Savage Age of Shadow

Setting Rules

Resources

Setting Rules

The following setting rules and subsystems are used in Savage Age of Shadow:

  1. Conviction
  2. Creative Combat
  3. Downtime
  4. Villainous Conviction
  5. Wealth: The people of Eredane operate on a barter system rather than any specific currency. All characters use the Wealth system in the Savage Worlds core rules.

Characters are created as described in the Savage Worlds core rules, with the following modifications:

  1. All characters begin with the Illiterate Hindrance. This may be bought down normally by spending Advances or points granted from additional Hindrances.
  2. Persuasion is not a core skill. Fighting is a core skill. The people of Eredane live a life of constant struggle. Wild Cards in the world of Midnight must be capable of protecting themselves and others and bringing the fight to an uncompromising enemy.

Planar Isolation

Aryth, the world of Midnight, is cut off from extraplanar realms. Powers that function through planar travel or communication are not available. This includes banish, divination, planar binding, plane shift, scrying, and teleport.

The powers of summon monster, summon undead, and zombie all rely on the presence of such a creature or a corpse in the vicinity of the caster. Arcane casters subtract 2 from the activation roll and any failure counts as a Critical Failure and cannot be rerolled with a Benny. Power Points are still spent. 

Summon ally is the exception and can be activated normally. The ally is crafted from the very earth to fight alongside the channeler in the fight against the Shadow.

Modified Edges

Mystic Powers

In addition to packages listed in the *Savage Worlds Fantasy Companion*, the following are available:

  • Earthblooded (Spirit d8+):barrier, detect/conceal arcana (detect only), locate, summon monster (lesser earth elemental only).

Savage Age of Shadow

Ancestries of Eredane

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Archetypes

Avenger

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Archetypes

Beastborn

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Archetypes

Believer

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