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Savage Worlds Eberron Conversion Companion

Savage Eberron: Sample Artificer

Update: I wrote this article a very long time ago when I was still just learning Savage Worlds as a system. Since then, I've learned a thing or two about Weird Science, the Gadgeteer Edge, and their parallels with Eberron's magic item creation and infusions. This article has been updated to clarify those concepts.

Here's a sample Artificer using my conversions, Savage Worlds Deluxe, the Fantasy Companion, and the Fantasy Gear Toolkit.

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

Weird Science Powers

This draft list of powers available for Weird Science is a limited subset of the powers available in Savage Worlds Deluxe and the Fantasy Companion. The list is partially inspired by the complete list of infusions available from D&D v3.5 Eberron supplements.

Powers: armor, barrier, blast, bolt, boost trait, damage field, darksight, deflection, detect/conceal arcana, dispel, drain power points (magic items and weird science devices only), draining touch FC, environmental protection, fly, healing and greater healing (constructs and objects only), invisibility, growth/shrink, light/obscure, quickness, slow, smite, speed, summon ally (bodyguard or sentinel), wall walker, warrior's gift

Translating Magic Item Creation and Infusions to Weird Science and Gadgeteer

The artificer's Weird Science powers take the place of bonus magic item creation feats granted by the artificer class in the Eberron Campaign Setting. This might seem contradictory to the idea of infusions in Eberron as we're suddenly creating magic items by acquiring new powers. However, the end result is the same: the artificer creates a magic item based on powers he knows.

Infusions being powers that can be imbued on items or constructs, including living constructs, on a whim are applied using the Gadgeteer Edge. The key difference is that Gadgeteer allows for any power available to Weird Science regardless of whether it is known or not; although, Rank requirements still apply.


  • The stats above 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 1 full action 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 created in anticipation of a future need.

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.”

Eberron is a trademark of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc.