), Smite (Holy Smiteᴮ), Sound/Silence, Speak Language, Stun (Stun Foes), Telekinesis (Divine Hand), Zombie (Create Zombies).
Domain Sphere: must pick one (see SWAP pg. 50-51)

DRUID
Druids are divine spell casters dedicated to the Old Ways and Old Gods. These beings care little about civilization and the druid works to protect the wildlands from civilizations approach. Druids must take the Habit (Major; Protective of Nature) as one of their Hindrances. The druid can wear any natural armors (basically up to AP+2 hides, etc.) and can use wooden shields. A druid must have its holy symbol on full display and be able to say a few short (if soft) words to cast spells. Note that if the druid possess the Shape Shift power the base duration for this power is 10 rounds.

Arcane Background (Druid)
Starting Power Points: 10
Starting Powers: 3
Skill: Faith (Spirits)
Power List: Arcane Protection (Magic Resistance), Banish, Barrier (Wall of Xᴮ), Beast Friend (Animal Friend), Blast (Ball Lightingᴮ), Blind (Light Burstᴮ), Bolt (Lighting Boltᴮ), Boost/Lower Attribute (must be taken separately; Enhance Trait, Diminish Trait) ‡, Burrow (Create Tunnel), Burst (Cone of Cold or Lightning†), Confusion, Damage Field (Electrical Field†), Darksight, Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Divination (Visions), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle (Webs), Environmental Protection, Farsight, Fear (Cause Fear), Fly, Havoc (Whirlwind), Healing (Cure Wounds), Growth/Shrinking, Invisibility, Light/Darkness, Protection (Bark Skin), Relief (Remove Fatigue), Remote Viewing* (Forest Eyes), Shape Change (Polymorph), Slow/Speed (must be taken separately; Slow Foe, Speed Ally) ‡, Slumber (Sleep), Smite (Beast Claws), Sound/Silence, Speak Language, Stun, Suggestion*, Summon Ally (Summon Animal), Teleportation (Tree Stride)∞, Wall Walker (Spider Walk).
Domain Sphere: Nature (SWAP pg. 51)

MYSTIC (MONK)
Those monk that dedicate themselves to a mystical martial art form gain access to various powers that can enhance their body’s fighting abilities. A monk cannot wear any type of armor when using this powers. However any power that would normally be reduces to 0 or less (even though the power’s point cost is 1) instead can activate that power as a free action. The monk does not need to make any outward side that they are using a power (see SWAP pg. 56 for basics).
As a limited free action, the monk can invoke one of the following "ki" powers: Boost Trait (Agility, Athletics, Fighting, and Stealth only), Darksight, Deflection, Disguise, Smite, Speed, Teleportation (Shadow Step) and Wall Walker. All are self only, but the monk gains no benefit from the Limitation (SWAP pg. 168).
The monk has 10 dedicated Power Points that recharge normally (SWAP pg. 169). He automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. He may use applicable Power Modifiers if desired (at the usual cost). See Chapter 5 for more information on specific spells.
Mystic Powers doesn’t grant access to Edges that require an Arcane Background excepted for Power Points (for normal points). If the monk also has an Arcane Background, none of its Edges or abilities can be used with Mystic Powers (and vice-versa).

MYSTIC (PALADIN)
Holy warriors of the various gods the paladin is granted power by these same gods. The paladin must have the Code of Honor or Heroic Hindrance and can wear any armor that he chooses (sde SWAP pg. 58 for basics).
As a limited free action the paladin can invoke one of the following miracles: Analysis Foe*, Boost Trait (Fighting, Strength, and Vigor only), Empathy, Healing, Protection (Arcane Armor), Relief, and Smite (Holy Strike). Boost trait, empathy, protection and smite are self only, but the paladin gains no benefit from the Limitation (SWAP pg. 168).
The paladin has 10 dedicated Power Points that recharge normally (SWAP pg. 169). She automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. She may use applicable Power Modifiers if desired (at the usual cost). See Chapter 5 of SWAP for more information on specific spells.
Mystic Powers doesn’t grant access to Edges that require an Arcane Background except fpr Power Points (gain normal power points). If the paladin also has an Arcane Background, none of its Edges or abilities can be used with Mystic Powers (and vice-versa).

MYSTIC (RANGER)
XX (see SWAP pg. 60 for basics).
Power Use: As a limited free action the ranger can castone of the following spells: Analysis Foe*, Beast Friend, Boost Trait (Athletics, Fighting, and Shooting only), Entangle, Environmental Protection, Farsight, Object Reading, and Warrior’s Gift. Boost trait, farsight and warrior’s gift are self only, but the ranger gains no benefit from the Limitation (SWAP pg. 168).
The woodsman has 10 dedicated Power Points that recharge normally (see pg. SWAP 169).
He automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. He may use applicable Power Modifiers if desired (at the usual cost). See Chapter 5 SWAP for more information on specific spells.

Mystic Powers doesn’t grant access to Edges requiring an Arcane Background except Power Points (granting normal power points). If the ranger also has an Arcane Background, none of its Edges and abilities can be used with Mystic Powers (and vice-versa).

PSIONIC
The psionic abilities are a fairly rare power user within Eberron but still can be found here. They tap into their own mental reserves in order to manipulate matter, read minds, view remote locates, etc. The psionic can wear up to moderate armor (AP+2 max) without it affecting their power use. Anything above that they suffer the full penalty (see Wizards). The psionic does not need to make any outward sign to active a power.

Arcane Background (Psionic)
Starting Power Points: 10
Starting Powers: 2
Skill: Psionic (Smarts)
Power List: Any except Resurrection. Many psionic powers have the Limitation: Range (Self).

SORCERY
The sorcerer have inherited arcane magic through their bloodline of some past discursion or magical experiment. They can use a wide range of powers but generally stick to a core theme such as dragon-blooded or necromantic bloodline. They need only concentrate for a second with no other outward signs in order to use their powers. The sorcerer cannot wear any armor as it interferes with their magic. See Wizards for the penalty when doing so.

Arcane Background (Sorcery)
Starting Power Points: 20
Starting Powers: 1
Skill: Sorcery (Vigor)
Power List: Any.

WARLOCK
The warlock is a warrior with some limited arcane training. The warlock can cast arcane spells while wearing any armor without penalties. The warlock must be able to speak in a clear voice when casting a power and must have at least one hand free. However a one-handed weapon counts as a free hand for the warlock. The warlock’s magic is generally limited to enhancing their own abilities.

Arcane Background (Warlock)
Starting Power Points: 15
Starting Powers: 1
Skill: Spellcasting (Smarts)
Power List: Analysis Foe*, Arcane Protection (Arcane Resistance)†, Blast (Xᴮ Ball), Bolt (Bolt of Xᴮ), Boost Trait (Enhance Trait) †/‡, Confusion≠, Darksight†, Deflection†, Detect/Conceal Arcana, Disguise†, Drain Power Points≠, Empathy, Environmental Protection†, Farsight†, Growth/Shirking (must be taken separately; Enlarge, Shirking)†, Intangibility (Wraith Form) †, Invisibility†, Light/Darkness, Mind Link, Mind Reading≠, Mind Wipe≠, Object Reading, Protection (Arcane Armor)†, Relief†, Speed†/‡, Slumber≠, Smite (Magic Weapon)†, Speak Language†, Stun≠, Suggestion*, Teleportation†, Wall Walker†, Warrior's Gift†

WIZARD
The wizard is a dedicated arcane spell caster who often trains for years, reading over all dusty tomes and studying the magical arts from older wizards via a formal school or in a more private setting. A wizard cannot wear any armor as it interferes with their spellcasting abilities. The wizard must speak in a load and clear voice arcane works and must be able to move and gesture (hands and feet free) in strange patters.

Arcane Background (Wizard)
Starting Power Points: 10
Starting Powers: 4
Skill: Spellcasting (Smarts)
Power List: Analyze Foe*, Arcane Protection (Magic Resistance), Banish, Barrier (Wall of Xᴮ), Blast (Xᴮ Ball), Blind (Strike Blind), Bolt (Xᴮ Bolt), Boost/Lower Attribute (must be taken separately; Enhance Trait, Lower Trait)‡, Burrow (Create Tunnel), Burst (Cone of Xᴮ), Confusion (Cause Confusion), Damage Field (Xᴮ Shield), Darksight, Deflection (Shield), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Divination (Crystal Ball), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle (Web), Environmental Protection, Farsight, Fear (Cause Fear), Fly, Growth/Shrinking (Must be taken separately; Enlarge, Shirking)‡, Havoc (Whirlwind), Illusion, Intangibility (Wraith Form), Invisibility, Legerdemain*, Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Protection (Mage Armor), Puppet (Control Other), Remote Viewing* (Wizard’s Eye), Shape Change (Polymorph), Slow/Speed (must be taken separately; Slow Foe, Haste) ‡, Slumber (Sleep), Smite (Magic Weapon), Sound/Silence, Speak Language, Stun, Suggestion*, Summon Ally (Summon Elemental‡), Telekinesis (Mage Hand), Teleport, Wall Walker (Spider Climb), Zombie (Create Zombie).

NOTES FOR ALL MAGICAL POWERS

* New Power (see below)
ᴮ This power requires that you pick a Trapping when you acquire the power (see Below)
÷ This power has the Limitation that it only functions between Shadows automatically.
∞ This power has the Limitation that it only functions between trees or plants automatically.
† This power has the limitation – Range (Self) automatically.
‡ This power has the limitation - Aspect automatically.
≠ This power has the limitation - Range: Touch automatically.

Trappings[edit]

New Powers[edit]

Dragonmarks[edit]

The following are the powers and abilities granted by the 12 sanctioned marks and includes houses that bare them (there are two houses with the Mark of Shadows who are rivils) the species that can bare these marks with the Dragonmark Edge.

Note that of the species listed, the Aaimars, Changelings, Dragpnborn, Kalashtar, Tieflings. Shifters and Warforge don't bare any of the sanctioned marks normally. They an however bare one of the illegal Aberrant marks (expect for Warforged whom may never bare a Dragonmark).

GEAR[edit]

See SWAP pg. 103 or basic Gear for this game. Additional Eberron gear is as following...


Alchemy[edit]