Another beacon of hope and light, these individuals value of life and abhor taking them. Whether you are focused on healing the sick and injured or caring for the masses simply trying to avoid the bottom of Izrador's boot, you make do with whatever resources you can muster to heal and save lives.

Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d4

Skills: Alchemy d6, Athletics d4, Boating d6, Common Knowledge d4, Faith d8, Fighting d6, Healing d8, Notice d8, Stealth d6, Survival d8

Pace: 6; Parry: 5; Toughness: 5 (1)

Hindrances: Armor Interference (minor), Idealistic, Impulsive, Material Components, Pacifist (minor), Vow (major; guard and protect nature), Wanted (major)
Edges: Arcane Background (Druid), Bolster, Healer, Reliable

Gear: Staff (Str+d4, Reach 1), hooded cloak and robes (+1 Armor) wilderness pack

Special Abilities

  • Keen Senses: Miransil elves have sharp eyes. Add +1 to Notice rolls involving sight.
  • Natural Swimmers: The Miransil are expert swimmers. Add +1 to Athletics rolls when swimming.
  • Powers:Beast friend, environmental protection, shape change, healing, havoc. Power Points: 10
  • Wilderness Stride: This character ignores movement penalties for Difficult Ground.

Advances: Healer, Reliable, Bolster, Faith d8 and Notice d8

Savage Age of Shadow

Setting Rules

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This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.