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.

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.

PECULIARITIES:

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”).

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.”