Encounter Critical: Mutations

Below is the suggested conversion for some of the mutations in Encounter Critical to Savage Worlds rules. Not every mutation is listed here, only the ones with statistics assigned to them. You will need to consult the Mutation Powers and Defects table on page 6 of EC for this to make sense. The Journey Master is left to determine the specific effects of each mutations.

References to pluses and minuses refer to die type so a +1 Strength if you have a d6 means make it a d8. If a mutation would make something less than d4 it becomes d4 -2. If a mutation would make something greater than d12 it becomes d12 +2.

DICE
01 – 03: -1 Strength, +1 Spirit
19 – 21: -1 to Random Trait (Roll d10: 1-2 = Agi, 3-4 = Smarts, 5-6 = Spirit, 7-8 = Str, 9-10 = Vig)
31 – 33: Take 1d8 damage
34 – 36: Take 3d10 damage
40 – 42: -1 Spirit, Gain Psionic Resistance Edge
46 – 48: Automatic Raise for companions Survival Checks
55 – 57: Gain the Ugly Hindrance
58 – 60: (Roll d6 1-2 = +1, 3-4 = +2, 5-6 = +3)(Roll d10: 1-2 =Agi, 3-4 =Smarts, 5-6 =Spirit, 7-8 =Str, 9-10 =Vig)
61 – 63: +1 Charisma
64 – 66: +2 Charisma, gain Hunted Hindrance
76 – 78: -1 Charisma
82 – 84: Damage = Vigor
85 – 87: +1 Notice, -1 Charisma

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