Savage Eberron: Sample Artificer and Infusions List

OK, it's been forever and a half since my last blog post. Well, not really. The Dice of Life has kept me pretty busy these days, and I'm sad that my progress on Savage Eberron has all but completely stopped. I do plan to continue development.

To make up for it, here's a sample Artificer using my conversions, Savage Worlds: Explorer's Edition, the Fantasy World Builder Toolkit, and the Fantasy Gear Toolkit.

Notes

  • The stats below do not include or account for any weapons or equipment
  • Actual Knowledge skills required for gadgeteer are entirely up to the GM. In this example Knowledge (Magecraft) is specifically applicable to the concept of magecraft as a craft and industry in Khorvaire.
  • As a personal house rule, the Gadgeteer Edge requires only 1d6 minutes to imbue rather then the default 1d20 minutes to create. Imbued items are quicker to produce as they aren't made of mechanical or electrical parts that need to be constructed; however, because items made with the Gadgeteer Edge last as long as they have power points, they can be imbued in advance, though not as quickly as a in D&D Eberron v3.5 rules.
  • The Enchant Edge (mentioned below) appears in the Fantasy Gear Toolkit and is available to those with Arcane Backgrounds of Magic, Miracles, or Psionic rather than Magic and Miracles only; psionic characters can create psionic items as well. However, an artificer with the Power Drain Power Points cannot drain power points from a psionic item.

Human Artificer (0 XP)

Attributes: Agility: d6, Smarts: d8, Spirit: d6, Strength: d4, Vigor d6
Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
Skills: Wierd Science: d8; Knowledge (Arcana) d6; Knowledge (Magecraft) d6; Repair d8; Weird Science d8
Edges: Arcane Background (Weird Science); Gadgeteer
Hindrances: Cautious, Curious
Powers: Boost Trait

Accessible Powers (Infusions)

Infusions are Powers that can be imbued on items or constructs, including living constructs. They are applied with either the Weird Science Edge or the Gadgeteer Edge. This draft list of infusions available to artficers is a limited subset of the powers available in Savage Worlds: Explorer's Edition and Fantasy World Builder Toolkit. (This list eventually will be converted and updated to Fantasy Companion.) The list is partially inspired by the complete list of infusions available from v3.5 Eberron supplements.
  • Armor
  • Barrier (invisible wall of force)
  • Bolt
  • Boost Trait
  • Bridge
  • Deflection
  • Drain Power Points (works with magic items made with the Weird Science, Gadgeteer, or Enchant Edges only; does not apply to psionic items)
  • Fortune
  • Repairing (same as Healing, but for constructs only)
  • Greater Repairing
  • Guiding Hand
  • Wall of Blades

5 comments:

  1. I made an Eberron Artificer about 6 weeks ago and it looks very similar to what you have here.

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  2. Human House Cannith Artificer (0XP)
    Attributes: Agility: d6, Smarts: d8, Spirit: d6, Strength: d4, Vigor d6
    Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
    Skills: Fighting: d4; Guts: d4; Healing: d4; Investigation: d4; Know.(Arcana): d8; Know.(Infusions): d8; Notice: d4, Repair: d8; Shooting: d4

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  3. How did you handle infusions?

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  4. Oops. forgot some stats

    Edges: Arcane Background (Weird Science); Gadgeteer; Power Points(Novice)
    Hindrances: Curious, Quirk(Arcane Lectures), Orders(House Cannith)
    Powers: Armor

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  5. I've been GMing lots of 4e Eberron lately so I'm coming at the design from that angle with no clear distinctions between least, lesser, and greater marks.

    The more powers you have the larger your mark but no two greater marks are exactly the same size. That's the way we roll in 4e. The more Ritual powers tied to your mark the bigger it is. If you know three rituals your mark is large enough to be considered a lesser mark, if you know ten, you would be considered to have a greater mark.

    This works well in Savage Worlds I think so my approach has been to create a list of at least five powers, complete with trappings, for each of the marks. The trick has been to get a balance between the rank requirements for the available powers. In game, it means that certain houses require much more effort (XP) in order to maximize their mark's potential. Not ideal but workable.

    I'll keep you posted and look forward (as always) to your future conversion notes.

    ReplyDelete