The Savage Soul™

Errata (2026)

Errata vs. Soulgen

The Savage Soul™ Character Generator (Soulgen) is updated much more frequently than this Errata and may include minor revisions (such as Peculiarity costs, weapon stats, etc.) that are not reflected in the Errata. As a result, where there is a conflict between the Soulgen and the rules (or the Errata) it is best to rely upon the Soulgen.

Changes

5.5.8. Ram.

In the second paragraph, change “if the target suffers a Stun or its Strength is less than the Rammer’s Strength plus Speed Bonus” to “if the target suffers a Stun or its Strength plus 1d5 is less than the Rammer’s Strength plus Speed Bonus” and change “and its Strength is equal to or greater” to “and its Strength plus 1d5 is equal to or greater”. This adds an element of randomness to a target’s ability to resist being moved by a ram.

A8. POWER PECULIARITIES:

PW: Stretching

Delete the entire third paragraph (i.e., there is no longer a range penalty when performing long-range stretching attacks).

ADDITIONAL RULES

15.1.3. Assurance (Optional):

“Assurance” is an alternative to the “Earn-as-You-Go” Experience system and is meant to encourage teamwork and camaraderie. Whenever an individual PC or the entire party does something worthy of XPs (as described in Section 15.1.2), rather than awarding XPs, the GM instead immediately awards the party one “Assurance Token.” Thereafter, any party member may choose to discard one unused Assurance Token to gain a +2 bonus toward any Task Attempt (before rolling). A party may never have more unused Assurance Tokens than twice the number of PCs (e.g., a party of three PCs could have a maximum of six unused Assurance Tokens). Once a party has reached its maximum unused Assurance Tokens, the GM may choose to employ the “Earn-as-You-Go” Experience method until the party’s unused Assurance Tokens fall below the maximum. This system will reduce the number of XPs the GM awards during play, while still providing an immediate and meaningful reward for exceptional achievements.

Assurance Token are specific to any given “adventure” or game session (as determined by the GM), after which any unused Assurance Tokens must be discarded.

B.4. MELEE WEAPONS:

Melee weapons with the “Throw” special feature will not suffer the usual -1 Attack and -1 DC penalty that ordinarily applies when performing a throw attack with a melee weapon (see Section 7A.16). Such weapons include Javelins, Throwing Knives, Throwing Hammers, and Tomahawks.

If a melee weapon has the “Spiked” special feature, on any successful hit the wielder may choose to have the weapon inflict either Sharp or Blunt damage, at his option, and may compare the Wound Level each damage type would inflict before choosing.

PECULIARITY DISADVANTAGES:

Species Template Type Value
Level 1 S 1C

This Disadvantage is similar to the “No Mutations” Disadvantage, except that the character may and must assign all the Peculiarities the GM has defined for the character’s chosen species. The character cannot assign any “Mutation” or “Species” Peculiarities (or level) not included in the species template.

For example: If the GM were to decide that all Elves in his campaign have the Peculiarities “Fear: Subterranean Places”; “ES: Enhanced Hearing (1),” “PW: Resistant to Aging,” and “PW: Quickness (1),” an Elf character with the “Species Template” Disadvantage would have to take all of the listed Peculiarities (earning Cs and/or NCs for Disadvantages and spending Cs and/or NCs for Advantages at the normal value/cost). The character could not take any other “Mutation” Peculiarities or buy off any of the listed Peculiarities without first buying off “Species Template.” Additionally, the character could not increase or decrease the level of any “Mutation” Peculiarity without first buying off “Species Template.”

PECULIARITY ADVANTAGES:

PW: Soul-Stealer Type Cost
Level 1 M 5C

Each time the character kills a qualifying creature (see below) with an XP total equal to at least half the character’s XP total, the character may instantly decrease his Injury Condition by one level (e.g., from “Injured” to “Barely Injured”). Doing so will instantly sever the slain creature’s Silver Thread (Section 12.18). This destruction of the slain creature’s Silver Thread does not actually destroy the slain creature’s soul (subject to GM discretion).

If the character kills a qualifying creature with an XP total equal to at least twice the character’s XP total, the character may instantly decrease his Injury Condition by two levels (e.g., from “Injured” to “Uninjured”).

If the character kills a qualifying creature with an XP total less than half the character’s XP total, he may instantly decrease his Injury Condition by one level, but only from “Injured” to “Barely Injured” or from “Barely Injured” to “Uninjured” (i.e., if the character’s Injury Condition is “Seriously Injured” or worse, killing a low XP creature will have no effect).

PW: Soul Stealer will have no effect upon a creature with any of the following Peculiarities: Animal Intelligence, Automaton, Mindless, or PW: No Strings Attached.

Visible Indicator: The attacker will visibly draw energy from the slain creature and the attacker’s Injury Condition will visibly improve.

REVISIONS

12.16. RITUAL SPELLS:

In some versions of the 2026 Edition, the example in the third paragraph says “Create Construct.” It should say “Enchant Armor.” Similarly, “to sustain the Construct” should say “to sustain the enchantment.”