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Worlds Without Number: Eberron

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Eberron is a magitech setting with a focus on intrigue and adventur featuring elements of noir, pulp, and high fantasy fiction. The continent of Khorvaire is recovering from a century-long war, which culminated in a disaster the likes of which never before seen. Magic is a part of everyday life in most places here, with magic items and artifice taking the place of devices that might run on electricity in our world. Worlds Without Number (WWN) is an OSR dungeon crawling game by Sine Nomine. The stock setting for WWN is an apocalyptic world where magic is no longer as reliable as it used to be.

This document is a mechanical conversion of the player character options available in Eberron into Worlds Without Number. The overall versatility of these options has been reduced slightly in order to fit better alongside WWN’s existing magic traditions, and the Artificer class has been split into two separate traditions – use the WWN Adventurer class with two different Mage paths to get the full package.

Origin Foci

Origin Focus: Changeling

Changelings are humanoids with minor shapeshifting abilities like those of the Doppelganger. In their true form, they appear pale white, with colorless eyes and hair.

  • Level 1: Gain Sneak and Convince as a bonus skill. You can change your appearance so long as you remain bipedal and roughly human sized.

Origin Focus: Kalashtar

Kalashtar are a compound species of a human bound with a dream-spirit called a Quori. The host cannot communicate with the spirit directly, but the nature of their link gives the Kalashtar access to minor psionic abilities.

  • Level 1: Gain Lead or Convice as a bonus skill. You gain the ability to telepathically communicate with any creature you can see within 30 feet. You do not need to share a language to communicate in this way. When you sleep, you do not dream.

Origin Focus: Shifter

Shifters are the children and descendants of a wide variety of lycanthropes. In their un-shifted form, they resemble humans albiet with flat, beastial features and fur-like hair which grows all over their bodies.

  • Level 1: Your Dexterity modifier increases by +1, but either your Intelligence or Charisma modifier decreases by -1. As an On-Turn action you may transform into a more beastial form, gaining one System Strain. In this beastial form your speed increases by 10 feet and your unarmed attacks inflict 1d4+Skill damage. The transformation lasts for one scene, or until you choose to transform back as an Instant action.

Origin Focus: Warforged

Warforged are constructed beings created by House Cannith in the latter years of the Last War. Golemic constructs of stone, wood, and steel, the nature of their creation makes them well suited to combat.

  • Level 1: Gain any one Combat Skill as a bonus skill. Your Constitution modifier increases by +1, but your Charisma modifier decreases by -1. You do not need to eat or sleep to survive.
  • Level 2: Your mechanical body can be Modified according to the rules outlined on page 56. The first modification installed in this way does not require Maintenance.

Dragonmark Foci

Mark of Detection

Restricted to Half Elves

  • Level 1: Gain Notice as a bonus skill. Once per day as an Instant Action, you can enhance your magical and mundane senses for the rest of the scene. While enhanced in this way, you gain the ability to detect if magic is being cast or was cast recently, as well as the ability to see through magical illusions including invisibility. Additionally, you can detect trace amounts of poison or disease in your vicinity.

Mark of Finding

Restricted to Humans or Half Orcs.

  • Level 1: Gain Survive as a bonus skill. You can see clearly in any light level above complete darkness. Once per day you can sense the direction of an object you know as long as it is within 1000 feet of you. If it is moving, you can sense the direction of the movement. This knowledge lasts for one scene.

Mark of Handling

Restricted to Humans

  • Level 1: Gain Ride as a bonus skill. Once per day you can gain the ability to speak with mundane animals for the remainder of the scene.

Mark of Healing

Restricted to Halflings

  • Level 1: Gain Heal as a bonus skill. Once per day as an On-Turn Action you may activate your healing mark. For the rest of the scene any creature you touch as a Main Action may remove one System Strain. A creature can only benefit from this action once per scene.

Mark of Hospitality

Restricted to Halflings

  • Level 1: Gain Connect as a bonus skill. You can use magic to tidy minor messes. Once per day, you may purify all food and drink within 10 feet.

Mark of Making

Restricted to Humans

  • Level 1: Gain Craft as a bonus skill. Once per day you may magically repair minor damage to an object you touch.

Mark of Passage

Restricted to Humans

  • Level 1: Gain Survive as a bonus skill. Your speed is increased by 5 feet. Once per day you can teleport up to 30 feet, leaving a misty outline of yourself in your wake.

Mark of Scribing

Restricted to Gnomes

  • Level 1: Gain Administer as a bonus skill. When you whisper, any creature you choose within 120 feet hears it. Once per day as an Instant Action, you magically understand all languages spoken or read until the end of the scene.

Mark of Sentinel

  • Level 1: Gain Notice as a bonus skill. Once per day, when a creature adjacent to you is hit with an attack you may switch places with them and take the attack instead as an Instant Action.

Mark of Shadow

Restricted to Elves

  • Level 1: Gain Sneak as a bonus skill. As a Main Action, you may create a sound or an image of an object within 30 feet of you.
  • Level 2: Once per day as a Main Action you may render a creature that you touch invisible. The invisibility lasts until the creature makes an attack or casts a spell, or the scene ends.

Mark of Storm

Restricted to Half Elves

  • Level 1: Gain Sail as a bonus skill. You can control the direction of the wind within 30 feet of you, though you may not make it stronger or weaker. Once per day as a Main Action, you can create a strong gust of wind originating from your hands.

Mark of Warding

Restricted to Dwarves

  • Level 1: Gain Notice as a bonus skill. Once per day, you can spend 10 minutes warding a window, door, or another object which opens such as a chest. For the rest of the day you are alerted when any creature enters the area or opens the object as long as you are no further than 1 mile away. If you are sleeping, the ward will wake you.

Magic Traditions

Artificer

You are particularly skilled in the creation of magical equipment. You are able to create magic items even if you are not a spellcaster, as outlined in the rules on page 92.

  • Level 1. Gain Magic as a bonus skill. Your Magic skill is treated as one level higher, up to a maximum of 5, for purposes of crafting magic items. Permanent items which would normally require an adventure to craft may instead use a unit of arcane salvage.

  • Level 2. You may craft consumable or limited-use items for half of their usual silver cost. You automatically succeed when crafting consumables. Additionally, you may spend half the time required to build a permanent item to convert it into arcane salvage.

Arcane Infusers

Magicians and magewrights repair objects and buildings, twiddling fingers over the domestic magics which keep society moving forward. However, some with a talent for artifice wield these powers with an instinctual grace unmatched by a mundane magewright. These Infusers are uncommon, and mostly contracted for active work by larger houses and the nobility

Infusers are those capable of imbuing objects with portions of their

  • Minor Mending: Commit effort indefinitely to repair an object. When Effort is retrieved, the item falls back into disrepair.

  • Coldfire: Commit effort for a scene as an instant action to cause an object to throw off a brilliant light.

  • Sensation Persistance: Commit effort for a scene to cause a sound or smell to emit from a small object which can be sensed from up to ten feet away.

  • Recharge Item: Commit effort for a day to recharge one use of a limited use magical item or piece of equipment.

  • Homunculus: Commit effort to instill an object with a rudimentary intelligence. The sentience lasts as long as the effort is committed.

  • Second Skin: Commit effort for a day to mold a set of armor to your body and your soul. While wearing this set of armor, you may wield arts and spells as if you were wearing no armor.

  • Arcane Modification: Commit effort to add a modification to a piece of equipment at no other cost. This modification requires no Maintainance. When the Effort is recovered, the modification is removed from the equipment.

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