Encounter Savage! Optional Features

Optional features are things that can be added on top of the character’s racial template: A Cave Primitive Vulkin, an Evolved Wooky, a Mutant Planetary Ape, a half-dwarf half-elf, and so on. These are taken in addition to the racial templates and all have been balanced for cost. They’re free! However you cannot take more than one of the options below.

All pluses and minuses refer to the die type. A +2 Smarts applied to Smarts d6 makes it Smarts d10. A -2 Strength applied to Strength d8 makes it Strength d4. If a modifier would take something below a d4 it becomes d4 -2. If a modifier would take something above a d12 it becomes d12 +2.

Cave Primitive
+1 Agility
-2 Smarts
+2 Strength
Edge: Luck
Hindrances: Clueless, Illiterate, Ugly

Evolved/Advanced
-1 Agility
+2 Smarts
-2 Strength
Edge: Command

Mutation
-1 Trait (Player’s Choice)
Edge: Arcane Background (Mutant), 1 Power
Hindrance: Outsider, Quirk
When playing a mutant the player should roll on the Mutation Powers and Defects table on page 7 of Encounter Critical to determine the character’s mutant ability. The Journey Master will determine how the mutation works. A separate roll should be made for each New Power the player purchases as the character advances.

Mixed Race
Follow the rules in Encounter Critical on page 6, mixing and matching the Bonuses, Hindrances and Edges of both races.

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