TEXT: Ultimate Characters Guide
  Get More out of Your Characters
  (order #8732111)
  
  1
  Ultimate Characters Guide
  BY
  Aaron T. Huss
  EDITING
  Richard A. Edwards
  COVER ARTWORK
  RYGER
  INTERIOR ARTWORK
  Algol, Linda Bucklin, iurii, Larry Jacobsen, Atelier Sommerland
  LAYOUT
  Aaron T. Huss
  COPYRIGHT
  This game references the Savage Worlds game system, available from Pinnacle
  Entertainment Group at www.peginc.com. 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.
  No parts of this book may be reproduced without permission except for review or
  journalistic critique.
  © 2014 Mystical Throne Entertainment. All rights reserved.
  MYL10403 Ultimate Characters Guide (Savage Worlds)
  1st Edition May 2014
  Permission is granted to print this ebook. No site license is provided.
  (order #8732111)
  
  ULTIMATE CHARACTERS GUIDE
  2
  Contents
  Foreword.............................................3
  Building a Template..........................4
  Reading the Abilities.....................................6
  Using the Abilities...........................................6
  Physical...............................................................6
  Mental...............................................................17
  Environmental...............................................20
  Example............................................................24
  Hindrances and Edges....................25
  Hindrances......................................................25
  Edges.................................................................28
  Skill Tests..........................................31
  Supporting Skills..........................................31
  Complementary Skills................................41
  Usage.................................................................42
  Knowledge.........................................43
  Knowledge Bases.........................................43
  Aerology...........................................................43
  Agriculture......................................................44
  Archaeology....................................................44
  Astronomy......................................................45
  Biology..............................................................46
  Botany...............................................................46
  Cartography....................................................47
  Computers.......................................................47
  Criminology....................................................48
  Cryptography.................................................49
  Engineering....................................................49
  Geology.............................................................50
  History..............................................................51
  Language..........................................................51
  Medicine...........................................................52
  Nursing.............................................................53
  Oceanography................................................53
  Psychology......................................................54
  Religion.............................................................54
  Tactics...............................................................55
  Educational Backgrounds.........................56
  Educational Background Table..............56
  Villain Creation................................57
  Acute Senses...................................................57
  Amphibious....................................................57
  Bloodlust..........................................................58
  Burrowing.......................................................58
  Camouflage.....................................................59
  Claws.................................................................59
  Complete Vision............................................59
  Darkvision.......................................................60
  Demon...............................................................60
  Detect Presence............................................61
  Divine................................................................61
  Dwelling...........................................................62
  Elemental.........................................................63
  Ethereal............................................................63
  Flight..................................................................64
  Hive or Pack Mentality...............................64
  Hover.................................................................64
  Immunity.........................................................65
  Lycanthropic..................................................65
  Malleable or Transmutable......................66
  Mind Control..................................................66
  Non-Lethal......................................................67
  Non-Organic...................................................67
  Poison or Acid................................................67
  Stable.................................................................68
  Tremorsense..................................................68
  Undead..............................................................69
  Wall Walking..................................................69
  Weakness.........................................................70
  Villain Combat Balance..................71
  Allies..................................................................71
  Environment..................................................72
  Fear....................................................................73
  Movement.......................................................74
  Prowess............................................................74
  Range.................................................................75
  Terrain..............................................................76
  Traps and Puzzles........................................77
  Visibility...........................................................78
  Threatening Combinations......................79
  Jungle Trickery..............................................79
  Mechanical Translation.............................81
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  FOREWORD
  3
  Foreword
  In my opinion, role-playing games have two major components: characters and the
  storyline those characters interact with. In the ‘world’ of Savage Worlds, the storyline
  is typically defined by the campaign setting or plot point campaign run by the GM.
  Characters are typically defined by the creativity of the player in the form of a
  character concept and background. The player then uses the Savage Worlds core
  rulebook, Companion books, and setting guides to translate that character concept
  and background into in-game mechanics. Pretty simple…
   You may or may not know that I am part of DramaScape’s Savage Worlds
  development team, and on one of our projects, we were constructing a collection of
  NPCs for use in sci-fi settings through a playing card medium for quick tabletop use.
  My job was to translate those NPC concepts and backgrounds into in-game mechanics
  through Attributes, Skills, Hindrances, Edges, and gear. These in-game mechanics
  were constructed using only the Savage Worlds core rulebook. I had a difficult time
  translating 100% of the character concepts and backgrounds using the existing game
  mechanics. I wanted new Hindrances, Edges and Skills to use. However, without
  writing an entire setting guide, this wasn’t possible. Thus, the Ultimate Characters
  Guide was born!
   The Ultimate Characters Guide is designed to do two things. First, it’s designed to
  give players and GMs additional options for replicating their character concepts and
  backgrounds as in-game mechanics, and second, to utilize them during game play.
   Why is this important? Because everyone should have the flexibility of turning
  whatever character concept and background they create into something they can use
  in-game. I’m not saying the Savage Worlds core rulebook doesn’t do this, it’s just that
  I found myself needing more options that could have drastically swelled the size of
  the core rulebook.
   The following six chapters will hopefully provide enough options to allow players
  and GMs the flexibility to create whatever character they want and turn that into
  in-game mechanics.
  Building a Template provides a listing of potential character traits that can be
  translated to bonus or penalty abilities for the sake of creating racial and cultural
  templates for use during character creation. These templates can then be used to
  differentiate between all characters due to their species, race, ethnicity, habitat,
  beliefs, homelands, or family. This is presented in a very generic manner allowing you
  to pick and choose the different characteristics of the template to be created and
  choosing positive and negative abilities to balance out that template. Remember, the
  standard human is given a free Edge during character creation, equating to a +2
  character template. If removing that free Edge, the template should net +2. If building
  a setting with different levels of character heroics, maybe you’d rather have
  templates that net +4 or even -2. Regardless, these templates can provide purpose to
  a character’s background.
  Hindrances and Edges provides a collection of Hindrances and Edges that can be
  utilized across all settings. They are completely genre agnostic and are simply
  presented to provide more options for building characters. None of the Hindrances
  and Edges provided are duplicates from the Savage Worlds core rulebook or
  Companion books. If they are similar, they will definitely be different enough to
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  ULTIMATE CHARACTERS GUIDE
  4
  provide another option. However, I can’t guarantee there are no duplicates or similar
  Hindrances and Edges in the many Savage Worlds settings available.
  Skill Tests provides new methods of using skills in and out of combat so that no
  matter how you mechanically translate your character, their skills are put to good
  use. In this regard, no skill should be considered impractical!
  Knowledge is essentially an add-on to Skill Tests by providing a plethora of
  knowledge bases and how they can be used within the confines of the standard
  Savage Worlds mechanics and the new ones presented in the Skill Tests chapter.
  Villain Creation is the creature side of translating character concepts and
  backgrounds. While PCs and NPCs have Hindrances and Edges, creatures have Special
  Abilities. This chapter provides ideas on creating new Special Abilities and how they
  pertain to different creature species.
  Villain Combat Balance is the environment version of skills, Hindrances, and
  Edges. Instead of boosting a creature’s difficulty through Special Abilities or NPCs
  through skills, Hindrances, and Edges, this chapter discusses how to manipulate the
  environment surrounding an encounter to adjust its difficulty. Additionally, it ends
  with an example that ties together Villain Creation and Villain Combat Balance.
   I hope the Ultimate Characters Guide helps you create your characters exactly as
  you envision them in your head!
  Aaron T. Huss
  President
  Mystical Throne Entertainment
  (order #8732111)
  
  BUILDING A TEMPLATE
  5
  Building a Template
  One possible way of creating unique characters is by starting with a template. This
  template could pertain to the character’s species (such as alien species), race, culture,
  ethnicity, beliefs, homeland, upbringing, or whatever. The way in which a template is
  created should conform to the GM’s standard character build (such as every human
  get a free Edge). Always check with the GM first. Additionally, a GM could use these
  options when creating their own unique setting. This can be done when creating new
  races for a fantasy setting, aliens for a sci-fi setting, or monsters for a horror setting.
   The purpose of these entries is to give the players, and GM, quick mechanics for
  creating their own unique templates by translating traits into bonuses and penalties.
  Each trait is described and presented with a number of potential penalties and
  bonuses ranging from (-2) to (+2). Human characters are given a free edge which
  equates to a (+2) template. To create new templates, the end result should be (+2) to
  balance the character with all the other characters. The option does exist to create
  templates that equate to a higher or lower number (such as a super hero or horror
  setting), but this should only be used when all player characters use that same result
  (for the purpose of balance). Ultimately, all player characters should be balanced with
  each other so that one doesn’t have a
  mechanical advantage over the others.
   Not all traits have to reference a
  physical aspect of that character. The
  traits listed are sorted by type: physical,
  mental, and environmental. Physical
  traits are those that can be seen, felt, or
  smelt. Mental traits are those that refer
  to a character’s upbringing or history
  (such as education or evolution).
  Environmental traits correspond to a
  character’s homeland. (Where they
  were raised, not necessarily where they
  live after character creation.)
   Most traits listed below have multiple abilities. These are presented as options for
  the players, and GM. They can be mixed, and matched with other traits (or with
  themselves) to create the final (+2) for that template (or another number if desired).
  Mixing, and matching these abilities could truly bring out the mechanical translation
  of a character’s concept or background.
  The Savage Worlds core rulebook
  notes the use of (-3), and (+3)
  abilities, but are not always an
  integral part of this supplement.
  Some traits can easily correspond to
  an ability of this level, while others
  cannot. As such, the majority of the
  traits only have abilities that range
  from (-2) to (+2).
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  READING THE ABILITIES
  These abilities are given in shorthand.
  They list the skill, attribute, derived
  statistic, Hindrance or Edge that is
  associated with that ability, and includes
  the given bonus or penalty under the
  given conditions (in parentheses).
   EXAMPLE: Climbing d6 means that
  ability provides the character with a free
  d6 in the Climbing skill upon applying the
  racial background. +2 Vigor (poison)
  means the character gains a +2 bonus to
  all Vigor rolls to resist the effects of
  poisons. If no condition is given then
  default to (always). These bonuses, and
  penalties are cumulative with standard
  ones for difficulty.
  USING THE ABILITIES
  As is, the given abilities are mechanical,
  but not flavorful. They are meant to
  provide a quick example of the different
  positives, and negatives that can be
  associated with a given trait. When
  using these abilities for creating new
  character races, each one should be
  given a purpose, and some type of
  description. The abilities are not meant
  to be used as simple modifiers but
  rather ideas for how to tie racial traits to
  defining attributes with in-game effects.
   EXAMPLE: The reason a creature with
  bioluminescence has +2 Intimidation
  could be explained as erratically glowing
  skin that frightens their opponents.
  Physical
  Physical traits are those that can be
  seen, felt or smelt. They can have a
  direct impact on how the character
  looks, and often affect their capabilities.
  These traits are not limited to visual
  attributes like wings or hooves but also
  include motor skills, and genetic make-
  up like poor manual dexterity or
  multiple hearts.
  Bioluminescence
  Bioluminescence is the production of
  light from a creature’s body via an
  internal chemical reaction to oxygen.
  This light is considered as a ‘cold light’
  and generates very little heat. This form
  of natural light production is very
  common in creatures that live in
  environments with little to no visibility,
  often being used to lure prey. The most
  common creature types are insectoid or
  aquatic. Many creatures cannot control
  when the light occurs.
  +2 Abilities: Dark Vision
  +1 Abilities: +2 Intimidation, +2 Taunt,
  Low Light Vision
  -1 Abilities: Outsider (Minor)(non-
  native lands)
  -2 Abilities: -4 Stealth (visual)
  Canid
  Canids are members of the canidae
  family, also known as canines, that
  includes wolves, foxes, jackals, coyotes,
  and domesticated dogs. They are
  typically 
  characterized 
  as 
  social
  creatures with non-retractable claws,
  excellent hearing and sense of smell,
  active hunters, and covered in fur.
  +2 Abilities: +2 Charisma, Danger
  Sense
  +1 Abilities: Tracking d6, Survival d6,
  Low Light Vision, Notice d6
  -1 Abilities: Loyal (Minor), All Thumbs
  (Minor)
  -2 Abilities: -4 Climbing, -4 Repair
  All the listed traits are as opposed to
  the standard physical attributes of a
  human. That ‘standard’ would be
  considered two legs, two arms, one
  heart, endoskeleton, skin, bipedal,
  average senses, sentient, civilized,
  and more considering what makes
  up a human.
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  Carnivore
  Creatures whose diets consist almost
  exclusively of other creatures are called
  carnivores. Their teeth and digestive
  system have adapted to a life of meat
  eating, and can rarely live off of anything
  else. Carnivores are characterized as
  having teeth to tear flesh and either hunt
  or scavenge their food. Due to their diet,
  and adaptive stomachs, carnivores are
  often resistant to ingested diseases.
  +2 Abilities: Vigor +1 die type
  +1 Abilities: Natural Weapons
  (Str+d6), Intimidation d6
  -1 Abilities: -2 Charisma (herbivores)
  -2 Abilities: -4 Survival (vegetation-
  only environment)
  Chromatophores
  Chromatophores 
  are 
  pigment-
  containing cells in a creature’s skin that
  reflect light. The pigments in these cells
  can be adjusted to reflect different
  colors providing the creature with a
  type of camouflage. Some creatures are
  able to perform this change quickly
  while others exhibit a more gradual
  process. These types of cells are
  typically only found on cold-blooded
  creatures.
  +2 Abilities: +4 Stealth (visual)
  +1 Abilities: +2 Intimidation
  -1 Abilities: Cautious (Minor)
  -2 Abilities: Yellow (Major)
  Claws
  Many creatures depend on their claws
  for hunting, and general survival (such
  as to climb a tree). Most of these
  creatures have retractable claws that
  come to a sharp point. Additionally,
  there are supernatural beings that have
  claws used for devious purposes. This
  could be the same as hunting, but they’re
  not hunting for the purpose of survival.
  +2 Abilities: +4 Survival (non-barren
  environment)
  +1 Abilities: Natural Weapons
  (Str+d6), +2 Climbing
  -1 Abilities: All Thumbs (Minor)(non-
  retractable claws)
  -2 Abilities: Opponent +4 Tracking
  (non-retractable claws)
  Cold-Blooded
  Cold-blooded is the common term for
  ectotherm. 
  Ectothermic 
  creatures
  control their body temperature via
  environmental sources. They bask in the
  sun to increase their body temperature
  and cool off when the sun goes down.
  These 
  creatures 
  also 
  exhibit 
  low
  metabolic rates, allowing them to go
  many days without food.
  +2 Abilities: +4 Survival
  +1 Abilities: +2 Vigor (all climates
  except extreme cold)
  -1 Abilities: Habit (Minor)(basking in
  sunshine)
  -2 Abilities: -4 Vigor (versus extreme
  cold)
  Crystalline
  Creatures with crystalline bodies are
  fairly solid in nature. This bodily
  structure is made-up of a crystalline
  material, exhibits crystalline behavior,
  or mimics crystalline design. Often
  times, these crystalline bodies reflect
  light or appear very odd to alien eyes,
  especially when they look to be formed
  from hundreds of shards.
  +2 Abilities: Natural Armor (All 2), +1
  Toughness
  +1 Abilities: Immune (poison)
  -1 Abilities: Outsider (Minor)(non-
  native lands)
  -2 Abilities: -4 Stealth (visual)
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  Diapsid
  Diapsid creatures, primarily reptilian,
  have two extra openings on each side of
  their skull. The arrangement of these
  openings allows for stronger jaw
  muscles and enables the jaw to open
  much farther than without. Creatures
  with this skull feature can clamp down
  hard with their teeth as a natural
  weapon.
  +2 Abilities: Natural Weapons
  (Str+d8)(teeth)
  +1 Abilities: +2 Intimidation
  -1 Abilities: -2 Charisma
  -2 Abilities: Wanted (Major)
  Elemental (Earth)
  Some creatures appears as though
  they’ve been fabricated from the very
  ground they walk on. Their bodies are
  rock-like, and exhibit many qualities of
  the earth. They are in fact elemental
  creatures, and their bodies can be
  composed of many different types of
  earth such as rock, gravel, sand, mud,
  granite, or even brick.
  +2 Abilities: Natural Armor (All 2), +1
  Size
  +1 Abilities: +2 Vigor (all climates)
  -1 Abilities: All Thumbs (Minor)
  -2 Abilities: Weakness
  (sonic)(attackers +2 damage)
  Elemental (Fire)
  Some creatures have an innate control
  over fire. This may produce a variety of
  effects within their body or traits that
  are a bit more visual. Those elemental
  creatures of fire could have a body
  engulfed in flames or possibly a magical
  way of controlling flames.
  +2 Abilities: Immune (fire), +4 Vigor
  (heat)
  +1 Abilities: +5 Power Points (fire-
  based powers only)
  -1 Abilities: -2 Vigor (versus cold)
  -2 Abilities: Weakness
  (water)(attackers +2 damage)
  Elemental (Water)
  Some elemental creatures have an
  ability to control the water. This may
  produce a variety of effects within their
  body or traits that are a bit more visual.
  They may have damp bodies made of
  water or water-like magical abilities.
  +2 Abilities: Aquatic
  +1 Abilities: Swimming d6, +5 Power
  Points (water-based powers only)
  -1 Abilities: -2 Vigor (heat)
  -2 Abilities: Weakness (cold)(attackers
  +2 damage), Dehydration
  Elemental (Wind/Air)
  Rounding out the list of elemental
  beings is that of wind or air. These
  elemental creatures could have winds
  swirling about their bodies, like a
  tornado, or exhibit magical control over
  the wind and the air itself. They may
  find themselves in danger should the
  oxygen be burned from the air.
  +2 Abilities: Flight, Pace 8
  +1 Abilities: +5 Power Points (wind-
  based powers only)
  -1 Abilities: -2 Vigor (poison &
  disease)
  -2 Abilities: Weakness (fire)(attackers
  +2 damage)
  Elemental characters could also
  receive a +2 Healing bonus when
  surrounded by a small amount of the
  element they are made of and a +4
  Healing bonus when submersed in
  that element.
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  9
  Exoskeleton
  Exoskeleton 
  is 
  an 
  external 
  bone
  structure on a creature. Should the
  exoskeleton be large enough it can
  become a full shell. These exoskeletons
  protect the creature’s body but can be
  slow to heal.
  +2 Abilities: Natural Armor (All 2),
  Natural Armor (Torso 4)
  +1 Abilities: +2 Vigor (all
  environments)
  -1 Abilities: -2 Healing, Outsider
  (Minor)(non-native lands)
  -2 Abilities: Pace 3 (and d4 running
  die)
  Extra Heart
  The heart is a very important part of the
  body, and those with an extra one may
  be better adapted to environments that
  can force the heart to work harder. This
  extra heart can also be used should a
  foreign body be introduced to the
  creature’s circulatory system that would
  normally slow them down.
  +2 Abilities: Fleet-Footed, Fast Healer
  +1 Abilities: +2 Vigor (poison &
  disease)
  -1 Abilities: -2 Survival (lack of food)
  -2 Abilities: Heroic (Major)
  Extra Limbs
  Extra 
  limbs 
  can 
  be 
  very 
  useful,
  especially when they can be used as legs
  for running, and hands for all other
  activities. They can be used in any
  activity that requires hand strength or
  dexterity along with reloading a weapon
  at the same time it is being fired. The
  hard part is finding armor that will
  allow for those extra arms or legs.
  +2 Abilities: Rapid Reload (1 less
  action to reload), Fleet-Footed, Two-
  Fisted
  +1 Abilities: +2 Repair, +2 Climbing
  -1 Abilities: Outsider (Minor)(non-
  native lands)
  -2 Abilities: Armor cost +100% (torso,
  and arms)
  Extra Lung
  As an extra heart can help against
  foreign 
  bodies 
  and 
  atypical
  environments, extra lungs can help to
  overcome 
  dirty 
  air 
  or 
  differing
  atmospheres. These creatures have
  adapted to environments that would
  normally pollute one’s lungs, possibly
  causing cancer or shortness of breath.
  With the additional lung, these creatures
  are able to capture more oxygen (or
  whatever the creature breaths) from the
  air, and turn it into what the creature
  needs to survive.
  +2 Abilities: Underwater Endurance
  (hold breath 6 + Vigor die)
  +1 Abilities: +4 Vigor (atmosphere)
  -1 Abilities: x2 Fatigue recovery time
  (inclement environment)
  -2 Abilities: Weakness (fire)(attackers
  +2 damage)
  Characters with visible differences in
  their body composition, compared to
  the native population, will often be
  treated as outsiders in any non-
  native territory. Visible racial traits
  will list this as a -1 Ability and GMs
  are encouraged to role-play this fully.
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  ULTIMATE CHARACTERS GUIDE
  10
  Feeble
  Not everyone can be strong and tough.
  Some 
  creatures 
  are 
  physically 
  or
  intellectually weak. Those who are
  feeble often put up little in the way of
  defenses and spend their time dodging
  from shadow to shadow to remain
  within cover or out of sight. They also
  learn quickly how to survive in a world
  that does not favor their stature.
  +2 Abilities: +4 Stealth (visual), +1
  Parry
  +1 Abilities: Streetwise d6
  -1 Abilities: Anemic (Minor)
  -2 Abilities: -1 Toughness
  -3 Abilities: Strength cannot exceed d6
  Felid
  Felid creatures are members of the cat
  family. There are two subsets of felids:
  panthers and felines. Panthers are
  typically larger although many felines
  are not much smaller than their panther
  cousins. Regardless of what subset they
  belong two, felids carry the same
  characteristics such as their ability to
  jump, hunt, and see in dark light.
  +2 Abilities: Dark Vision, Fleet-Footed,
  Leap 6 (any direction)
  +1 Abilities: Low Light Vision, Stealth
  d6, +2 Tracking
  -1 Abilities: Loyal (Minor)
  -2 Abilities: Curious (Major)
  Feral
  Those who do not live in a society
  considered civilized are labeled as feral.
  These creatures live in a more natural
  state and are often found within
  nomadic 
  tribes. 
  Additionally, 
  feral
  creatures could be those who formerly
  lived within a civilized nation but have
  since become feral through years or
  decades of living in the wild.
  +2 Abilities: Berserk, +4 Vigor (all
  environments)
  +1 Abilities: Survival d6, Stealth d6,
  Intimidation d6
  -1 Abilities: -2 Charisma
  -2 Abilities: Cannot take Investigation,
  Repair, and Streetwise
  -3 Abilities: Smarts cannot be raised
  above d6
  Fur
  Fur is very common on creatures that
  live in colder or temperate climates.
  Those in temperate climates typically
  shed most of their fur in the summer
  while those in colder climates may grow
  very thick in the winter. One big
  drawback is that the fur may end up all
  over when shedding or it could get
  bulky, and heavy when growing thick.
  +2 Abilities: Natural Armor (All 2)
  +1 Abilities: +4 Vigor (cold)
  -1 Abilities: -4 Vigor (heat), Outsider
  (Minor)(non-native lands)
  -2 Abilities: -1 Parry
  Gills
  Gills are especially important should
  one wish to live within the water. Some
  creatures have adapted to a life on land
  and water with gills and the ability to
  breathe standard oxygen (or whatever
  their planet’s atmosphere is made of).
  The result could be an amphibious type
  creature or one that can simply walk the
  land (for a short period of time) without
  needing water to breathe.
  +2 Abilities:Aquatic
  +1 Abilities: Swimming d6
  -1 Abilities: Outsider (Minor)(non-
  native lands)
  -2 Abilities: Dehydration
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  BUILDING A TEMPLATE
  11
  Herbivore
  Herbivores are creatures that survive by
  eating 
  plants, 
  algae, 
  and 
  other
  photosynthesizing bacteria. They are
  able to sustain life simply by eating
  nearby vegetation, but are often sources
  of 
  food 
  for 
  carnivores. 
  As 
  such,
  herbivores are not typically suited to a
  life in barren environments.
  +2 Abilities: +4 Survival (vegetative
  environments)
  +1 Abilities: Immune (poison)
  -1 Abilities: Racial Enemy (carnivores)
  -2 Abilities: -4 Survival (barren
  environments)
  Horns
  Horns are bone-like material that
  protrude from a creature’s head, and
  typically used for the purpose of combat.
  Unlike antlers, horns are thick and very
  solid allowing the creature to use them
  in a charge against their opponent. The
  tips are pointed and used as natural
  weapons.
  +2 Abilities: Natural Weapons (Str+d8)
  +1 Abilities: +2 Intimidation
  -1 Abilities: Outsider (Minor)(non-
  native lands)
  -2 Abilities: Heroic (Major)
  Hydroskeleton
  A hydroskeleton is a large fluid-filled
  cavity surrounded by muscle that allows
  a creature to change its shape, and
  produce movement. These creatures are
  typically soft bodied, and often cold-
  blooded. This ability to change shape
  can allow one to fit into very tight spaces.
  +2 Abilities: +1 Parry, +4 Stealth
  (visual)
  +1 Abilities: Immune (disease)
  -1 Abilities: Outsider (Minor)(non-
  native lands), All Thumbs (Minor)
  -2 Abilities: Weakness (fire)(attackers
  +2 damage)
  Improved Senses
  Improved senses can come in any form
  including sight, hearing, taste, smell, and
  touch. 
  The 
  benefits 
  can 
  range
  significantly but can also carry the
  detriment 
  of 
  severe 
  sensitivity
  surrounding that sense. For instance,
  one with improved touch may be able to
  feel the smallest changes in a material’s
  texture, but the creature becomes
  hypersensitive to hot, and cold.
  +3 Abilities: Marksman
  +2 Abilities: Alertness
  +1 Abilities: Notice d6, Tracking d6
  -1 Abilities: -4 Vigor (heat, and cold),
  -4 Vigor (sound)
  -2 Abilities: Weakness (light or
  sonic)(attackers +2 damage)
  Insectivore
  Insectivores are creatures that survive
  by eating insects and similar small
  creatures. 
  They 
  are 
  technically
  considered as a type of carnivore, but
  their diet consists of only insects and
  small creatures, not anything large such
  as herbivores.
  +1 Abilities: Survival d6, Immune
  (disease)
  -1 Abilities: Racial Enemy (carnivores),
  Outsider (Minor)(non-native lands)
  Leathery Skin
  Not all creatures have soft skin or fur.
  Many have skin that carries a leather-
  like texture, protecting them from the
  environment 
  and 
  predators. 
  This
  leathery skin creates a natural armor,
  protecting the creature.
  +2 Abilities: Natural Armor (All 2)
  +1 Abilities: +2 Vigor (all
  environments)
  -1 Abilities: -4 Vigor (disease), -2
  Healing
  -2 Abilities: -2 Vigor (natural healing)
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  Lithe
  Tail
  Leathery
  Skin
  Cold-
  Blooded
  Thick
  Fingers
  Jungle Homeland
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  Lithe
  Creatures defined as lithe are flexible,
  seemingly able to bend portions of their
  body that may seem unnatural to others.
  The reason behind this flexibility can
  range widely, but the result can be very
  visible. 
  These 
  creatures 
  have 
  an
  uncanny ability to dodge, and move
  unlike everyone else.
  +3 Abilities: Dodge
  +2 Abilities: +1 Parry
  +1 Abilities: Acrobatic (+1 Agility
  when performing acrobatic move)
  -1 Abilities: Anemic (Minor)
  -2 Abilities: -1 Toughness
  Long Arms
  Long arms are often used for more than
  just improving one’s reach. Many
  creatures with long arms actually walk
  on their front knuckles along with their
  back feet. This does not mean they
  cannot walk upright, it simply means
  they do better walking (and running)
  when using their arms in front too.
  +2 Abilities: Brawler
  +1 Abilities: +1 Reach, +2 Climbing
  -1 Abilities: Outsider (Minor)(non-
  native lands)
  -2 Abilities: Cannot attack if running
  Long Legs
  Unlike long arms, long legs do not
  improve one’s horizontal reach. Instead,
  they increase one’s stride and vertical
  reach (although vertical reach is not
  necessarily any more than with long
  arms). Creatures with long legs cover
  distances in shorter times than those
  without.
  +2 Abilities: Fleet-Footed
  +1 Abilities: Pace 8
  -1 Abilities: Outsider (Minor)(non-
  native lands)
  -2 Abilities: Weakness (legs)(attacks to
  legs receive +2 damage)
  Lycanthropic
  Lycanthropic creatures possess the
  ability to transform into an animalistic
  version of their form or sometimes a
  larger-sized version of the animal whose
  characteristics they possess. Typically
  referred 
  to 
  as 
  were-animals, 
  the
  resulting 
  transformation 
  creates 
  a
  humanoid animal or an animal that is
  significantly larger than it should be, and
  possesses 
  some 
  type 
  of 
  greater
  intelligence, and spirit. This can be
  acquired 
  through 
  a 
  hereditary
  condition, being converted by another
  were-animal or a supernatural power.
  This ability is similar to animals that
  shapeshift, except that their natural
  form is the humanoid one.
  +3 Abilities: Shapeshift into were-
  animal (Fleet-Footed and Natural
  Weapons Str+d6 or Natural Armor
  (All 1))
  +2 Abilities: +10 Power Points
  (shapeshifting, and creature
  interaction powers)
  +1 Abilities: Low Light Vision
  -1 Abilities: Mean (Minor)
  -2 Abilities: -4 Charisma (those who
  know your affliction), Wanted
  (Major)
  Some traits, such as Lycanthropic,
  Synthetic, Undead, and Vampiric, are
  not appropriate for most settings.
  These are presented for settings
  where those character types are
  common. This could include gothic
  horror settings where characters are
  the supernatural creatures or high-
  technology 
  settings 
  where 
  not
  everyone is ‘born’ into the world.
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  14
  Piscivore
  Piscivores are creatures that sustain
  their lives by eating primarily fish. Many
  of these creatures are completely
  piscivores 
  while 
  others 
  are 
  only
  partially piscivores (those who can live
  off other foods but is not their primary
  source of food). These creatures are
  typically found living in or at least very
  near water, and struggle to sustain life
  away from that type of habitat.
  +2 Abilities: Agility +1 die type
  +1 Abilities: Swimming d6
  -1 Abilities: Racial Enemy (aquatic
  creatures)
  -2 Abilities: -4 Survival (no water
  readily available)
  Scales
  Scales are small, rigid plates that grow
  out of an animal’s skin to provide
  protection and sometimes camouflage.
  Some scales are large enough to be
  visibly seen while others are small,
  powder-like scales that are pigmented.
  +2 Abilities: Natural Armor (All 2)
  +1 Abilities: +4 Stealth (visual,
  environments that match the scale’s
  color)
  -1 Abilities: -4 Vigor (cold)
  -2 Abilities: -4 Stealth (visual,
  environments that do not match the
  scale’s color)
  Short
  Short is not in reference to a character
  that is short for her race. Short is in
  reference to a race that is much shorter
  (and possibly smaller) than the average
  human.
  +2 Abilities: +1 Parry
  +1 Abilities: +2 Stealth (visual)
  -1 Abilities: Pace 5
  -2 Abilities: -1 Toughness
  Short Fingers
  Regardless of a creature’s size, they may
  have short, stubby fingers that inhibit
  manual dexterity, and make general use
  of the hands that much more difficult.
  These creatures may be able to hold a
  weapon and ride a horse, but use of tools
  or other delicate items is complicated.
  -1 Abilities: All Thumbs (Minor)
  -2 Abilities: Cannot use weapons that
  require Strength d8 or higher
  Short Legs
  Like short fingers, short legs can be a
  real detriment to a creature. Their stride
  is smaller than the average human, and
  activities that require use of the legs
  becomes more complicated (such as
  driving a car). These creatures are
  typically not very quick on their feet
  either.
  -1 Abilities: -4 Driving (automobile,
  motorcycle)
  -2 Abilities: -1 Parry, Pace 3 (d4
  running die)
  Stocky
  Stocky is a general physical quality of a
  creature meaning they are bulky, sturdy,
  squat or possibly just overweight.
  Stocky 
  creatures 
  have 
  a 
  natural
  toughness due to their bulk but tend to
  be slower than others.
  +2 Abilities: +1 Toughness
  +1 Abilities: +2 Vigor (all
  environments)
  -1 Abilities: Pace 5, -2 Swimming, -2
  Stealth (visual)
  -2 Abilities: -1 Parry
  Synthetic
  Not all creatures are born and raised.
  Some are designed and built by
  combining 
  a 
  number 
  of 
  different
  processes 
  and 
  materials. 
  These
  creatures have distinct characteristics
  that mimic a certain other creature, or
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  15
  human, but lack every other quality.
  They 
  are 
  typically 
  powered 
  by
  technology but do not look like robots or
  constructs.
  +2 Abilities: +1 Toughness, +4 Vigor
  (all environments except water)
  +1 Abilities: +1 Common Knowledge
  -1 Abilities: -2 Charisma
  -2 Abilities: Weakness
  (water)(attackers +2 damage)
  -3 Abilities: Spirit cannot advance past
  d6
  Tail
  Tails, such as those found on lizards, can
  serve a variety of purposes. Amphibious
  creatures use their tails to swim faster.
  Land creature use their tails to make
  sharp turns while running. Mounted
  creatures can use their tails to provide
  balance while riding. One of the most
  common uses for tails (dismounted) is
  for balance.
  +2 Abilities: +4 Swimming, Steady
  Hands, Agility +1 die type
  +1 Abilities: d8 running die, +2 Riding
  -1 Abilities: Outsider (Minor)(non-
  native lands), -2 Stealth (visual)
  -2 Abilities: Opponent receives +4
  Tracking
  Tail (Prehensile)
  Some tails are prehensile which allows
  them to be used for grabbing or holding
  onto objects. Fully prehensile tails can
  even be used to manipulate objects,
  acting as an additional hand. One of the
  most common uses is to aid in climbing
  trees, especially by those who live in
  jungles.
  +2 Abilities: +4 Climbing
  +1 Abilities: +2 Repair, Natural
  Weapon (Str+d6)(tail)
  -1 Abilities: Outsider (Minor)(non-
  native lands)
  -2 Abilities: Weakness (tail)(attacks to
  tail receive +2 damage)
  Tall
  Tall is not in reference to a character
  that is tall for her race. Tall is in
  reference to a race that is much taller
  (and possibly bigger) than the average
  human.
  +2 Abilities: +1 Toughness, Two-
  handed weapons can be used one-
  handed
  +1 Abilities: Pace 8
  -1 Abilities: Armor Cost +50%
  -2 Abilities: -1 Parry
  Tetrapod
  Tetrapods are four-limbed creatures, in
  reference to their legs. Unlike the
  standard quadruped (also four-limbed),
  this trait represents creatures that have
  four limbs who normally walk and run
  on all fours but are able to stand on their
  rear limbs during combat or use their
  front limbs for manipulation purposes
  (such as while sitting). They may be able
  to function while standing on their rear
  limbs, but only briefly.
  +2 Abilities: Fleet-footed
  +1 Abilities: Pace 8
  -1 Abilities: All Thumbs (Minor)
  -2 Abilities: Cannot attack if running
  Thick Fingers
  While thick fingers might make great
  weapons when balled into a fist, they
  definitely hamper one’s ability for finer
  manual dexterity use. Thick fingers
  could even get in the way when pulling
  the trigger of a gun.
  +1 Abilities: Natural Weapon
  (Str+d6)(fist)
  -1 Abilities: -2 Repair
  -2 Abilities: -4 Shooting (guns)
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  Undead
  Undead characters are those who have
  either died, and been raised into
  undeath or is a character who’s spirit
  has been ripped away, leaving them an
  undead empty shell. This character trait
  is not a reference to the bestiary trait but
  rather a quality for creating unique
  characters.
  +2 Abilities: +1 Toughness, Strength +1
  die type
  +1 Abilities: +2 Vigor (all
  environments), Immune (disease)
  -1 Abilities: Enemy (Minor)(undead
  hunter), Wanted (Minor)
  -2 Abilities: Weakness
  (divine)(attackers +2 damage),
  healing and greater healing cause
  Fatigue instead of healing wounds
  -3 Abilities: Spirit requires two points
  per step to raise during character
  creation and two advances must be
  dedicated for raising it during game-
  play.
  Ungulate
  Ungulate refers to creatures with hoofed
  feet. The evolution of ungulate creatures
  has developed strong legs and a lack of
  canine teeth in addition to the hoofed
  feet. These hooves are commonly found
  in creatures that sleep standing up.
  +2 Abilities: Encumbrance equals ten
  times Strength die before incurring
  any penalties
  +1 Abilities:  d8 running die
  -1 Abilities: Outsider (Minor)(non-
  native lands)
  -2 Abilities: Weakness (legs)(attacks to
  legs receive +2 damage)
  Vampiric
  Vampiric creatures are those who
  sustain their life by drinking the blood of
  others. They have long, sharp canine
  teeth to bite through the skin of their
  victim to drink their blood. Vampiric
  does not have to mean Vampire in which
  the victim of the bit turns into another
  Vampire. This trait could pertain to
  creatures, such as bats, which are
  vampiric in nature.
  +3 Abilities: Frenzy
  +2 Abilities: Nerves of Steel, Vigor +1
  die type
  +1 Abilities: Natural Weapon
  (Str+d6)(teeth), Immune (poison)
  -1 Abilities: Enemy (Minor)(vampire
  hunter), Wanted (Minor)
  -2 Abilities: Bloodthirsty (Major),
  Bloodlife (gain a level of Fatigue
  every day that blood is not drank
  until incapacitated; the following day
  they die)
  Webbed Hands
  Webbed hands consist of webbing that
  grows naturally between a creature’s
  fingers. These are most common with
  amphibious creatures and reptiles that
  spend much of their time in the water.
  Their primary use is to aid in swimming.
  +2 Abilities: +4 Swimming
  +1 Abilities: +2 Climbing, Wall Walker
  -1 Abilities: All Thumbs (Minor)
  -2 Abilities: -4 Shooting
  Wings
  Wings come in all shapes, and sizes, and
  can be covered in anything from
  leathery skin to feathers, but they
  generally have the same purpose. Flight
  is the most common attribute associated
  with wings, but not all creatures with
  wings fly. Additionally, depending upon
  the thickness of the wings, they can be
  used for more than just flight.
  +2 Abilities: Flight, +2 Armor (wings
  wrapped around body)
  +1 Abilities: Intimidation d6
  -1 Abilities: Pace 5, Outsider
  (Minor)(non-native lands)
  -2 Abilities: -4 Swimming (under the
  water)
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  Mental
  Mental traits are those that involve one’s
  beliefs, attitude, and general demeanor.
  They cannot be physically seen, but are
  often understood while interacting with
  that individual. Mental traits can also
  encompass religious in addition to
  moral beliefs.
  Agnostic
  Agnosticism is the skeptical belief in
  religious deities. They do not fully
  disbelieve these deities exist but they do
  question that existence. Agnostics take a
  very neutral stance when it comes to
  religious beliefs.
  -1 Abilities: -2 Intimidation, May never
  take the Arcane Background
  (Miracles) Edge
  -2 Abilities: -4 Persuasion (religious)
  -3 Abilities: Spirit cannot be raised
  above d6
  Aloof
  Aloof is being emotionally, mentally, or
  socially distant from others; often with
  friends, family, or social groups. Those
  who are aloof tend to withdraw from
  group interaction. This behavior can
  range from a general shyness to being
  too arrogant to interact with certain
  other people.
  +1 Abilities: +2 Taunt
  -1 Abilities: Outsider (Minor), Cautious
  (Minor), -2 Notice
  -2 Abilities: Overconfident (Major)
  -3 Abilities: Charisma cannot be raised
  above 0
  Atheist
  Atheism is the complete denial that
  religious deities or supreme beings
  exist. They do not simply question that
  existence; they fully disbelieve in that
  existence and are often unafraid to share
  their opinion. Atheists are essentially
  anti-religious. Sometimes the disbelief
  of religion can clear one’s mind for more
  scientific purposes.
  +2 Abilities: Smarts +1 die type
  +1 Abilities: +2 Smarts (Common
  Knowledge)
  -1 Abilities: May never take the Arcane
  Background (Miracles) Edge, Enemy
  (Minor)(religious zealot)
  -2 Abilities: -4 Charisma, Delusional
  (Major)
  -3 Abilities: Spirit cannot be raised
  above d6
  Corrupt
  This corrupt trait refers to those who
  are dishonest, lack morals, or are
  generally wicked. Corruption can take
  many forms from a public official who is
  simply dishonest to those who succumb
  to dark temptations such as bribery or
  perversion.
  +1 Abilities: +2 Intimidation
  -1 Abilities: Corrupted (Minor)
  -2 Abilities: Greedy (Major), Arrogant
  (Major)
  There are few bonuses associated
  with these mental traits. This is
  intentional as most of them are to the
  detriment of the character, and
  meant to be used for role-playing
  opportunities.
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  Devout
  Devout characters are those who are
  fully devoted to religious worship and
  services. 
  They 
  rarely 
  miss 
  their
  designated Church or temple time with
  those rare cases being augmented by
  private worship. The devout have a
  stronger bond with their deity and are
  able to easily channel their deity’s power.
  +2 Abilities: Spirit +1 die type
  +1 Abilities: +5 Power Points (Arcane
  Background (Miracles))
  -1 Abilities: Doubting Thomas (Minor)
  -2 Abilities: Pacifist (Major)
  Dishonest
  Those who are dishonest do not simply
  bend the truth. Much of what they say is
  filled with lies, and often times it
  becomes difficult to find the truth. The
  world around them lacks any semblance
  of right or wrong as everything they
  speak of is filled with fabricated stories
  that may or may not be real.
  +1 Abilities: +2 Taunt
  -1 Abilities: -2 Charisma, Big Mouth
  (Minor)
  -2 Abilities: Liar (-4 to all rolls for
  convincing others)
  Empathetic
  Empathic characters are those who
  understand or are at least aware of the
  feelings, and thoughts of those around
  them. They find ways to ease the mind of
  those in despair and often attempt to
  heal 
  the 
  mentally 
  or 
  emotionally
  scarred.
  +2 Abilities: +2 Charisma
  +1 Abilities: Knowledge (psychology)
  d6, Knowledge (psychiatry) d6
  -1 Abilities: -2 Taunt
  -2 Abilities: -2 Tests of Will
  Foolish
  Foolishness is characterized by a lack of
  common sense resulting in performing
  unwise actions. Foolish characters do
  not have a death wish, but they do make
  decisions that place their life at risk.
  These decisions are typically made
  without considering for those around
  them.
  -1 Abilities: Gullible (Minor)
  -2 Abilities: Heroic (Major), Curious
  (Major)
  Honest
  Honest characters cannot tell a lie, or at
  least struggle to fabricate untruths. For
  those documenting the details of an
  event, this honesty is relied upon to
  understand the full truths of that event.
  However, honesty can also have its
  drawbacks to those who wish to remain
  anonymous regarding the documented
  event.
  +2 Abilities: +2 Charisma
  +1 Abilities: Astute (Opponent
  receives-2 Persuasion)
  -1 Abilities: Enemy (Minor)(one
  person who desired anonymity), -2
  Streetwise
  -2 Abilities: -4 Taunt
  Immoral
  Immoral individuals do not adhere to
  the social ethics established by the
  society they live in. These immoral
  views are only considered as such
  because of the moral standards set by
  that society. Should one decide to move,
  their views may no longer be viewed as
  immoral.
  +1 Abilities: +2 Intimidation
  -1 Abilities: -2 Streetwise, Delusional
  (Minor)
  -2 Abilities: -4 Charisma, Enemy
  (Major)
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  Intelligent
  Intelligent characters are smart and
  adept at retaining knowledge. They may
  prefer research and development over
  combat. Other characters may be very
  intelligent with battle tactics and
  despise 
  books. 
  This 
  intelligence
  enhances one aspect often at the
  detriment of another.
  +2 Abilities: Smarts +1 die type
  +1 Abilities: Knowledge (battle tactics)
  d6, +2 Investigation
  -1 Abilities: Cautious (Minor)
  -2 Abilities: Overconfident (Major)
  Naïve
  Naïve characters are simple and often
  lack formal training in one or more areas
  where they are expected to understand.
  These characters are not dumb; they
  simply lack the sophistication those
  around them expect from any individual
  who is dealing with that area of
  expertise.
  -1 Abilities: -1 Common Knowledge, -2
  Investigation
  -2 Abilities: Smarts requires two points
  per step to raise during character
  creation, -2 Knowledge (All)
  Narcissistic
  Narcissists are overly self-involved and
  selfish. They derive gratification from
  admiration of their own attributes,
  feeling invulnerable to the world around
  them. Narcissists often suffer from the
  sexual desire of their own body in
  addition to their selfish behavior.
  -1 Abilities: -2 Charisma, -2 Notice,
  Stubborn (Minor)
  -2 Abilities: Arrogant (Major), Clueless
  (Major), Overconfident (Major)
  Schizophrenic
  Schizophrenia is a breaking down of the
  mind, accompanied by a loss of
  emotional responses. Schizophrenics
  experience many side effects due to
  their disorder including hallucinations,
  delusions, and disorganized speech and
  thought. Schizophrenic symptoms are
  often regarded as manifestations of
  psychosis.
  +1 Abilities: -2 Fright Table (due to
  lack of emotional responses)
  -1 Abilities: -2 Charisma, Delusional
  (Minor)
  -2 Abilities: -2 Tests of Will, Delusional
  (Major)
  -3 Abilities: Smarts can never advance
  beyond d6
  Sympathetic
  Sympathy is a general reaction to the
  distress or needs of another person.
  While empathy is a more specific
  understanding of the person’s emotional
  state, sympathy is a generalized concern
  for that person’s well-being. Sympathy
  also includes paying close attention to
  the specific needs of the person and
  their situation.
  +2 Abilities: +2 Charisma
  +1 Abilities: Keen Sense, Knowledge
  (psychiatry) d6
  -1 Abilities: Loyal (Minor), -2
  Intimidation
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  Virtuous
  Being virtuous refers to one who
  conforms 
  to 
  moral 
  and 
  ethical
  principles. This includes prescribing to
  the four cardinal virtues of temperance
  (restraint), prudence (using reason),
  courage (confronting fear and pain), and
  justice (moderating between selfishness
  and selflessness). In addition to the
  below, virtuous characters would never
  take Hindrances that go against their
  virtues such as: Arrogant (Major),
  Bloodthirsty 
  (Major), 
  Death 
  Wish
  (Minor), Greedy (Minor, and Major),
  Mean (Minor), and Vengeful (Minor and
  Major).
  +2 Abilities: +2 Charisma
  -1 Abilities: Loyal (Minor), Cautious
  (Minor), Poverty (Minor)
  -2 Abilities: -4 Tests of Will
  Environmental
  Environmental traits pertain to the
  region or community in which the
  character or her race is native to, was
  raised in, or is accustomed to. These
  traits represent the natural things the
  character learned during their youth,
  the basic survival tactics they were
  taught, or the general lessons they were
  taught by their elders.
  Alpine
  Alpine environments refer to the
  climate, and communities that live
  above the tree line at high altitudes.
  These areas are cold, the air is thinner,
  and snow is a common occurrence.
  Those 
  who 
  grow 
  up 
  in 
  these
  environments tend toward being hardy,
  but may find themselves extremely
  uncomfortable at warmer temperatures.
  +1 Abilities: +4 Vigor (cold), Climbing
  d6, Ignore climbing penalties for
  scarce or thin handholds, +2 Tracking
  (snow), Keen Sense (mountainous
  regions), +2 Survival (mountains)
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  Coastal
  Coastal 
  environments 
  refer 
  to
  communities near major bodies of
  water, such as a sea or ocean. These
  areas typically have smaller ranges of
  temperature variance throughout the
  year, and when peaks occur, they tend to
  be short. For example, a community in a
  colder climate zone would not get as
  cold in the winter due to the winds
  coming 
  off 
  the 
  ocean 
  versus 
  a
  community in the hinterlands.
  +1 Abilities: Swimming d6, +2 Survival
  (coast, lakes), Boating d6
  Democracy
  Democratic communities, states, and
  countries are those where the people
  have a say in what the government does,
  and which officials get elected. Their
  basis is an equal right for everyone.
  Although they may view certain people
  as being more elite than others, no one is
  treated as an aristocrat.
   Hindrances associated with those
  growing up in a democratic society
  should be linked to their involvement in
  that society. For example, those who
  have Pacifist (Minor) may be involved in
  charity 
  organizations. 
  Those 
  with
  Pacifist (Major) may be members of a
  peace-keeping organization that detests
  violence. Being a democratic society, the
  people have a right to express their
  views as they please and involve
  themselves in the community however
  they deem appropriate.
  +1 Abilities: Knowledge (politics) d6,
  Streetwise d6
  -1 Abilities: Pacifist (Minor), Vow
  (Minor)(laws of their homeland)
  -2 Abilities: Pacifist (Major)
  Desert
  Desert environments are harsh, barren
  lands where very little survives. Desert
  communities may be nomadic (moving
  depending on the season), only living in
  the desert for short periods of time in
  temporary shelters. If they’re lucky, they
  may have a community built at an oasis
  large enough to support life.
  +2 Abilities: +4 Vigor (all
  environmental effects)
  +1 Abilities: +2 Tracking (sand), +2
  Survival (desert, barren lands)
  Feudal
  Feudal communities are those that
  follow legal and military customs
  defined by their lord or equivalent.
  Their land was given to them in
  exchange for service to that lord during
  times of need (such as war). Characters
  from these communities should have
  some obligation to their lords, forcing
  them to possibly be called away at a
  moment’s notice. If they have fled their
  feudal lord, they would instead have the
  Enemy (Major) Hindrance. However, if
  they are a fierce warrior dedicated to
  their feudal lord, they may be paid
  extremely well.
  +2 Abilities: Rich
  +1 Abilities: Knowledge (farming) d6
  -1 Abilities: Poverty (Minor)
  -2 Abilities: Vow (Major)(feudal lord),
  Enemy (Major)(feudal lord)
  High Gravity
  High gravity is a sci-fi environmental
  concept whereas the amount of gravity
  alters the development of subsequent
  generations, making them short and
  stout. Although this is theoretical, it can
  be easily embellished.
  +2 Abilities: Brawny, Strength d6,
  Vigor d6
  -1 Abilities: Pace 5
  -2 Abilities: Pace 3 & d4 running die
  (order #8732111)
  
  ULTIMATE CHARACTERS GUIDE
  22
  Jungle
  Jungle 
  environments 
  refer 
  to
  communities built within dense jungles,
  and rain forests. These are not simple
  wooded areas, but rather places where
  bugs carry numerous deadly diseases
  and the threat of the surrounding
  wildlife is constant.
  +2 Abilities: +2 Survival
  +1 Abilities: Climbing d6, Keen Sense,
  Immune to disease, Stealth d6,
  Tracking d6
  -2 Abilities: Curious (Major)
  Monarchy
  Monarchy communities are those ruled
  by a single individual, the monarch.
  When ruled by a King or Queen, the
  community is considered to be a
  kingdom. These types of communities
  have some type of legal restraint on the
  individual ruler; otherwise it would be
  called an autocracy. The ruler may have
  advisors or a separate governing body
  which they oversee. The ruler may come
  into their position through election,
  heredity, or by overthrowing the
  previous ruler.
  +1 Abilities: Knowledge (heraldry) d6
  -1 Abilities: Loyal (Minor), Vow
  (Minor)(monarch)
  Monastic
  Monastic communities are those built
  around a religious way of life. This
  doesn’t mean everyone goes to church,
  but rather the Church is essentially the
  main 
  governing 
  body 
  within 
  the
  community. Although there is a separate
  city or state government, everyone in
  this 
  particular 
  community 
  takes
  direction from the Church.
   Besides the abilities listed below, a
  character from a monastic community
  would have other drawbacks such as
  being unable to take many Hindrances
  associated with violence including:
  Bloodthirsty 
  (Major), 
  Death 
  Wish
  (Minor), and Vengeful (Major).
  +3 Abilities: Spirit d8
  +2 Abilities: Spirit d6
  -1 Abilities: Poverty (Minor)
  -2 Abilities: Pacifist (Major), Vow
  (Major)(law of the Church), Code of
  Honor (Major)
  Mountainous
  Mountainous environment communities
  are built somewhere in the mountains,
  whether they be high and rocky or low
  and 
  rolling. 
  Although 
  alpine
  environment communities are built in
  the mountains, this refers to those living
  below the tree line, possibly even away
  from the snow. These environments are
  also often covered in trees and maybe
  the occasional mountain lake. Please
  note: this includes foothills.
  +2 Abilities: Trademark Weapon
  (choose one axe)
  +1 Abilities: Climbing d6, Ignore
  climbing penalties for scarce or thin
  handholds, +2 Tracking (rocks,
  mountains, woods), +2 Survival
  (mountains), Keen Sense
  Polar
  Polar environments are harsh, frozen,
  barren lands where very little survives.
  They are dominated by ice caps and may
  even be comprised of only glaciers with
  no earth attached to them. Those who
  live here often do so out of necessity.
  +2 Abilities: Hard to Kill, +2 Survival
  +1 Abilities: +4 Vigor (cold)
  (order #8732111)
  
  BUILDING A TEMPLATE
  23
  Primitive
  Primitive communities are those that
  eschew technology and live a fairly
  simple life. They don’t have to be
  prehistoric, but there are no signs of
  economic development within their
  community.
  +2 Abilities: +2 Survival, +2 Tracking
  +1 Abilities: Keen Sense
  -1 Abilities: All Thumbs (Minor),
  Poverty (Minor)
  -2 Abilities: Clueless (Major)
  Rural
  Rural communities are those outside of
  city limits. They have a low population
  density, form small settlements, and
  often receive most of their daily
  sustenance by using their surrounding
  natural environment, such as farming.
  +1 Abilities: Shooting d6, Tracking d6,
  Immune (poison)
  -1 Abilities: Cautious (Minor), Vow
  (Minor)(family), -2 Vigor (disease)
  Spacecraft
  Not everyone is born planet-side. For
  those settings placed amongst the stars,
  it’s common for many individuals to
  know no other life outside of that on a
  spacecraft.
  +1 Abilities: Knowledge (computers)
  d6, Piloting d6, Repair d6
  -1 Abilities: Anemic (Minor), Doubting
  Thomas (Minor)
  Tribal
  Tribal communities are small, close-nit
  societies. They are tightly organized,
  often on a social or familial basis. They
  are self-governed and when the tribe
  makes a decision, everyone within that
  tribe conforms to the decision. Often
  times, members of the tribe have very
  specific roles to fulfill to support the
  overall survival of the tribe.
  +1 Abilities: Fighting d6, Shooting d6,
  Tracking d6, Keen Sense (sight or
  hearing)
  -1 Abilities: Loyal (Minor)
  -2 Abilities: Vow (Major)(tribe)
  Tropical
  Tropical environments are hot and
  humid, surrounding the Equator of a
  planet. They are moist year-round,
  although they typically have a wet and
  dry season. Many of them include rain
  forests and harbor many disease-
  bearing insects.
  +2 Abilities: Immune (poison, disease),
  +2 Tracking
  +1 Abilities: Boating d6, Tracking d6
  -1 Abilities: Cautious (Minor)
  Underground
  Underground communities can include
  simple habitats or sprawling cities. They
  are always contained beneath the
  surface of the earth, whether that be
  carved into a mountain or plummeting
  miles below through a series of caves
  and caverns. They are dark and damp
  and survival can be quite difficult.
  +1 Abilities: Low Light Vision,
  Infravision, Wall Walker, Keen Sense
  (hearing)
  -1 Abilities: Light Sensitive (-2 penalty
  in extreme light)
  Urban
  Urban communities are the hustle and
  bustle of the big city. They are crowded
  and space is often at a premium. More
  often than not, buildings are tall to
  compensate for lack of space. Crime may
  be out of control and many learn to
  survive a life on the streets the hard way.
  +2 Abilities: Rich, Connections
  +1 Abilities: Fighting d6, Gambling d6,
  Investigation d6, Knowledge (choose
  one) d6, Lockpicking d6
  -1 Abilities: Delusional (Minor), Enemy
  (Minor)
  (order #8732111)
  
  ULTIMATE CHARACTERS GUIDE
  24
  Example
  David has a character in mind for a sci-fi adventure, but it doesn’t match any that are
  already part of the setting. He works with his GM to construct a template to represent
  that character’s species and provide it with a net +2 bonus, the equivalent of a free
  Edge. The traits are as follows:
  1.
  Chromatophores
  2.
  Diapsid
  3.
  Lithe
  4.
  Tail
  David works with this GM to put together a template using those traits with the
  following result:
  1.
  +4 Stealth (+2); +2 Intimidation (+1)
  2.
  -2 Charisma (-1)
  3.
  Anemic (Minor) (-1)
  4.
  d8 running die (+1)
  His resulting template nets +2 and his reptilian character has a uniqueness about
  him that sets him, and his species, apart from the other characters.
  (order #8732111)
  
  HINDRANCES AND EDGES
  25
  Hindrances and Edges
  Hindrances and Edges are a great way of refining your character. They can add
  personality, purpose, quirks, or provide that much-needed boost to survive in the
  chosen setting. When creating the background for a character, it’s imperative to let
  the imagination flow without getting bogged down in the available mechanical
  options. However, once that background is defined, converting that into in-game
  mechanics may prove difficult if the desired Hindrances and Edges are not available.
  Many published and unpublished settings resolve this by presenting setting-specific
  options, but here is a collection of universal Hindrances and Edges that can be applied
  across most, if not all, settings.
  HINDRANCES
  The following Hindrances are designed
  to augment those available in the Savage
  Worlds core rulebook and Companion
  books. They are not mean to replace
  those within a published setting and are
  instead presented in a setting and genre
  neutral format.
  Aggressive (Minor)
   The character is easily goaded into
  action by the enemy, leaping forth
  without properly forming tactics about
  what he should do next. He incurs a (-2)
  penalty to Tests of Will (Smarts) to
  oppose Taunt.
  Always Late (Minor)
   Even when wearing a watch or
  carrying a timepiece, the character is
  always late to every get-together. It’s not
  that she wishes to keep everyone
  waiting; she’s just a bad judge of how
  long it takes to get from one place to
  another. If arriving late to an important
  occasion, she may also irritate those
  she’s meeting, causing her to suffer a
  (-1) penalty to Charisma during that
  occasion.
  Clumsy (Minor)
   The character is far from a ballerina
  and often finds herself stumbling over
  the smallest abnormalities in terrain.
  Although walking is not a problem, she
  suffers a (-1) penalty to her running die
  rolls and Agility rolls (e.g. evading,
  athletic maneuvers, acrobatics).
  Conflicted (Minor)
   The character is mentally conflicted,
  causing undue stress in his thoughts. His
  lifelong decisions are caught between
  his desires and the desires of someone
  he aims to please. Whenever making an
  important decision, he always considers
  that 
  other 
  person 
  first 
  before
  considering his own destiny. If the
  decision is important enough, this may
  force him to make a Spirit roll to
  overcome his conflicting thoughts.
  Corrupted (Minor or Major)
   The character has strange desires that
  could get him into trouble. He is easily
  swayed by individuals playing on these
  desires, clouding his mind, all-but
  forcing him to make decisions without
  considering their consequences. His
  opponent 
  gains 
  a 
  +2 
  bonus 
  to
  Persuasion when playing on those
  immoral desires, feeding the character
  what he wants or what he wants to hear.
   If the desire is weird, but not
  dangerous, this is a Minor Hindrance. If
  the desire is dangerous, immoral, or
  angers those around him, the character
  also incurs a (-2) penalty to Charisma for
  his corruption.
  (order #8732111)
  
  ULTIMATE CHARACTERS GUIDE
  26
  Diseased (Minor or Major)
   Not everyone is blessed with a good
  immune system or disease free genes.
  Whether hereditary or contracted, the
  character has some type of disease that
  plagues them for life.
   A Minor Disease is annoying and may
  flare up from time to time, causing
  discomfort. Every week, roll a d6. On a 1,
  the character suffers from a flare-up and
  gains one level of Fatigue that lasts for
  12 hours. A Minor Disease can be bought
  off, depicting the character going
  through intense treatment or finally
  recovering after regular treatment, for
  the cost of one Advance.
   A Major Disease is chronic and flares
  up often, causing more than discomfort.
  Every week, roll a d6. On a 1 or 2, the
  character suffers from a flare-up and
  gains one level of Fatigue that lasts for
  24 hours. A Major Disease cannot be
  bought off.
  Dizziness (Major)
   The character succumbs to periodic
  spells of dizziness that cloud his mind
  and sometimes affect his vision. This
  could be caused by a disease, injury,
  congenital condition, or implant. These
  spells are typically brought on by
  physical or mental trauma, causing the
  dizziness to return.
   When the character takes a Wound,
  including from being Shaken twice, he
  must make a Vigor roll (ignoring Wound
  penalties). 
  On 
  a 
  success, 
  nothing
  happens. On a failure, he succumbs to
  the dizziness and gains one level of
  Fatigue for the next hour.
  Ex-convict (Minor)
   Sometimes heroes follow the wrong
  path early in life before turning a new
  leaf. The character was sentenced to
  prison time earlier in his life, but has
  since changed his ways and walks the
  path of good. However, those who know
  of his previous conviction view him with
  scorn, and he incurs a (-2) penalty to
  Charisma. Additionally, they may treat
  him differently, even going so far as
  ignoring his requests as they find his
  previous actions to be reprehensible.
  Forgetful (Minor)
   The character is constantly forgetting
  things: where she put her keys, when’s
  her friend’s birthday, how you kill
  vampires, etc. When attempting to recall
  facts, 
  Knowledge 
  or 
  Common
  Knowledge, she incurs a (-2) penalty
  unless explicitly writing down the facts
  and keeping them nearby. If time is of
  the essence, she may not be able to
  retrieve those written facts and simply
  suffers the (-2) penalty.
  Gullible (Minor)
   The character is easily persuaded by
  the words of others. She listens intently,
  hanging on every word, regardless if
  they are truth or fiction. Her opponent
  gains a +2 bonus to Persuasion to
  convince her of those truths or lies.
  However, she won’t go as far as caving
  on issues she finds reprehensible or
  immoral.
  Hallucinations (Minor)
   The 
  character 
  suffers 
  from
  hallucinations caused by a mental
  deficiency or a previous traumatic
  event. Often times, she has to sort
  through her mind to determine what’s
  real and what’s not. When making a
  Notice roll, she must first succeed on a
  Smarts roll to avoid suffering a (-2)
  penalty 
  to 
  Notice 
  due 
  to 
  her
  hallucinations.
  (order #8732111)
  
  HINDRANCES AND EDGES
  27
  Introvert (Major)
   The character is uncomfortable in
  social 
  situations. 
  He 
  prefers 
  the
  company of his friends and family, but
  only in small groups. His ultimate
  preference is to spend time alone. He is
  predominantly concerned with his own
  interests including his mental and
  physical life. He incurs a (-2) penalty to
  Persuasion and Streetwise in public
  environments or when with a large
  group of people.
  Kleptomaniac (Minor or Major)
   Some people have sticky fingers, and
  the character shows no desire to rid
  himself of this habit. When opportunity
  arises, he calmly palms the shiny object
  and hopes that no one is looking.
   A Minor Kleptomaniac steals items of
  non-value, finding them to be somehow
  sentimental. The items can either be
  easily replaced or they’re undesired in
  the first place. Anyone seeing his happen
  may question the character, resulting in
  an uncomfortable confrontation.
   A Major Kleptomaniac steals items of
  value, either wishing to keep or sell
  them. Theft of these items would most
  likely result in jail time or a stiff fine
  should the character be caught.
   If the GM defines an item the
  Kleptomaniac would desire, he can
  make a Spirit roll to prevent himself
  from stealing it. If he wishes to steal it
  without anyone seeing, he can make a
  Stealth roll, often opposed by a Notice
  roll, to hide his devilish deed.
  Megalomaniac (Major)
   The character is power hungry and
  wishes for everyone to be under his
  command. If that were to happen, he
  would act like a dictator and most likely
  take as many freedoms away as possible.
  He has an extremely inflated self-esteem
  and is probably narcissistic too.
   The character goes above and beyond
  being arrogant and greedy and wants to
  ‘rule the world.’ He continually barks
  out orders that few listen to and when
  looking in the mirror, he sees a godlike
  being that needs to be in command. He
  strives to do whatever he can to place
  himself in positions of command,
  regardless of the toes he needs to step
  on to do it.
   Megalomaniac 
  characters 
  forcibly
  strive to be in command and get angry
  when others don’t do what they’re being
  ordered to do. If not in a position of
  command, they will do everything they
  can to ensure the commander’s orders
  are followed perfectly.
  Overzealous (Minor)
   The character is excessively devoted
  or passionate about a certain group,
  society, or subject matter. If a discussion
  ever occurs regarding what she’s
  passionate about, she’ll go to great
  lengths to discuss her views or attempt
  to make others understand them. Some
  may find this behavior annoying while
  others find it a great way to socialize.
  Either way, the character is extremely
  enthusiastic when discussing what they
  know or believe.
  Passive (Minor)
   Not everyone can overcome their
  willpower when staring down an
  enemy. The character is passive when it
  comes to scare tactics, leaving her
  vulnerable to intimidation. She incurs a
  (-2) penalty to Tests of Will (Spirit) to
  oppose Intimidation.
  Philanthropist (Minor)
   The character is a charitable person
  who finds it necessary to always give
  back. Whatever treasure, loot, land, or
  goods 
  she 
  receives 
  from 
  her
  adventuring work is partially donated.
  The character always gives 25% of what
  she collects to charity causes or anyone
  in need.
  (order #8732111)
  
  ULTIMATE CHARACTERS GUIDE
  28
  Post-Traumatic 
  Stress 
  Disorder
  (Minor or Major)
   The character was involved in a
  traumatic event at some point in his past
  that continues to haunt him today. These
  hauntings cause undue mental stress
  when he’s placed within situations
  similar to the one when the traumatic
  event occurred.
   If the character is ever placed within a
  situation similar to the traumatic event,
  they must make a Spirit roll to avoid
  panicking. On a failure, he can no longer
  act due to the PTSD, becoming Shaken
  (this can cause a Wound).
   With a Minor PTSD, the traumatic
  event is uncommon and the character is
  rarely placed in a similar situation. With
  a Major PTSD, the traumatic event is
  more common and the character is often
  placed in a similar situation.
  Sentenced (Minor)
   Not everyone chooses their path; some
  are forced into it. For some reason, the
  character has been forced into this life
  of, possibly false, heroism due to a
  previous deed. His sentence was to serve
  the 
  public 
  through 
  military 
  or
  exploration means, or spend the rest of
  his life, or a large portion of it, in prison.
  Due to being assigned his position,
  rather than enter it willingly, the
  character suffers a (-1) penalty to
  Charisma.
  Sociopath (Major)
   The character suffers from sociopathic
  tendencies, although he wouldn’t be
  labeled as a full psychopath. This comes
  through as a personality disorder with
  antisocial behavior, making him suffer
  from a lack of empathy and sympathy.
  His 
  disorder 
  may 
  be 
  genetic,
  environmental, 
  or 
  biochemical. 
  He
  suffers a (-2) penalty to Charisma, never
  feels remorse for his actions, and is
  easily agitated.
  EDGES
  The following Edges are designed to
  augment those available in the Savage
  Worlds core rulebook and Companion
  books. They are not mean to replace
  those within a published setting and are
  instead presented in a setting and genre
  neutral format.
  Ardent
  Type: Background
  Requirements: Novice
   (Choose an organization, family, or
  belief.) The character is extremely
  dedicated to someone or something,
  making it extremely difficult to change
  the decisions and ideals they have
  regarding that dedication. Opponents
  receive a (-2) penalty to Intimidation,
  Persuasion, and Taunt when attempting
  to force the character to think otherwise
  regarding the chosen organization,
  family, or belief.
  Card Shark
  Type: Background
  Requirements: Novice, Gambling d8+
   The character has a natural affinity
  toward games. He’s probably a frequent
  guest at numerous casinos and is often
  treated like a high-roller. He gains a +2
  bonus to all Gambling rolls.
  Crack Shot
  Type: Combat
  Requirements: Wild Card, Veteran,
  Agility d8+, Strength d8+, Shooting
  d10+
   Target practice isn’t just a hobby, it’s
  how the character hones his skills for
  use in the field. While his aim is
  seemingly all-but perfect, his ability to
  compensate 
  for 
  environmental,
  physical, and mental factors is second-
  to-none. The range brackets for all his
  Shooting ranged attacks increases by
  +3/+6/+12.
  (order #8732111)
  
  HINDRANCES AND EDGES
  29
  Diver
  Type: Professional
  Requirements: Novice, Strength d6+,
  Vigor d6+, Notice d8+, Swimming d8+
   Divers are adept at maneuvering
  underwater in all types of gear. Their
  love for the water knows no bounds and
  not even the lack of penetrating light
  bothers them.
   Divers gain a +2 bonus to Notice and
  Swimming while underwater as well as
  Knowledge and Common Knowledge
  rolls to identify underwater creatures.
  Additionally, they halve all combat
  penalties for fighting underwater and
  can hold their breath for twice as long as
  usual.
  Empathetic
  Type: Background
  Requirements: Novice, Spirit d6+,
  Notice d8+
   The character is able to identify with
  the moods of those around her. This is
  either due to life experiences or an
  understanding of psychology. She gains
  a +4 bonus to Notice to discern and
  understand the feelings, thoughts, and
  attitudes of others.
  Insightful
  Type: Background
  Requirements: Novice, Spirit d6+,
  Notice d8+
   Even the best liars are no match for the
  character. He can see through almost
  any ruse and is able to get to the real
  meaning of things. He gains a +4 bonus
  to Notice to know when someone is lying
  and discern the true meaning behind
  their words and actions.
  Medic
  Type: Professional
  Requirements: Novice, Smarts d8+,
  Healing d8+, Knowledge (Medicine) d8+
  or Knowledge (Nursing) d8+
   The character is a doctor or nurse and
  specially trained to treat injuries. She
  knows how to remain calm when
  treating life-threatening injuries and
  keeps her composure regardless of the
  surrounding distractions. When making
  a Healing roll, she ignores all wound
  level penalties, including her own.
  Mountaineer
  Type: Professional
  Requirements: Novice, Vigor d6+,
  Climbing d8+, Survival d8+, Tracking
  d8+
   Mountaineers enjoy the thrill of
  scaling a mountain and spending time
  amongst the rugged terrain. They are
  great hunters and can scale cliffs with
  ease.
   Mountaineers gain a +2 bonus to
  Climbing, Survival, and Tracking as well
  as Notice rolls that relate to mountain-
  native animals. Additionally, they ignore
  movement penalties for rough terrain
  while moving throughout the mountains.
  Officer
  Type: Leadership
  Requirements: Wild Card, Veteran,
  Command, Spirit d8+, Charisma 1+
   Whether he is a corporate or military
  officer, the character knows how to
  demand respect and exudes leadership
  qualities. Everyone beneath him shows
  their undivided attention and executes
  all orders given to him.
   While interacting with subordinates,
  followers, troops, or anyone that reports
  to the character, he adds his Charisma
  bonus to any necessary rolls. This
  includes Knowledge (Battle) during
  Mass Battles. This bonus stacks with the
  Charisma bonus already applied to
  Persuasion or Streetwise rolls, but only
  when interacting with subordinates.
  (order #8732111)
  
  ULTIMATE CHARACTERS GUIDE
  30
  Psychotherapist
  Type: Professional
  Requirements: Novice, Smarts d6+,
  Spirit d6+, Healing d8+, Knowledge
  (Psychology) d8+
   Psychotherapists 
  are 
  healers 
  of
  mental trauma. The character is able to
  use her knowledge of psychology to
  improve her compatriots’ mental health.
  She may make a Healing roll after the
  target acquires a Minor or Major Phobia
  due to rolling on the Fright Table. On
  success, a single Minor Phobia is
  removed or a single Major Phobia
  becomes a Minor Phobia. Additional
  rolls are not allowed should she fail,
  successfully turn a Major Phobia into a
  Minor Phobia, or other Phobias exist.
   During combat, the Healing roll incurs
  a 
  (-2) 
  penalty 
  due 
  to 
  external
  stimulation. Outside of combat, there is
  no penalty to Healing.
   Additionally, the psychotherapist and
  up to five companions travelling with
  her receive a +2 bonus to their Spirit
  rolls to recover from Shaken results
  received from rolling on the Fright Table.
  Resilient
  Type: Background
  Requirements: Novice, Vigor d8+
   The character was either raised in a
  harsh environment or has a body
  acclimated for survival. She gains a +2
  bonus to Vigor to resist Fatigue due to
  the environment.
  Sneaky
  Type: Combat
  Requirements: Novice, Stealth d8+
   The character is extremely good at
  sneaking around without attracting too
  much attention by blending in with his
  surroundings. He gains a +2 bonus to
  Stealth.
  Socialite
  Type: Background
  Requirements: Novice, Charisma 0+,
  Streetwise d8+
   The character is a smooth talker and
  always holds the interest of those
  around him during a conversation; his
  ability to socialize is unmatched by
  most. He gains a +4 bonus to Streetwise.
  Spelunker
  Type: Professional
  Requirements: Novice, Agility d6+,
  Climbing d8+, Notice d8+, Tracking d8+
   Spelunking, or caving, is the pastime of
  exploring cave systems and caverns. The
  character has a special love for this type
  of environment and can maneuver
  through a cave with ease.
   While traveling through a cave,
  cavern, 
  mine, 
  pit, 
  or 
  dungeon,
  spelunkers gain a +2 bonus to Climbing,
  Notice, and Tracking. Additionally, they
  ignore movement penalties for rough
  terrain (but not penalties for running) as
  they know where to step to traverse the
  underground with ease.
  Technician
  Type: Professional
  Requirements: Novice, Smarts d8+,
  Repair d8+, at least one engineering
  science Knowledge skill at d8+
   The character is learned in the ability
  to troubleshoot and make repairs. He
  can mentally disassemble a device or
  system to better understand what’s
  wrong with it. He gains a +2 bonus to
  Repair and reduces the time for those
  repairs by 25%.
  Wrestler
  Type: Combat
  Requirements: Novice, Agility d8+ or
  Strength d8+, Fighting d8+
   The character is trained in wrestling
  and knows how to make moves to
  properly pin or subdue an opponent. He
  gains a +2 bonus to Fighting when
  grappling. Additionally, he gains a +2
  bonus to maintain the grapple.
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  SKILL TESTS
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  Skill Tests
  Savage Worlds keeps things pretty simple when it comes to skills and skill usage.
  When you dig down into it, there are really only two types of skill rolls: personal and
  team. Personal skill rolls are those that only involve the character and his capabilities.
  This could be a single skill roll, opposed roll, social conflict, dramatic task, or even
  mass battles. Team skill rolls are those that involve a lead character assisted by other
  characters or a group of characters rolling as one. This could be a cooperative roll,
  group roll, or multiple rolls (such as a chase scene) where everyone is performing a
  different function.
   However, during character creation and gameplay, players and GMs may have ideas
  that aren’t so simple or they want to use their skills in ways that aren’t readily
  defined. While it may be easy enough for the GM to create house-rules at the table to
  compensate, keeping it consistent and laying down a foundation of rules to follow
  may be cumbersome and cause that game session to grind to a halt. The Ultimate
  Characters Guide presents two more functions for skills: supporting and
  complementary.
  Supporting Skills
  Supporting skills are those that could feasibly be used within a cooperative roll to
  benefit the lead character. Although the Savage Worlds core rulebook clearly states a
  character cannot make a cooperative roll without having the same skill as the lead
  characters, this skill function states otherwise (with an emphasis on feasibility).
   During a cooperative roll, a task is chosen that the entire team is a part of or is
  capable of assisting a single character performing the task. A lead character is chosen
  to make the skill attempt while his allies make skill attempts that add bonuses to the
  leader character’s roll. They are assisting in that character’s efforts, probably because
  he has the highest die type. However, who’s to say skills other than the chosen task
  skill cannot be used. This is the function of supporting skills.
   Supporting skills come into play when the chosen task the lead character is
  attempting can feasibly be assisted by other skills. This is especially true if the player
  can provide a reason why that skill can be applied as a supporting skill. While it
  sounds as though this could break the game’s mechanics, a lead character still needs
  to be chosen and that character must possess the skill required to perform that task.
  Everyone else is simply providing support through other actions.
   Here’s an example: Ardricai has been chosen to lead his team through the woods,
  following the trail of the dastardly Darsal’quin. Within the team, Ardricai has
  Tracking d8 while only one of his compatriots, Mountain, has Tracking, but at d6.
  Thus Ardricai is elected to lead the team and the cooperative roll. However, the
  players have proven to the GM that their characters can support the Tracking roll
  through other means. Mountain has Notice d8 and is using his skill to look for
  awkward disturbances through the woods such as drops of blood, spilled water,
  scratches on trees, or a dropped weapon. Cyril has Climbing d8 and intends to climb
  the trees to get a better vantage point and let Ardricai know where the optimal paths
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  ULTIMATE CHARACTERS GUIDE
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  through the woods are. Drenimor has
  Survival d8 and uses his knowledge
  about where the best places to find food
  and water are along with optimal places
  for shelter are to theorize the best way
  through the woods.
   During the cooperative roll, Ardricai is
  the lead character and rolls Tracking.
  Three characters have pointed possible
  supporting skills and proven to the GM
  how those skills can be applied to the
  task. Because they don’t have Tracking,
  they cannot take the lead, but they can
  help Ardricai while using his Tracking
  skill. Mountain rolls Notice, Cyril rolls
  Climbing, and Drenimor rolls Survival.
  All three get one success and thus add
  +3 to Ardricai’s Tracking roll.
   The above is a very basic example, but
  it demonstrates how it’s possible for
  other skills to apply to cooperative rolls.
  From here, the GM is free to make a
  determination as to whether or not a
  skill does apply, how well it applies, and
  how many times it can be used.
   Here is a listing of every skill and
  example supporting skills depending on
  the task being performed. Please note:
  supporting skills must match the task
  being performed. The lead skill (the skill
  chosen by the lead character for the
  cooperative roll) has multiple uses, but
  supporting skills must feasibly align to
  the chosen use of that lead skill.
  (Although this is a comprehensive list,
  it’s not exhaustive and players are
  encouraged 
  to 
  create 
  their 
  own
  supporting skill connections.)
  Boating
  Boating covers a wide array of boating activities including handling the boat,
  activities on the boat, and traversing the water. While driving (or sailing) a boat or
  performing functions typically only found on a boat, the Boating skill is usually the
  only thing that applies. When traversing the water, other skills can support the task
  at hand.
  Notice: Navigating near a coastline can be dangerous work. Finding someone to
  serve as a lookout can aid the helmsman steer clear of any obstacles or watch the
  nearby land to estimate how deep the water may be.
  Here are some simple rules when
  using 
  supporting 
  skills 
  for
  cooperative rolls:
  1.
  The player must prove why
  or how the skill supports
  the lead character.
  2.
  No supporting character
  may choose a skill already
  chosen by another
  supporting character at the
  same time. If the task is
  broken into rounds, then “at
  the same time” means each
  round. If the task is a single
  task that just takes a long
  time, then “at the same
  time” means the entire task.
  3.
  If the supporting skill
  directly applies as proven
  by the player, each success
  and raise adds +1 to the
  lead character’s roll.
  If there is some debate on whether or
  not the supporting skill truly applies
  or only indirectly applies, halve the
  bonuses applied, rounded down.
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  SKILL TESTS
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  Repair: If the boat is in need of repair or is fleeing after being attacked, a character
  could run down below to make repairs, allowing the boat to continue moving at full
  speed. Alternatively, he could be jerry-rigging something to help the boat move faster.
  Shooting: For small boats, it may be imperative for someone to distract a pursuer
  by firing off their weapon, albeit with the standard penalty for unstable platform. This
  could help to slow the pursuer down or force the driver of the other boat to become
  distracted, veering slightly and being forced to recover.
  Climbing
  When everyone is climbing at the same time, no one’s really available to assist their
  compatriots. But when a single character is climbing to establish the proper footholds
  and break points the rest of the team will use to ascend or descend a vertical surface,
  those on the ground, or up above, can offer their assistance.
  Notice: If a character on the ground has a good vantage point of what the climbing
  character is going to encounter, and they can still be heard, the supporting character
  can alert the climbing character of rock hazards, possible lose ground, or optimal
  locations to grab onto. Being heard can be a case of within yelling distance or across
  a radio communication.
  Driving
  The Driving skill is really only necessary under stressful conditions. During these
  times, it pays off to have someone monitoring the surrounding so that the lead
  character can solely concentrate on driving.
  Investigation: Investigation is used for gathering information from electronics
  devices. Nowadays, getting up-to-the-minute reports on traffic, construction, and
  weather from a handheld device can make a big difference when time is of the essence
  and the driver can’t do it himself.
  Notice: Being on the lookout for what’s immediately in front of or around the driver
  can provide better clues for where he needs to go. Things like watching for red lights,
  deer crossing the road, busy street markets, or even keeping an eye on a pursuers’
  maneuvers all provide vital information to the driver’s decisions.
  Streetwise: Calling someone up on the phone can be just as valuable as looking up
  information on a handheld device. While letting someone else do the monitoring, the
  character on the phone can relay important messages to the driver for determining
  an optimal route.
  Throwing: If you’re being pursued, maybe there are large items in the back of the
  SUV that can be hurled at the pursuer. A good throw into the street forces the other
  car to go around the obstacle, causing them to slow down slightly, giving the
  characters a bit of an edge.
  Fighting
  When combat begins en masse, Fighting cannot be supported as everyone is doing
  their part to combat the opposition. But what happens when there’s only one big bad
  villain left and only one character can feasibly Wound him? The GM can opt for a
  cooperative roll using supporting skills, giving the lead character some type of edge
  in the combat. (In a gentleman’s duel, this would never be acceptable!)
  Intimidation: If the supporting character can find a way to make the villain hesitate
  or flinch, the lead character can find a better chance to make their strike.
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  Notice: Maybe the supporting character has been watching the villain’s moves and
  knows that when after he leads with his left foot, he makes his right side vulnerable.
  Taunt: If the supporting character can get into the villain’s field of vision, he could
  attempt to distract the villain, pulling his eyes away from the lead character.
  Throwing: Without causing damage, the supporting character could throw a small
  rock at the villain that pulls his attention away just long enough for the lead character
  to come in with a deadly attack.
  Gambling
  Gambling is one of those skill tasks that rarely allow for others to assist. However, the
  assistance could come before the gambling task, giving the lead character better odds
  for succeeding. This is only applicable when the supporting characters can physically
  interact with the gambling medium, and not when that medium is completely out of
  their hands.
  Intimidation: If the characters find themselves preparing for a deadly game of
  poker against a truly professional player, they may choose to send a couple
  supporting characters to the opponent’s room first to intimidate him into losing.
  What they offer or do to that opponent is up for moral debate, but the fact is the
  opponent becomes scared and provides the lead character a bit of an edge.
  Notice: Maybe the opponents are cheating or maybe the supporting character is
  watching the body language of the opponents. Either way, they’re able to relay a
  message to the lead character so that he better understands how his opponents are
  playing.
  Healing
  Outside of specific Knowledge bases, Healing is a difficult skill to support without
  having the Healing skill. When time is not of the essence or the characters have the
  right technology, support is possible.
  Investigation: In modern or sci-fi settings, it’s feasible for a supporting character
  to assist the healer by looking up scholarly or speculative information available on
  the internet or in medical books. Not that she could diagnose a problem for the healer,
  but she could help narrow down the symptoms.
  Survival: A lead character attempting to heal may require water or food to bring
  the injured character’s energy level up. A supporting character can use their Survival
  to find clean water and forage for berries or herbs to bring to the healer as she treats
  the injuries.
  Intimidation
  Intimidation use during a Test of Will is a personal affair with already allowed
  bonuses for actions taken by the aggressor. When used in other situations, such as
  interrogation, it can be a group function where at least two characters are attempting
  to frighten the target.
  Fighting: When playing a game of ‘good cop, bad cop’, one character is the
  interrogator while the other is the bully. The interrogator is using Intimidation while
  the bully is roughing up the subject a bit using Fighting. If the subject is restrained,
  the Fighting roll should get a pretty hefty bonus.
  Notice: Having another character pay close attention to the subject can be
  advantageous to the interrogator. She may be sensing body language or visual cues
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  SKILL TESTS
  35
  that provide a sense of how the subject is reacting to the interrogation. She can then
  relay that information to the character using Intimidation to give him an edge.
  Persuasion: Following-up to the ‘good cop, bad cop’ scenario, maybe the
  characters are attempting to confuse the subject. One is using Intimidation while the
  other is using Persuasion. This type of back and forth could become so overwhelming
  that the subject gives in due to mental strain.
  Investigation
  Searching through print or electronic media can be quite taxing. Characters with the
  right abilities can offer their assistance to the investigator to make the task that much
  easier to complete.
  Notice: Notice isn’t very helpful when using electronic media. However, when
  you’re in a library or searching through newspaper archives, Notice can help the
  investigator narrow down the location of the information. Maybe the supporting
  character is searching for signs or scanning the shelves to better understand where
  the information  is located.
  Persuasion: When looking through media in a public location, it’s common to ask
  the right questions and getting someone else to help. Particularly persuasive
  characters can find a way to get others to aid in the search, making the location of the
  information that much easier or faster.
  Streetwise: When information is hard to find, maybe the lead character struggles
  to understand where to start. A supporting character can hit the streets and ask
  around, learning if anyone else has heard of or sought out the same or similar
  information before and knows where to find it. This can then be relayed to the lead
  character, providing them with direction.
  Knowledge
  The list of focuses for Knowledge is quite vast. That is why it has its own chapter. For
  information on supporting skills for the different knowledge focuses, see the
  Knowledge page 43
  Lockpicking
  Small locks are rarely a team effort; large ones can be a different story. Large locks
  may include electronic security systems, bank vaults, or traps. In these events, it’s
  quite possible for the entire team to get involved.
  Climbing: When overcoming a trap, it can be advantageous to have a bird’s eye
  view of the situation. By being able to look down at the entire trap, the supporting
  character can provide more detailed information as to how large or intricate the trap
  is or how many different objects need to be disabled.
  Investigation: If the lock is a large electronic one, it’s possible that information
  regarding the lock can be found through electronic media. This probably isn’t legal as
  information like this would never be public, but don’t put it past the supporting
  character should they have a devious side to them.
  Notice: Locks with lots of moving parts probably make some type of noise. While
  the lead character is concentrating on the lock, a supporting character could
  concentrate on the noises the mechanisms are making. If something sounds horribly
  out of place, the supporting character can let the lead character know they’re doing
  something wrong.
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  ULTIMATE CHARACTERS GUIDE
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  Repair: Mechanical traps that connect to a series of other traps could be disabled
  in the same way the objects are repaired. While there may only be a single trip point,
  which the lead character is working on, a supporting character may be able to disable
  other traps linked to the trip point.
  Notice
  Notice is a difficult skill to support. As a use of the five senses, there’s little outside of
  other Notice rolls that can be considered supporting. When used as insight or
  searching, the case can be made that supporting skills could work.
  Investigation: When searching a large area, it can be advantageous to have a map
  of that area or notes from someone who previously searched that area. These notes
  could be electronic or print and a supporting character can use their time to discern
  the facts from the map. This way the lead character can concentrate on their search.
  Persuasion: Someone who is really good at lying may be really good at
  understanding when other people are lying. By knowing a lie when it’s stated, the
  supporting character can inform the lead character who then begins to better
  understand visual cues, such as body language, the subject is giving off.
  Persuasion
  Persuasion can be thought of as two active parts: preparation and delivery. The
  delivery is in the hands of the lead character, but the preparation can be done by the
  supporting characters. Their supporting skills ultimately lead to the improvement of
  the lead character’s delivery.
  Investigation: By hitting the books, newspaper, or computer, the supporting
  character can learn what concerns the audience has. This may include social or
  political concerns or even the general welfare of their community. By addressing the
  most important concerns, the audience will be more likely to listen and agree with the
  speaker.
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  SKILL TESTS
  37
  Notice: Notice can be used during the delivery as a preparation for the speaker’s
  next discussion point. The supporting character monitors the audience’s reactions
  and determines what part of the speech had a positive or negative impact. This can be
  relayed to the speaker, maybe through a sophisticated sign language, that allows her
  to adjust her speech to increase the positive response.
  Streetwise: Much like Investigation, speaking to the general populace before they
  become an audience can help discern the issues they are most interested in. Find out
  which ones are repeated the most often and ensure the speaker touches on those
  points within her speech.
  Piloting
  Pilots and co-pilots use Piloting, but what about anyone assisting during a dangerous
  situation? Much like Driving, the lead character could benefit from supporting
  characters watching the space around the craft.
  Healing: Injuries don’t have to be physical, they can be mental too. A good healer
  may be just as capable as soothing the mind as they are at stopping bleeding. By
  soothing the lead character’s anxiety, he’s able to fly smoother and without distraction.
  Investigation: Electronic media, flight maps, and topology maps can be very
  valuable during a dire situation. While the lead character is busy controlling the
  plane, a support character can decipher the terrain where the craft is flying or if
  needed to find a safe place to land (or crash).
  Notice: A pair of binoculars can make a huge amount of difference when the pilot
  doesn’t have technology to guide them. The supporting character could serve as a
  look-out for a pursuer or monitor the terrain below to see if an optimal place to land
  passes by.
  Repair: If the craft has been damaged, a technician or engineer may be needed to
  make repairs for a safe landing. Even if the repair is quick and dirty, it could be
  enough for the craft to land instead of crash.
  Repair
  Proper repair requires the right tools, documentation, and know-how. When time is
  limited, the character making the repairs may be able to delegate some of his
  functions to supporting characters.
  Driving: If the lead character is fixing a car, supporting characters may have
  incredible knowledge about the workings of their car. They may not be able to
  troubleshoot like the lead character, but at least they can guide him to where the
  problem may be.
  Investigation: Sometimes a technician needs to find the right information to start
  a repair job or keep him going. To prevent him from having to constantly check a
  manual or read through someone’s electronic information, a supporting character
  can read it aloud. The lead character can then look at the object being fixed while the
  information is being relayed.
  Piloting: If the lead character is fixing an aircraft, supporting characters with
  intimate knowledge of that aircraft can help narrow down which system is
  malfunctioning. They can also help in testing the various systems to determine which
  ones are still working properly and which ones are not.
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  Riding
  It’s probably rare that a cooperative roll would be called for using Riding. When each
  character has a mount, each one is responsible for controlling that mount. When the
  mounts get much bigger, like a massive war elephant, there may be a team of handlers
  controlling the mount.
  Climbing: If the beast is large enough, there may be multiple characters hanging off
  ropes to clear the path for the beast or remove anything that tries to interfere. The
  ability to hang on to and ascend and descend quickly may give the supporting
  character an edge for keeping the beast safe.
  Notice: With a team of handlers, someone should be a look-out. The supporting
  character can watch for obstacles to avoid or targets to trample.
  Tracking: If following a target or being pursued, a supporting character with
  superior tracking abilities may be able to provide hints on how the handler should
  maneuver the beast to either keep pace or outrun.
  Shooting
  Like Fighting, Shooting cooperative rolls are not applicable during combat en masse.
  Some of the same principles can be applied should the need to distract a villain that
  only one character can handle arise. Instead of repeating the supporting skills from
  Fighting, here are other possibilities.
  Notice: If one is shooting for sport or as a display of ability, helping to judge
  distances can be vital. This allows the lead character to ignore various distractions or
  adjust for variances (like wind).
  Stealth: If hunting in a group, a supporting character could attempt to sneak up on
  a target and scare them out into the open. The direction the target travels is
  important, forcing the supporting character to approach from just the right angle.
  Throwing: A well-placed rock can scare a flock into taking flight. If the lead
  character is hunting, they’ll need a better view of the target, especially if it flies.
  Someone needs to scare it into action.
  Tracking: Hunting often requires someone to find the optimal location where a
  target could be found. An expert tracker knows what signs to look for to determine if
  the spot is one the target frequents.
  Stealth
  Moving silently as a group doesn’t use cooperative rolls. When the team is operating
  as a clandestine task force with each character being assigned a different duty, they
  can feasibly support a lead character attempting to cross vast distances quietly,
  possibly even behind enemy lines. Like Persuasion, these support rolls are akin to
  preparation before the lead character makes his next move.
  Investigation: Understanding the layout of the land can make the lead character’s
  infiltration a lot easier. By understanding the natural and unnatural obstacles, the
  lead character can avoid them and prevent detection.
  Notice: While the lead character is covering the vast distance, they may need
  someone to be on constant watch. The supporting character could use high-powered
  binoculars to watch the terrain ahead of the lead character, relaying vital information
  before their next move is made.
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  SKILL TESTS
  39
  Throwing: If the lead character’s Stealth moves are being actively opposed, a
  supporting character can throw rocks in the other direction to distract the guards.
  They may not run to see what the noise is, but at least their attention will be drawn
  to it.
  Streetwise
  Sometimes being charismatic only goes so far when attempting to discern
  information from people. When the subject is in dire need of something, it may be
  more advantageous to cater to those needs instead of worrying about how jovial the
  lead character is.
  Gambling: When playing to someone’s vices, a supporting character can engage in
  a friendly game of cards to loosen up the informant. This allows the lead character to
  break through any social barriers as the informant is enjoying themselves.
  Healing: If gathering information from a crowd of injured individuals, someone
  attempting to heal their wounds could get a much better response than those
  ignoring the true dangers of the situation.
  Investigation: Sometimes knowing the subject better can get the lead character
  much further in their probes. In modern days, this could be as easy as looking up
  someone using social networks. This information can be used to better understand
  the subject and hopefully gather more information.
  Survival
  Finding food, water, and shelter can definitely be a team effort. The lead character is
  spearheading the efforts due to his vast knowledge of the terrain or environment, and
  delegates individual tasks to the others. This way, the whole group benefits from the
  cohesive team effort.
  Climbing: Rugged terrains may require a lot of climbing. Supporting characters
  particularly skilled in climbing can gather information about the terrain to relay back
  to the lead character. This may pinpoint a possible source of water, optimal terrain
  for building a shelter, or even an understanding of where wild game may reside.
  Notice: Surveying the land provides a wealth of information to the lead character.
  The surveyor could provide information about the bushes they found while the lead
  character is able to discern whether or not the berries on that bush are safe to eat.
  Repair: Maybe the lead character already found shelter, but it’s in desperate need
  of repair. With the right tools, the supporting character could help the lead character
  determine if the shelter is salvageable.
  Shooting: While the lead character may know the best places to hunt, someone
  needs to do the actual hunting. Support characters with excellent aim can quickly fill
  the need to bring down the located wild game.
  Tracking: If the land has been used at least once for outdoor survival, a support
  character with tracking abilities could follow signs of use that point to areas where
  food, water, or shelter could be found.
  Swimming
  How well or fast a character swims is a personal effort; understanding the water
  they’re swimming in can be a team effort. This can come into play when salvaging
  wrecked ships or gathering lost treasure. The lead character serves as the diver while
  the others keep an eye on things above water or monitor action below it.
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  Boating: Those who spend time on the sea are good at understanding weather
  patterns and wave movement. Even if they’re not good swimmers, they can relay
  information to the diver to compensate for things like underwater currents,
  inclement weather, or obstacles.
  Investigation: Nowadays, many bodies of water have been surveyed for a better
  understanding of their underwater topography. The supporting character reads
  electronic or printed maps to help the diver better understand the lay of the
  underwater land.
  Survival: Experts in survival understand extreme environments. The supporting
  character may have innate knowledge about the variances of the body of water and
  its underwater geography.
  Taunt
  Taunting an individual can be even more effective when the lead character knows
  what they’re talking about or has knowledge about the secrets held by the target of
  the jeering. This could make provocation from the target that much easier as the lead
  character is preying on the target’s incompetency.
  Boating: If the target is a shipmate, the supporting character may recognize the
  subject’s inability to tie a knot.
  Notice: Support characters who quickly pick-up on visual clues from the target can
  tell what statements from the lead character are having the most effect.
  Throwing
  Throwing is usually only used for weapons. When it’s employed during a contest,
  supporting characters may be able to help out. Not that they can grab the item and
  help throw it, but rather they can assist the lead character is making a better throw.
  Notice: Supporting characters that can judge environmental variances well can
  help the lead character to compensate for those variances. This could include
  understanding the speed and direction of the wind, where deviations in the terrain
  might be, or where the lead character should start their run as they build momentum
  for their throw.
  Shooting: Skilled marksmen also know how to compensate for environmental
  variances. The supporting character may use their knowledge of skeet shooting to
  improve the lead character’s ability to hit a target.
  Tracking
  When pursuing someone, tracking can be as simple as following their trail or as
  complicated as understanding where they would go to survive. In the latter situation,
  tracking can be a massive team effort where many factors are considered.
  Climbing: When tracking a subject through the woods, it may be vital to climb the
  trees to gain an optimal vantage point. The character may be surveying the woods
  from the top of the tree or installing a monitoring device that scans a large area.
  Investigation: Reading maps or referencing electronic references to geography
  may aid in determining the path of least resistance for the subject to follow. This may
  also help to point out where sources of water are, necessary for the subject’s survival.
  Notice: Following footprints and signs of disturbances can be augmented by
  someone with a keen sense of vision to spot those signs. The lead character would still
  be needed to discern their importance, but the supporting character can at least find
  them.
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  Riding: Support characters could scout a large area, looking for additional signs of
  disturbances. Maybe they come across an area where a fire was built or where a tent
  was pitched.
  Survival: Experts in understanding the environment would have a good guess
  about where the subject would need to go to survive within that environment. This
  provides the lead character with direction on the best places to find signs of the subject.
  Complementary Skills
  Unlike supporting skills, complementary skills are attached to personal skill rolls. In
  this context, they are bases of knowledge that augment a character’s ability to
  perform a specific function. Due to the training or education to acquire this
  knowledge, the bonuses from them are always active, but limited. They can only help
  a character’s skill roll attempt when they directly and feasibly apply. This is due to the
  somewhat broad nature of skills in Savage Worlds; a single knowledge base should
  not apply to all situations. However, when it does, it should provide the character
  with a benefit.
   Complementary skills give knowledge and common knowledge a purpose. During
  creation or advancement, the character may possess a certain knowledge base due to
  decisions they’ve made in their past. Because they possess this specific knowledge, it
  should have an in-game effect. Otherwise, it’s just a wasted skill. By choosing these
  knowledge bases, the player is creating a unique character. So why not give that
  uniqueness some type of bonus?
   From a mechanical aspect, complementary skills inherently provide bonuses to
  other skills. The complementary skill doesn’t need to be rolled as it’s an active bonus
  that always applies under specific conditions. This is because that specific knowledge
  base should provide the character with some type of advantage when performing the
  chosen task. When using the same skill, if the knowledge base doesn’t apply, then the
  complementary skill bonus doesn’t apply. When using different skills, if the
  knowledge base feasibly and directly applies, then the complementary skill bonus
  applies.
  To keep things simple, the complementary skill bonus is based on the die type of
  that knowledge base as follows:
  Knowledge Die Type 
  Complementary Skill Bonus
  Common Knowledge 
  +1
  d4 
  +1
  d6 
  +2
  d8 
  +3
  d10 
  +4
  d12+ 
  +5
  Bonus from Scholar Edge 
  +1
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   As long as the character has a Knowledge skill with a focus that applies to the task
  being performed, the complementary skill bonus automatically applies. To determine
  if the focus applies, it must feasibly and directly correlate to the task being performed,
  not just the skill being rolled.
   For example, Knowledge (Computers) applies to Investigation when searching
  through a computer for information. It doesn’t apply to Investigation when searching
  through an archive of books. It also applies to Lockpicking when attempting to
  overcome a computer-based electronic security system.
  USAGE
  Complementary skills should only be used when a task is being performed by the
  person with the applicable knowledge base. It is a representation of that character’s
  improved understanding of that task being performed due to the knowledge they’ve
  received during their lifetime.
   Additionally, complementary skills should be limited to Knowledge and Common
  Knowledge focuses providing bonuses to non-Knowledge skills. They should not
  augment other Knowledge rolls except for Common Knowledge rolls. The ultimate
  goal of using complementary skill bonuses is to provide value to Knowledge, making
  it a valuable skill.
   Because the list of knowledge focuses is so vast, the entire next chapter is dedicated
  to providing a list of these focuses along with how they can be applied using
  supporting and complementary skills.
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  KNOWLEDGE
  43
  Knowledge
  Knowledge is power. When using complementary and supporting skills, Knowledge
  can definitely be a boon when applied correctly. Instead of just being taken as a way
  of better defining your character, Knowledge could provide bonuses to the tasks the
  character performs whenever their actions directly relate to the education or training
  they’ve received.
   In its simplest form, the Knowledge skill requires a focus, or a knowledge base, that
  specifies what area the character has studied or trained in. When performing a
  specific action using that Knowledge base, the Knowledge skill is rolled as usual.
  When adding a little more depth to a character, these Knowledge bases can be used
  as supporting or complementary skills (a rolled or inherent bonus, respectively; see
  pages 31 and 41).
   When using this added methodology to applying skills, it’s imperative that the GM
  approve the application of the Knowledge, both the player and the GM understand the
  use of the Knowledge base, and the player can readily justify why it applies to their
  character in a supporting or complementary fashion.
  Knowledge Bases
  There can be an endless number of possible Knowledge bases and an unfathomable
  number of ways to apply those as supporting or complementary skills. Here is a list
  of some common ones and their use. Each entry provides a brief description along
  with a sample list of how to apply that knowledge from a support and complementary
  skill methodology. These are only examples and not the only feasible ways to apply
  these Knowledge bases.
  Please remember: When connecting Knowledge bases to supporting or
  complementary roles, the explained purpose must feasibly relate to the action being
  performed. These are not blanket bonuses that should be tossed around liberally.
  AEROLOGY
  Aerology is an alternative term for atmospheric science. These disciplines of science
  include the understanding of climates and climate zones, weather conditions and
  patterns, and climate changes over time. This knowledge can be extended to include
  an understanding of other planet’s atmosphere. More specific forms of aerology
  include aeronomy, climatology, and meteorology.
  Supporting
  Boating: Reading weather patterns while on the sea can be critical to reaching a
  destination unharmed. Should inclement weather appear in the distance, the
  character can warn the captain and point out which areas to avoid.
  Piloting: Flying a plane through storm clouds can be quite dangerous. The
  character taps into his knowledge of weather patterns to inform the captain of
  dangers that need to be avoided.
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  Complementary
  Survival: A better understanding of an environment’s climate and seasonal
  weather conditions can aid in locating just the right shelter.
  Vigor: When battling Fatigue due to the environment, characters learned in
  atmospheric sciences have a natural advantage. They better understand the various
  climate zones they’re in or will be in and can read the various weather patterns
  common to the area. These characters are always dressed for the occasion.
  AGRICULTURE
  Agriculture is the science of cultivating plants, animals, and fungi for food, medicine,
  natural fibers, and byproducts to aid in sustaining or enhancing life. This includes the
  farming of crops and domesticated animals and an understanding of soil, irrigation,
  and animal welfare. More specific forms of agriculture include agronomy,
  arboriculture, horticulture, and animal husbandry.
  Supporting
  Survival: Characters with a background in agriculture are naturally efficient in
  group survival. They may go as far as treating their allies like family and work
  diligently to locate foods that provide the most sustenance.
  Tracking: When tracking down beasts of burden or typically domesticated farm
  animals, some characters may have been doing it most of their lives. Although they
  may not intrinsically understand what it means to track their quarry throughout the
  land, they know what signs to look for to steer the leader in the right direction.
  Complementary
  Repair: Farm equipment can be difficult to troubleshoot, but if the character uses
  them continuously, they definitely understand the ins and outs of them and know
  what to look, or listen, for when one breaks down.
  Riding: Those who farm domesticated animals often do so from the backs of other
  domesticated animals, such as horses. Their ability to handle their preferred animal
  comes from their ability to drive their herd across the land.
  Survival: A character well-versed in agriculture may be capable of improved care
  for plants and animals, providing more sustenance than possible otherwise. They
  may also be better at finding optimal soil for farming and grazing.
  ARCHAEOLOGY
  Archaeology is the study of historic activity through the recovery and analysis of
  physical and environmental evidence left behind. This includes objects like artifacts
  and architecture and the understanding of unwritten history from historic and
  prehistoric societies. Their purpose is often to understand evolution or cultural
  history. 
  Archaeology 
  is 
  an 
  offshoot 
  of 
  antiquarianism 
  and 
  includes
  archaeoastronomy, bioarchaeology, ethnoarchaeology, and zooarchaeology.
  Supporting
  Notice: Archaeologists are naturals at searching through debris to uncover the
  secret gems that lie beneath. The character may have spent months in a remote
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  KNOWLEDGE
  45
  location digging for artifacts from an ancient civilization; searching for clues is an old
  habit.
  Survival: When traversing lands where ancient cultures once lived, the character
  can recall information regarding that ancient culture and how they survived for a
  millennia. Was there an underground water source nearby? Or was there an ancient
  road, now covered by grass and weeds, which led through a forest filled with
  nutritional berries?
  Complementary
  Investigation: When looking through a library or electronic media to find
  information about an artifact, archaeologists have a natural advantage. Not only do
  they better understand the referenced language, they also have an easier time
  following the facts from one point to another to discern the true meaning of the artifact.
  Lockpicking: Traps are a part of many cultures’ past. Archaeologists may
  frequently encounter them or learn about others who’ve encountered them. When
  coming upon an archaic trap or one mimicking those centuries old, the character can
  mentally disassemble the trap and find a way to overcome it.
  ASTRONOMY
  Astronomy is the study of celestial objects and everything else residing within space.
  This includes physics, chemistry, and evolution, but it also includes their observable
  placement and movement. More than just an amateur with a telescope, astronomers
  have a deep knowledge of how objects in the universe work. Often synonymous with
  astrophysics, it also includes astrometry and astronavigation.
  Supporting
  Boating: Sometimes sailing is only efficiently done with the right navigational
  knowledge. Astronomers can circumvent the use of modern navigational equipment
  by understanding the placement and movements of celestial bodies. The character
  could easily discern directions, time, and possibly date (or relative date) by noting the
  location of those celestial bodies.
  Survival: Astronomers often get involved in the making of calendars. By
  understanding the movement of celestial bodies including the planet the character
  resides on, they can better understand the date and season when modern equipment
  is not available. This information can be relayed to the lead character who may better
  understand the migrating patterns of certain herbivores during certain seasons.
  Complementary
  Piloting: When piloting a spacecraft, the astronomer has a definite advantage. The
  character fully understands the various objects within space, especially when
  traveling between planetary systems. The character also has a better understanding
  of stars and how far a safe location could be when drawing near one.
  Tracking: When the quarry is traveling erratically, understanding their general
  direction can be done without the use of maps or compasses by knowing the location
  of celestial bodies. This can also be a factor when discerning time of day to
  understand the best time for the target to rest and when the tracking team needs to
  keep moving.
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  BIOLOGY
  Biology is the study of life and living organisms including how they interact with their
  environment, grow, evolve, and their taxonomy. Biology covers a wide range of
  subjects, but all living organisms conform to a single standard: they survive by
  consuming energy and creating internal stability. More specific forms of biology
  include physiology, ecology, and zoology.
  Supporting
  Tracking: Biologists understand habitats. When tracking a creature or a
  particularly alien being across the wilderness, knowing the habitat they come from
  and what they need to survive can provide vital information to the lead character.
  Swimming: The biologist doesn’t have to be a good swimmer, but they could alert
  another character to the dangers of the area they’re about to explore. The biologist
  could go so far as to warn the lead character of what habitats to avoid, or tread lightly
  through, to avoid coming to the notice of dangerous underwater creatures.
  Complementary
  Intimidation: Intimidation can be more than just frightening looks and a strong
  voice; it can also be the threat of starvation. Biologists understand what a being needs
  to survive and thus know what to take away as a form of punishment or torture. Using
  this knowledge to threaten someone’s life is very serious as the victim has to weigh
  their options considerably. This could mean the different between running and
  surviving to fight another day or staying and risking the torment of having something
  taken away that is vital to survival.
  Notice: Biologists naturally look toward the finer details when it comes to an
  organisms’ surrounding environment. Creatures survive within an area for a reason,
  and the biologist knows what to look for when searching or studying that area.
  BOTANY
  Botany is a field of biology that focuses on plant life. While similar, plants have very
  different applications and what applies to one doesn’t necessarily apply to the other.
  Types of botany include plant physiology, herbology (herbalism), and nutrition.
  Supporting
  Healing: In the right setting, herbs can be used as an alternative medicine. A
  supporting character can look for herbs or use those they regularly carry, create a
  type of healing medicine, and assist the healer in providing comfort to the injured
  character.
  Survival: When survival involves finding the right shelter or allowing others to
  forage for food, the botanist can warn against possibly poisonous plants or berries.
  The character may not know where to look, but they can tell the lead character what
  to avoid.
  Complementary
  Survival: Botanists know the signs to look for to determine if a plant is safe,
  dangerous, or just lacks nutrition. When foraging, the character is able to locate the
  right source of food that keeps everyone healthier and possibly wards off disease.
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  Vigor: When battling plant-born poisons, or attempting to overcome them, it’s
  imperative to know as much as possible about the plant the poison came from. Maybe
  certain plants counteract that poison or maybe they make it worse. Maybe the poison
  can be weakened by consuming a particular liquid or medicine immediately.
  CARTOGRAPHY
  Cartography is part science, part aesthetic, and part technique; all combined to form
  the study and practice of making maps. While seemingly simple, maps have been of
  intrinsic importance throughout history. They can be used to mark roads and
  pathways, political borders, bodies of water, and natural obstacles. When finding the
  quickest route from point A to B, hopefully a cartographer has already mapped the
  way, making the trip that much faster. Cartography often incorporates the use or
  knowledge of surveying, geography, and topography.
  Supporting
  Boating: When utilizing a map to traverse the water, no one knows how to read it
  as well as the cartographer. The character is skilled in understanding nomenclatures
  and symbols, providing the captain with the clearest path.
  Survival: When survival is required for long trips on foot, the cartographer is the
  team’s best navigator. The character can show the safest routes along with the easiest
  to traverse, making for the quickest route between locations.
  Complementary
  Knowledge (Battle): Because Knowledge (Battle) is the skill for all Mass Battles, it
  can feasibly be augmented by other Knowledge bases. By mapping the location of a
  battle before it occurs, the character has a huge advantage regarding troop placement
  and understanding the greatest vantage points on the battlefield.
  Piloting: Cartography doesn’t have to be limited to the ground; in a sci-fi setting,
  cartography could be cosmic – the mapping of a planetary system. By understanding
  the three-dimensional design of outer space and knowing where various celestial
  bodies lie on all three axes, the character knows where to go and how to get there.
  Tracking: Cartographers and geographers know terrain. They know how to spot
  optimal paths through the wilderness and at what angles the elevation changes. The
  character can almost visualize the path his target would take to get through the
  wilderness safely.
  COMPUTERS
  In present-day, computers aid in almost everything we do. Whether it’s a high-
  powered computer that fills a cabinet and crunches data all day or a handheld device
  that allows us to track our daily work, it’s run by some type of processing unit and
  software. The use here doesn’t have to refer to a computer in the traditional sense,
  but rather can extend to all devices with some type of computing ability.
  Supporting
  Gambling: Security is tight and technology can be amazing, but don’t put it past
  someone with deep computer knowledge, like a hacker, to find a way to “adjust the
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  odds” of a slot machine before the lead character sits down to play. Hopefully they’re
  never caught as the penalty could be quite steep.
  Piloting: Spacecraft, and possibly some aircraft, include large computer systems to
  perform the many functions they require. During certain situations, the character can
  manipulate the computer to reroute systematic functions, possibly increasing the
  likelihood of successfully traveling through space (such as rerouting power to the
  shields). He may not know how to fly the spacecraft, but he sure knows how to adjust
  the computer’s settings to overcome a looming system failure.
  Complementary
  Investigation: Naturally, those with a higher understanding of computers find
  navigating through them to find data that much easier. When searching through
  electronic media, the character can navigate networks with ease. They know just the
  right keywords to search on and the just the right locations where the data can be
  found.
  Lockpicking: When attempting to bypass an electronic security system, primarily
  one that is connected to a larger network, the character is able to hack through
  defenses to disable the system. If he’s really skilled, he may even be able to reprogram
  the security system to appear normal while the heist is occurring.
  Repair: When repairing computer-powered devices or even electronics with
  functions similar to that of a computer, the character can troubleshoot with ease.
  They have an understanding of basic, and possibly advanced, electronics or maybe an
  in-depth knowledge of software that provides the knowledge they need to make the
  repair.
  CRIMINOLOGY
  Criminology covers the societal and behavioral sides of criminal behavior. It takes a
  look at the causes and consequences of crime along with the regulations and
  reactions to it. It goes much further than catching criminals as it aims to better
  understand them in the hopes of preventing crime in the future. Besides
  understanding laws, criminologists also draw upon sociology, psychology, and
  psychiatry; all of which could be used to better understand criminal behavior.
  Supporting
  Intimidation: The character may not want to interrogate a suspect, but she has
  such a deep understanding of the subject that the interrogator can use that
  information to frighten the subject. By knowing what makes them ‘tick’ the right
  ‘buttons’ can be pushed to get the desired response.
  Persuasion: Interrogation can be performed in a more sincere manner too. Maybe
  the interrogator has a personal desire to turn the subject from a criminal to an
  informant. Instead of pressuring the subject, she appeals to the subject’s wants and
  needs. The criminologist has an understanding of the subject’s past and environment
  that is shared with the interrogator to encourage the criminal into a life of virtue.
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  Complementary
  Investigation: When researching criminal behavior, past and present, along with
  understanding a criminal’s past, the character has a deep understanding of research
  already done and uses that to improve their search. This may involve finding the right
  book to reference or monitoring criminal trends through electronic outlets.
  Streetwise: Characters learned in criminology probably have a list of associates to
  speak with regarding the subject of criminal behavior. Calling upon psychologists and
  sociologists may help pinpoint what led to the criminal behavior or discover patterns
  that weren’t noticed before.
  CRYPTOGRAPHY
  Cryptography is the art of encrypting and decrypting information for the purpose of
  securing communication between parties. Nowadays, this is done quite often by
  computer software, but previously it was done through machines and ciphers
  understood by the cryptographer. In these regards, the cryptographer could be a
  computer programmer skilled at creating encryption/decryption algorithms or a
  messenger transporting encoded messages across the battlefield.
  Complementary
  Investigation: When hacking a computer system to locate or steal information, it
  may be necessary to overcome the network’s encryption system or decipher the
  passwords needed to navigate safely. Limitations like this are of little consequence to
  the cryptographer.
  Lockpicking: Electronic security systems, and maybe even intricate mechanical
  ones, may use encrypted information that, if decoded, could provide the complete
  architecture of the system. The character knows how to decipher that encryption and
  can learn how the system is constructed.
  Supporting
  Knowledge (Battle): If the characters are allowed to define their actions during
  the course of Mass Battle, the cryptographer could create a coding system for sending
  commands from one battalion to another. By encoding these messages, the
  commands are safe from prying eyes.
  Repair: Some computer-controlled devices need their built-in security features
  overcome before they can be sabotaged. The cryptographer can aid in bypassing
  those security features due to their understanding of encryption algorithms.
  ENGINEERING
  At its roots, engineering is the use of the engineering design process to create
  something. That ‘something’ can vary widely depending on the era, technology,
  purpose, and available tools. Defining every possibility could take an entire book,
  although most apply in a similar way. When using Knowledge (Engineering), it’s
  imperative to define the technology-base and purpose of that knowledge. If the task
  is outside the scope of those two definitions, the character’s education or training
  simply don’t apply. For example, Knowledge (Engineering-Communications) won’t
  apply to repairing a tank on the battlefield, but it definitely applies to repairing the
  radio to call headquarters about an incoming strike.
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  Supporting
  Knowledge (Battle): In the field, the engineer can make last-minute changes to her
  design to make it more capable. Maybe she’s able to make the artillery weapons more
  efficient or maybe she removes a bug that was causing an intermittent problem.
  Survival: With the right engineering discipline, the character can assist in building
  shelters or improving those built by others. This may require an understanding of
  design, construction, planning, or materials. Any of these actions can aid in a group’s
  survival.
  Complementary
  Crafting: If your setting uses a crafting skill or something equivalent to crafting, the
  character is fluent in designing projects and bringing them to fruition. She can not
  only read the required design documentation but probably also creates it. Example
  disciplines include Acoustical, Architectural, Ceramic, Genetic, Metallurgical,
  Software, Textile, and Thermal.
  Repair: When making a repair to, or sabotaging, technology related to the
  engineering discipline, the character can maneuver through the machine with ease.
  She perfectly understands each system’s function and knows how they interact with
  each other. Example disciplines include Aerospace, Automotive, Civil, Clockwork,
  Electronics, Industrial, Mechanical, Robotics, and Steam.
  GEOLOGY
  Geology is the study of solid earth, the rocks which comprise it, and how they move
  and change. This includes plate tectonics, mineral exploration, and the understanding
  of natural hazards. Other forms of science that incorporate geology are glaciology,
  hydrogeology, and volcanology. Activities relating to geology may include mining,
  drilling, spelunking, and rock climbing.
  Supporting
  Survival: Geologists understand how the earth changes and can help pinpoint
  optimal locations for building shelters. The character knows that if a shelter is built
  on point A, the ground will most likely shift and weaken the structure. If they build it
  on point B instead, the ground is solid and the structure will not move.
  Tracking: When traversing underground structures, the character knows how to
  ‘read’ the rock formations to get his bearings. If the target is more likely to stay near
  water, the geologist knows where that water is most likely to be found.
  Complementary
  Climbing: By understanding rock formations, the character knows what vertical
  path to take to avoid slipping. They always find the best handholds and footholds and
  know what to avoid when setting an anchor.
  Vigor: When altitude is a concern, the geologist is accustomed to the height.
  They’ve spent a good part of their life on the tops of mountains or cliffs and know how
  to regulate their breathing when the air gets thinner.
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  HISTORY
  While many subjects involve some type of historical study, herehistory is used as an
  umbrella term for the study of historical events. History is always rich with
  information, and the many ways of applying that information could vary drastically.
  Is the character learning from mistakes made in the past or is he applying the same
  principles that previously created success? History disciplines include military,
  religious, social, cultural, and economic. Remember that each one can have varied
  applications when used as a complementary or supporting skill.
  Supporting
  Knowledge (Battle): Calling upon the military success of historic leaders can
  provide key tactics that still apply. The character can ask himself, “What did General
  x do during a similar confrontation, and did he win that confrontation?” This is
  another form of tactics, although it relates to understanding military history.
  Survival: When survival becomes difficult, the character thinks back to a study
  performed on a culture that lived in the area centuries ago. What did they do to
  survive? Where did they find resources necessary to build shelter? Knowing about
  how that culture survived, or if they didn’t, can provide information to the lead
  character about where to look for food and shelter.
  Complementary
  Persuasion: When speaking publicly to a group in foreign lands, from a different
  culture, or exhibiting a different society, understanding their roots may make them
  more open to hearing an outsider’s opinion. The character uses their historical
  knowledge to speak directly to the group, not just at them, using the positive aspects
  of their ancestors to guide his words.
  Streetwise: If a character wants to get the right information, he’ll need to ask the
  right questions. When doing so, it’s important to not offend those in unfamiliar lands
  due to their cultural or social beliefs. Understanding a culture’s history can offer
  suggestions on what not to say.
  LANGUAGE
  Language is a Knowledge base that is similar to Charisma or the Outsider Hindrance
  as it can always apply. If a character doesn’t know the language of those she’s
  speaking to, how can she possibly succeed on a Persuasion or Streetwise roll? (Or
  Investigation if she can’t read that language.) When playing in a setting or genre with
  multiple languages, it may become imperative to know who understands who and
  what they can read. It can also become quite tedious if there are too many languages
  to manage.
   Language can thus be used as a complementary skill or supporting skill in two roles:
  direct and indirect. As a complementary skill, the chosen language, or lack thereof, is
  a direct modifier to the character’s Investigation, Persuasion, and Streetwise when
  interacting with people or media that use a language other than the character’s native
  language. As a supporting skill, due to acting as a translator, the chosen language is an
  indirect modifier to the lead character’s Investigation, Persuasion, and Streetwise. A
  lack of that language means it cannot be used as a supporting skill, and how a person
  reacts to the need for a translator is at the discretion of the GM.
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   Only when considering Knowledge (Language) does the modifier apply to the
  character’s complementary skill roll and supporting skill roll. Additionally, Common
  Knowledge, in this regard, would relate to a character who is aware of that other
  language due to being near it (such as a neighbor or distant relative), but has never
  taken the time to actually learn or understand it. This is because vaguely
  understanding a language is not going to be enough to properly interact with, or
  translate, someone who speaks that language fluently.
   For example, when the lead character is attempting to speak to an assembly of
  foreign dignitaries, he rolls Persuasion. As a supporting skill using common
  knowledge for a cooperative roll, the supporting character is translating for the
  foreign dignitaries, using her Knowledge (Language) as the supporting skill. The skill
  modifiers below apply to her supporting skill roll as a measure of her ability to
  properly translate. If she has Knowledge (Elven) d6 and is translating for her human
  friend, her roll suffers a (-2) penalty to determine if she succeeds or gains any Raises.
  By not being fluent in the language, her ability to translate properly suffers. Once her
  roll is resolved, she then applies the results as a cooperative roll to the lead character.
  At the GM’s discretion, a failure on this supporting skill roll could provide a penalty to
  the lead character’s roll.
  Knowledge Die Type 
  Skill Modifier
  Common Knowledge 
  -6
  d4 
  -4
  d6 
  -2
  d8 
  0
  d10 
  +1
  d12+ 
  +2
  Bonus from Scholar Edge 
  +1
  MEDICINE
  Medicine is being used here as an umbrella term for dealing with the prevention,
  diagnosis, and treatment of diseases. While numerous specialties exist, much of a
  character’s base education in medicine stems from the same or similar material as all
  others. This doesn’t mean that every character with education in medicine can
  perform the same medical procedures; it just means they all have the same basic
  understanding of how their education applies across the field. From an in-game
  perspective, this means you shouldn’t have to differentiate too much between the
  various fields of medicine. Example disciplines include cardiology, hematology,
  immunology, and neurology and can extend into pharmaceutical and rehabilitation
  fields.
  Supporting
  Persuasion: When speaking to a group riddled with disease or filling a medical tent
  with injuries, comforting them by displaying prowess in medicine can rally the group
  to continue the fight.
  Survival: Treating injuries is inevitable when Fatigue sets in. The character is able
  to treat minor wounds easily and effectively along with ensuring the larger group
  avoids certain activities that are potentially dangerous.
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  Complementary
  Healing: From the basics of providing first aid to dealing with more serious injuries
  that can be handled in the field, the character’s knowledge of medicine allows her to
  heal the target’s pain. While truly serious wounds still require hospitalization, quick
  mending on the battlefield is possible to get the target back into combat.
  Vigor: Treating the effects of diseases or avoiding them all together is what the
  character does best. Her education and training in medicine is designed for ridding
  the body of such ailments, providing her a leg-up when it happens to her.
  NURSING
  Nursing is focuses on the overall care and health maintenance of individuals and
  families to attain a high quality of life. Nurses assist doctors and are often the first line
  of response for minor incidents and general care. They’re capable of inoculating
  patients and finding a home in many different situations from general care at a clinic
  to ongoing care at a house.
  Supporting
  Healing: Besides being able to handle minor injuries, nurses can assist on major
  surgeries or the treatment of diseases. They are skilled in understanding doctors and
  know the ins and outs of a surgery or clinical room.
  Knowledge (Battle): Injuries on a battlefield are inevitable. The character’s
  education and training in nursing allows her to treat the small injuries during war to
  get the soldiers back to the field, fighting for their cause. There may even be an entire
  tent for her to operate in.
  Vigor: As with injuries, a nurse can help others battling diseases or viruses. They
  can also treat wounds due to harsh climates as well as Fatigue and Exhaustion.
  Complementary
  Healing: While probably not as learned as a doctor with medical education, nurses
  are capable of handling minor injuries and applying first aid. In addition to physical
  treatment, they may also be good at emotional treatment to ease the patients mind
  and keep them from panicking.
  OCEANOGRAPHY
  Oceanography takes many scientific disciplines and moves them under the water. It
  incorporates biology, climatology, geography, geology, hydrology and more from the
  perspective of marine life. The areas of research are as diverse as those above water
  and the oceanographer often touches upon them all. Oceanography can be used to
  supplement other Knowledge bases when it concerns life near the water. For
  example, understanding coastal climates can be done from the aerology or
  oceanography point of view.
  Supporting
  Survival: If the group is establishing their camp near a coastline, the character can
  discern the best locations for marine life for sustenance. He may even be able to judge
  the water currents to know the best way to traverse the surrounding water when
  fishing or traveling to remote islands.
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  Complementary
  Boating: Oceanographers have an affinity with the water; naturally, they’ll be doing
  so in some type of boat. The character’s vast understanding of underwater geography
  and climatology and ocean currents allows them to steer or sail a boat with ease.
  Swimming: Many oceanographers spend much of their time diving to perform their
  research. The character is able to swim quite gracefully and understands how to
  navigate underwater, even when little sunlight breaks through.
  PSYCHOLOGY
  As medicine is used to address afflictions of the body, psychology is used to address
  afflictions of the mind including emotion, cognition, personality, and social behavior.
  Psychology can also be used as a form of research to better understand natural
  decisions people make or how the mind, and subsequently body, respond to different
  stimuli. From an in-game perspective, the former use of psychology may be much
  more valuable than the latter.
  Supporting
  Investigation: When researching information about groups and individuals to
  better understand who they are or why they do what they do, a psychologist can
  provide valuable insight since understanding people is a major part of psychology.
  The character can assist the lead character in understanding that group’s or
  individual’s behavior, how the environment they’re surrounded by may affect them
  mentally or emotionally, or if  their upbringing may have had an adverse side-effect.
  Complementary
  Fear: Characters trained in psychology may have an improved way of discerning
  what’s real, what’s not, or what can be explained away through other means. She may
  be less susceptible to acquiring phobias and can control her mind to prevent it from
  panicking in dire situations.
  Healing: When attempting to heal someone’s mental stress, the psychologist knows
  what to look for and what to address. She not only speaks calmly to the patient to ease
  his mind, she also learns about the cause of the stress and how to get rid of, or learn
  to cope with, it.
  Intimidation: Criminal psychology is one of many possible disciplines and the
  character uses that knowledge when interrogating a criminal. She better understands
  the criminal’s behavior by better understanding his mental state. She can also use this
  information to categorize the criminal if his behavior is sociopathic.
  Notice: Psychologists are often trained to read and understand body language.
  They can speak to, or watch, a subject and determine what visual cues are being
  displayed to understand if the subject is lying, becoming uncomfortable, etc.
  RELIGION
  Religion is similar to Language, although it may only be a consideration when
  discussing one’s faith or religious beliefs or understanding. In some settings,
  especially ones where religions clash on a regular basis, it may become an obstacle if
  the other party is aware of the character’s religious affiliation.
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   Knowledge (Religion) has two basic uses: confrontational and understanding.
  Confrontational uses are penalties applied to Persuasion and Streetwise when the
  characters’ religious affiliations clash, causing them to distrust or dislike each other
  simply because of that affiliation. Confrontational uses can also be applied as bonuses
  to Intimidation and Taunt when provoking a response due to a target’s religious
  affiliation. Confrontational uses are typically for complementary skills.
   Understanding uses are bonuses applied to Persuasion, Streetwise, and
  Investigation simply to due and understanding of the religion or religious affiliation
  in question. This can be both complementary and supporting by the character doing
  the interaction or assisting a lead character performing the interaction.
   Confrontational uses for Persuasion and Streetwise require the character and the
  target to have opposing religious affiliations and the awareness of those affiliations.
  Confrontational uses for Intimidation and Taunt only require the character to have
  knowledge of the target’s religious affiliation and what might provoke a response.
  Understanding uses require the character to have knowledge of the target’s religious
  affiliation, but the GM may allow an additional bonus if the target is aware that the
  character is also affiliated with that religion.
   Use the standard complementary skill bonus chart and supporting skill cooperative
  roll bonuses, noting whether the modifier is applied as a bonus or a penalty.
  TACTICS
  Using Knowledge (Tactics) should be applied conservatively. Players can make many
  arguments as to why tactical knowledge should allow for bonuses during standard
  combat to Fighting, Shooting, and Throwing. In regards to the Ultimate Characters
  Guide, this knowledge base is presented as a set-up to combat and cannot be used
  during combat. It’s a representation of the character’s proper planning before some
  type of conflict occurs. This could include reading a battlefield before setting up an
  ambush, determining the most advantageous location for ranged attacks, or mentally
  disassembling an area to know where the best exit routes lie. These actions all require
  a character to make their rolls prior to combat, providing the group with an
  advantage before the conflict begins.
  Complementary
  Knowledge (Battle): As a set-up to the first round of a Mass Battle, the character
  mentally maps the battlefield and establishes where the optimal locations are for
  each battalion. He also understands how the enemy is entering the battlefield and if
  the natural terrain can be used against them.
  Stealth: When establishing an ambush, the characters may need to roll Stealth to
  avoid detection. If the opposing party is trying to avoid a Surprise round, this bonus
  can instead be applied as a penalty to the opposition’s Notice roll.
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  Educational Backgrounds
  Building a Template provides characteristics that can be translated to create a
  background template that defines a character’s race, culture, or society during
  character creation. To bring knowledge via education and training into that template,
  GMs could create educational backgrounds. These educational backgrounds provide
  Knowledge bases to the character at no skill point cost. This is akin to the character
  going through college or fulfilling an apprenticeship. The drawback to adding
  educational backgrounds is that the character’s starting age should reflect the time
  they spent acquiring this background. Here is a simple method of doing this:
  1.
  Determine the desired Knowledge base. Confirm with the GM that this
  Knowledge base is feasible within the setting.
  2.
  Consult the Educational Background Table to determine the Education Level
  desired for that Knowledge base.
  3.
  Determine if that Education Level has an associated Minor along with the
  Major.
  4.
  If that Education Level has an associated Minor, choose that Minor. This
  Minor must also be feasible given the setting and the requirements to attain
  that Education Level.
  5.
  Determine how many Years the character must spend to obtain that level of
  education. (Years can include classroom and training, not just classroom.)
  6.
  Note on the character sheet the chosen Knowledge base and its applicable
  die type within the appropriate Major or Minor column.
  7.
  Increase the character’s age according to the number of years required to
  obtain that education level.
   Some degrees do not need to be linked directly with education received on a
  previous degree. They can instead be indirectly linked, providing the basic
  perquisites to obtain that higher degree. This is demonstrated on the Educational
  Background table as a Major and Minor. The Major is the Knowledge base associated
  directly with that Education Level and the Minor is the prerequisite or minor studies
  Knowledge base for that Education Level.
   When choosing an Education Level on the Educational Background Table, only
  choose the highest desired level. Don’t progress from one level to another.
  Educational Background Table
  Education Level 
  Years 
  Major 
  Minor
  Certificate 
  1 
  d4 
  -
  Associates 
  2 
  d6 
  -
  Bachelor’s 
  4 
  d6 
  d4
  Master’s, direct 
  6 
  d8 
  d4
  Master’s, prerequisite 
  6 
  d6 
  d6
  Doctorate 
  8 
  d10 
  d6
  Internship 
  1 
  +1 
  -
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  Villain Creation
  Ultimate Characters Guide isn’t just about creating Player Characters; it’s also about
  creating Non-player Characters in all their different forms. The Background
  Templates can be utilized for humanoid creatures or serve as a guide for creating
  non-humanoid creatures, but what about all those Special Abilities prevalent in many
  bestiary entries?
   The Savage Worlds Fantasy Companion from Pinnacle Entertainment Group has a
  sidebar titled “Making Monsters” within its Bestiary chapter. Villain Creation
  expands on those basic premises by presenting a collection of Special Abilities that
  can be used to round out NPCs, create truly unique creatures, or use as a springboard
  for creating new Special Abilities. The next chapter, Combat Balance, goes into detail
  about how to use various Special Abilities to scale your encounters.
   As before, this list is nowhere near exhaustive, although it’s meant to be
  comprehensive enough to provide many options and ways to integrate the various
  abilities. Each one is fully described in a non-mechanical way to allow the GM to
  interpret how the ability will be used mechanically.
  Acute Senses
  Instead of simply adding the Alertness Edge to a creature, define their enhanced
  ability through some type of acute sense. The creature is so accustomed to using their
  acute sense that they can only sense the world around them with it. They can use that
  sense to detect when another being draws near, where they’re going, or where they
  might have been. Not only could this be useful for Notice, it can be used to avoid being
  surprised, establishing an ambush, and Tracking the party.
   When a group of PCs delves into the lair of someone with acute senses, it becomes
  that much more difficult to not only sneak up on the NPC, but traverse the lair without
  being lured into a trap, or many traps for that matter. When the NPC is aware of the
  incoming threat, he can activate security measures or puzzles, summon allies, or
  begin performing rituals. In modern and sci-fi campaigns, this added sense could
  come from security cameras hidden throughout the lair, not just enhanced abilities.
   When adding acute senses, it’s imperative to define which senses are acute. If it’s
  sight, can the NPC pierce long distances to see the PCs drawing near (like modern
  binoculars)? If it’s hearing, can the NPC hear the PCs’ boots scraping on the dirt? If it’s
  smell, can the NPC detect the PCs’ scent as he’s tracking them throughout the woods?
  As opposed to Alertness, acute senses are situational and thus only apply when that
  sense is being used.
  Amphibious
  Amphibians have adapted to a life on land near the water. They breathe air through
  lungs as adults after living underwater and breathing through gills when young.
  Although they may no longer have gills as adults, many amphibians can hold their
  breath underwater for a very long time. When encountered in the right environment,
  this can be very advantageous.
   Amphibians can use their ability to retreat into the water as a ruse during combat
  or a way to establish a proper ambush before it. If the NPC can lure the PCs into the
  water, if they don’t have the ability to breathe underwater through natural means or
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  equipment, the tide of the battle can turn quite quickly. The PCs may struggle to catch
  their breath on a frequent basis, be sluggish while in the water, or just want to avoid
  the confrontation (allowing other traps to be sprung). While the PCs may be capable
  of holding their breath for dozens of seconds, the amphibian can for five minutes or
  more.
   Another advantage the amphibious NPC has over the PCs is his ability to swim. He
  probably has webbing on his feet, hands, or both that provide the momentum he
  needs to glide through the water with ease. Instead of moving at half his pace, he
  moves at his full pace. This can allow him to easily retreat into cover, only to come out
  and make a surprise attack while the PCs are looking the other way. This can also be
  useful in hit-and-run tactics.
  Bloodlust
  Many creatures are driven by a desire to kill for sport or survival.  They crave the
  taste of fresh meat and can do little to resist its lure. This could be especially true if
  the creature is facing extinction due to dwindling food supplies. As such, the sight of
  a kill that can feed him and possibly his family becomes an overwhelming temptation.
   In this regard, bloodlust would be akin to Berserk, except that it happens when the
  NPC inflicts a Wound on a PC. Upon seeing the first draw of blood, the lure of fresh
  meat becomes overwhelming and the creature flies into a rage while attempting to
  feast. His survival response has kicked in and he simply cannot get a hold of himself.
  If the creature is intelligent, possibly allowing a Spirit roll to come out of this
  bloodlust is appropriate. However, if food is sparse, many creatures face death in the
  hope of surviving another day.
   Bloodlust can be combined with other Special Abilities to draw out a group of
  Extras. When the first NPC inflicts a Wound, drawing blood from the victim, the scent
  travels throughout the immediate area, alerting others to the presence of fresh meat.
  More creatures of the same type appear, either by burrowing through the ground,
  leaping across vast distances, or swooping down from above, and become a
  formidable force against the PCs. The encounter starts simply, but quickly turns
  brutal as more Wounds are inflicted.
  Burrowing
  Burrowing is one of those interesting movement types that can be difficult to
  translate into rules. There are many burrowing creatures in this world, but few would
  be able to do so in the speed defined by the in-game mechanics. Instead of using it as
  a way of opening a hole in the ground and trying to get around an obstacle, it can be
  used to define the means in which the NPC travels from one place to another through
  a series of existing tunnels.
   Many burrowing creatures have the ability to squeeze into tunnels that are no
  larger than they are. The NPC may also have the ability to elongate their body to
  squeeze into tunnels that appear smaller than they are. The battlefield could then
  look like a series of pockmarks scattered about, leading to constant obstacles while
  walking and running.
   The burrowing NPC can use his series of tunnels as an underground maze, popping
  up at unexpected locations. The PCs may be left dumfounded as they search about to
  find where the NPC went and where he will appear. If the NPC is particularly good, he
  can use the tunnels to always get away from the strongest PCs and attack the weakest
  ones. He can then drop back into his tunnel maze and appear after the PCs have
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  become frustrated once again. In a sort of comical hit-and-run method, a group of
  burrowing NPCs could seem like a single creature facing a group of PCs but are
  actually a dozen Extras causing massive confusion.
  Camouflage
  When viewing the Earth’s natural flora and fauna, it’s noticeable that some creatures
  survive due to their ability to camouflage themselves in their surroundings. This
  includes a creature’s natural color pattern, an ability to change colors, and the ability
  to completely bury oneself within the surrounding environment. Each of these
  methods provides an advantage to the creature that can help them survive the hunter
  or catch the hunted.
   Adding a camouflage type Special Ability can be more than just gaining a surprise
  round or attempting a Stealth maneuver. The NPC could have allies hiding in the
  bushes, traps waiting to be sprung, weapons within reach, or even flee an encounter.
  It could also have other benefits within certain conditions, such as black outfits
  against the night sky.
   Camouflage can have its definite benefits within the creature’s native environment.
  Outside of that environment, however, he may drastically stand out. This could work
  in the PCs favor if they draw the creature out into an area where he doesn’t blend in.
  He could end up in stark contrast to his surroundings, which can provide bonuses to
  the PCs if lighting is poor. The camouflage ability then becomes a means used by the
  NPC to either lure or keep the PCs within his native environment.
  Claws
  Not all claws need to be defined as weapons; sometimes they have more practical
  uses. Creatures with claws may be very good at climbing and moving across slippery
  surfaces. Terrain becomes a large consideration as the NPC uses his claws to climb
  trees or cliffs to either get a better vantage point when the PCs are coming, or avoid
  their melee attacks in the hopes of pouncing on them from above. The claws aren’t
  enough to be used as a weapon, but they definitely provide the additional grip needed
  for those vertical ascents.
   Claws can also be used to provide stability on unstable or slippery surfaces. If the
  claws are like a bird’s, they curve and can wrap around an object, even if it’s moving.
  If they’re sharp like a cat, they can provide grip on smooth, soft surfaces even if water
  is rushing across it. This principal can also be applied to moving across ice.
   The NPC can use this ability to hold an advantage over the PCs while moving about
  his native terrain. If encountered in a thick forest, the NPC can leap from tree to tree
  to keep some distance between him and the PCs. If encountered on a frozen lake, he
  can run at ease while the PCs must tread lightly to avoid falling.
  Complete Vision
  Complete vision refers to 360° of sight. This isn’t due to acute senses or the ability to
  detect presence, it’s simply because the NPC has something that allows them to see in
  all directions. Sneaking up on the NPC becomes quite difficult, and so should ganging
  up on him. Even if the NPC is preoccupied with battling one PC, another cannot flank
  the NPC and join the battle unseen. If combined with preternatural senses or multiple
  limbs, the NPC may even be able to defend against the second PC.
   Whether the NPC has eyes in the back of his head or wears glasses that wirelessly
  connect to cameras facing all corners of the battlefield, he has a slight advantage over
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  the PCs when it comes to understanding the position of everyone involved. He can
  never be caught unaware or flanked and battlefield tactics may become that much
  more difficult. The question then becomes how is he able to respond? A Special Ability
  such as this could be combined with another to allow the NPC to respond to the
  positions of all PCs.
  Darkvision
  Creatures that evolve in complete darkness have the ability to somehow see in the
  dark. If this were not true, the creatures would never have survived, being unable to
  find food or make their way through their environment. While some creatures in
  these environments may be blind and instead rely on other senses to move about, the
  NPCs with this Special Ability have vision that is 100 times more sensitive than a
  human’s. Additionally, they may have light producing glandular cells called
  photophores that provide just enough light for the creature to see. Or the creatures
  may be bioluminescent and produce light from their entire body.
   Either method allows the NPC just enough light to see in complete darkness. With
  eyes being so sensitive, very little is required to move about. However, this sensitivity
  can have its drawbacks if the creature is unable to adjust his vision from being 100
  times more sensitive. Creatures such as this would be blinded by bright lights and
  direct sunlight.
   NPCs with darkvision would rarely leave the comforts of their dark abode. Instead,
  they would either lure the PCs into the darkness, simply find them stumbling upon it,
  finding a target hampered by the lack of light. The advantages are quite obvious, as
  long as the NPC doesn’t give his position away through bioluminescence.
  Demon
  Breaking away from the Demon Monstrous Ability, this entry attempts to prod the GM
  into thinking more about his demonic creatures. It’s quite easy to take a blank
  character stat, slap on the Demon Monstrous Ability, and make it look chaotic; it’s
  another thing to make the demonic creature come to life by fleshing out additional
  details.
   Often times in folklore, legend, and supernatural studies, demons are ethereal
  beings. (Sometimes even the clairvoyant cannot see them.) If this is the case, the
  demonic creature can be treated as a spirit in addition to a demon. Decide if the NPC
  can interact with the real world or if he can only influence it. Can he move simple
  objects while insubstantial? Can he become material and fully interact with the real
  world?
   Demons are often only harmed by their weakness, which can vary depending on
  personal preferences and the setting being played. What about non-lethal damage to
  the demon? Can he be banished? Can he be overcome by a display of faith? Can he be
  exorcised? Can he be anchored to an object or room and then placated through by
  ignoring him?
   Many fantasy settings create a place where all demons come from, but what about
  the NPC? Did he come from some demon realm or was he created due to extenuating
  circumstances in the real world? Is he truly a chaotic supernatural being or just a
  malevolent spirit that got trapped in the real world? If he’s from another realm, how
  did he enter the real world in the first place?
   If the demonic creature can be defeated, what happens to him upon his death? Does
  he simply vanish and go back to some realm of chaos? Does his body disappear into
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  nothingness? Does he turn back into an innocent spirit and float off into the sky? If the
  creature does return to his original realm, can he come back to the real world?
   When looking at fantasy fiction, folklore, and legend, many demons look very cliché.
  They frequently have horns, animal-like legs, bare-chests, wings, red skin, or any
  number of demon tropes. Some fantasy settings give demons a much more chaotic
  and unnatural look. Simply seeing this form is enough to drive a character insane as
  the shape of the body just isn’t right. Maybe the NPC has mutations that give it natural
  weapons. Maybe the body is twisted in a way that confuses the brain’s ability to
  distinguish what it’s seeing. Maybe the creature exists in multiple dimensions and
  shifts periodically, changing what the PCs see.
   Instead of a single demon Special Ability, this may translate into multiple Special
  Abilities with Demon being a common thread tying the various NPCs together.
  Detect Presence
  Detect presence is the supernatural form of acute senses. Instead of being able to hear
  or see something, the creature is able to perceive something or someone that others
  cannot. This could be as simple as being able to detect the presence of ethereal beings
  or as sophisticated as knowing exactly when the opponent is going to cast a spell due
  to detecting changes in the weave directed at the opponent. How a creature reacts to
  this can vary greatly.
   From an NPC perspective, it wouldn’t be as beneficial to merely have the ability to
  detect other creature’s unique abilities if they cannot act upon that knowledge.
  Instead, this Special Ability should be somehow applied to how the NPC is able to
  overcome, or at least make an attempt to thwart, something unique about the PCs.
  This would allow them to react to the presence of the PCs before combat begins.
   If an NPC is able to detect the presence of magic users, before they wield any spells,
  he can throw up an Arcane Resistance spell to shield him from the magic user. If he’s
  able to detect the presence of metal as it wafts invisibly from a PC’s sword, he can
  grab a shield and prepare for battle. Maybe he can even go so far as lay a trap for the
  intruders.
   Whatever the creature is able to detect, it should be something very specific and
  should only be usable under certain conditions (primarily outside of combat). Instead
  of needing a Notice roll, this could be an inherent supernatural ability that allows the
  NPC to better prepare. Or it can force the PCs to plan ahead better to gain an
  advantage over their target.
  Divine
  On the opposite side of the spectrum from demonic creatures are divine ones. While
  killing a god may not be proper in your setting, nor may it be feasible, beings that
  serve the pantheons could instead be the source of the PCs’ ire. In settings that utilize
  some type of alignment, these creatures may be weak to attacks from chaotic
  characters and immune to attacks from pure characters.
   Much like demons, divine beings are typically only harmed by their weakness. But
  what type of weaknesses do they have? An easy one would be magical so that they are
  only harmed by magic or magic-like abilities. If using alignment, they are only harmed
  by weapons imbued with evil or chaos. In a sci-fi setting, instead of alignment,
  negative energy or dark matter could be the weakness. What about other ways to
  defeat the divine being?
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   It’s perfectly acceptable to define a divine being as inherently good and that they
  cannot be defeated in combat. Instead, they can only be defeated through social
  interaction using diplomacy or a series of puzzling questions. Is the divine being
  simply an obstacle, or is he being used to test the characters’ conviction? Maybe the
  divine being is a messenger from an angry god and needs to be persuaded not to level
  an entire village due to their insolence.
   Divine beings don’t have to be from heavenly pantheons either. The concept of
  divinity can translate easily into cosmic omnipotence. Instead of being from a divine
  plane or realm, the creature is a cosmic being created by the power of the universe.
  Not only could he affect the lives of the planet the PCs live on, he could affect the lives
  of everyone in the entire planetary system or even galaxy.
  Dwelling
  Creatures and humanoid beings live due to their ability to survive within the
  environment they reside. Through centuries of evolution, they have adapted to the
  terrain and climate and thrive off the available food source. When adventuring,
  characters often delve into or near the dwelling of an NPC for the sake of recovering
  riches, removing a threat, or solidifying diplomatic relations. Whatever the reason,
  the characters have entered the NPC’s native lands.
   NPCs within their native lands have a natural advantage over PCs who aren’t
  properly adapted to that terrain, climate, or food source. This advantage can be used
  to scale combat, handing the PCs a disadvantage simply because they aren’t prepared
  or adapted to that environment.
   Examples of using an NPC’s dwelling in their environment include forests,
  mountains, wetlands, tundra, caves, volcanoes, and deserts. Each one has a truly
  unique feature about it that native creatures are adapted to. For example, camels are
  adapted to the desert by being able to store water in their humps, function with little
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  daily consumption of food and water, and large, thick hooves that protect from the
  heat of the sand. Characters entering this environment could easily burn their feet,
  suffer from heat exhaustion, or be unable to find food for survival.
   An NPC’s dwelling itself is not a Special Ability. Special Abilities come from how it
  adapts to its native environment. . Consider the lands native to the creature or being
  (native being the key word as their culture or species has survived there for centuries
  if not millennia) and decipher what unique abilities allow them to survive within that
  environment. Those unique abilities become Special Abilities and provide an
  advantage over PCs who are unable to adapt to that environment.
  Elemental
  Elemental can be a tricky Special Ability to pin down. Sometimes elemental beings are
  depicted as existing on a different plane and appear on the PC’s plane in a substantial
  form. They derive their strength from the plane in which they actually exist and may
  even return there once defeated. Sometimes elemental beings are supernatural
  creatures born from a specific element. Those types of creatures derive strength from
  a single element within the same plane as the PCs (if planes even exist) and are most
  likely comprised of that element. Defeating them may require opposing that element
  to overcome some type of immunity. A third possibility may be akin to demons or the
  divine in which the elemental being lives in a different realm and travels to the PC’s
  realm to confront them.
   Regardless of how the elemental NPC came to be, the question is what abilities are
  provided to the being due to its elemental nature? This answer should relate back to
  what the NPC is comprised of. How does that element affect the NPC? The term
  elemental doesn’t have to refer to one of the four basic elements; it could refer to any
  byproduct of those elements or something completely esoteric in nature (such as a
  steel elemental being). After choosing the desired element, decide what advantages
  that element provides to the NPC.
   When choosing advantages, it may be imperative to define weaknesses too. For
  instance, a water elemental is immune to water, strong against fire, but very
  vulnerable to wind. By doing this, the elemental isn’t unstoppable, but becomes
  something of a puzzle for the PCs to solve – How can this elemental being be stopped?
   As with other abilities, being elemental itself is not a Special Ability; how that
  element affects the NPC is where the Special Abilities come from. Consider the
  composition of the element, what opposes it, what’s weak against it, and what other
  benefits can be drawn from it (such as flying, burrowing, transmutation, etc.).
  Ethereal
  Ethereal creatures can be a real pain if none of the PCs wield magic. They often have
  no weaknesses, but sometimes have weapons that can do damage. Instead of defining
  all ethereal creatures as insubstantial, define them as invisible: they cannot be seen,
  but to interact with the PCs, they need to materialize. Instead of being a simple
  apparition, the NPC is able to change from material to insubstantial as an action,
  allowing him to move about as desired, but not interact with the PCs (he also can’t be
  hurt during that time). This means the PCs aren’t completely hampered and can
  instead use combat tactics to defeat the NPC.
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  Flight
  Flight can be incredibly powerful in the right setting or against the right group of PCs.
  In modern action or science fiction games, flight means very little as characters
  always have long-range weapons capable of defeating flying creatures. In fantasy,
  medieval, dark ages, or even black powder settings, flight can be used as a tool against
  the PCs.
   When encountering an NPC that can fly, the characters are all forced to go from
  Fighting to Shooting (maybe Throwing if the NPC doesn’t move too far). Although the
  target number may be lower than the NPC’s Parry, not all of the PCs may be capable
  of attacking at a distance if they specialize in melee, not ranged combat. It’s possible
  to all-but remove some PCs from combat if they are not capable of, or really bad at,
  ranged combat. Instead of facing four or five formidable PCs, the NPC only has to face
  two, with two or four that can’t do much outside of supporting.
   To add another layer to the NPCs ability to fly, they could incorporate hit and run
  tactics by swooping. If there are multiple NPCs engaged in combat, they could spend
  many rounds harassing the PCs with swooping attacks between rounds of ranged
  attacks. Now the PCs are forced to find a way to attack at range and defend
  themselves during melee. Although the PCs can make attacks while the NPC is
  swooping to the ground, they may have to duck into cover to avoid the ranged attacks
  that follow.
  Hive or Pack Mentality
  Hive or pack mentality is the idea that a single creature is weak alone, but formidable
  when in a group. This could be represented as situational bonuses or unique abilities
  while the creature is accompanied by others of its species. If first encountered as a
  group, the NPCs are strong, but become weak as their numbers dwindle. If first
  encountered alone, the NPC is weak, but his strength is bolstered as the rest of his
  clan arrives.
   Animals and insects often hunt or work in groups. Each individual has a specific
  function to perform and the job is more successful when everyone’s doing their job
  correctly. For instance, two creatures could distract the prey while the third lunges
  for the throat. In this regard, the tactics are being performed by the NPCs to pinpoint
  one or two PCs instead of attempting to overcome the entire group.
   This mentality can be represented by creatures with low stats, that may even
  runaway when encountered alone, that are increased through Special Abilities as
  more of its kind joins the pack. Maybe their willpower increases, providing them with
  the Level Headed Edge. Maybe they use team tactics which increases their measly
  Fighting d4 to d4+2. The focus for these Special Abilities is that as the pack
  strengthens, their ability to fight does too.
  Hover
  Not quite flight, but definitely better than walking, hovering allows the NPC to ignore
  most changes in the terrain. This advantage can be crucial in rocky environments or
  areas where the ground tends toward the extremes (e.g. volcanoes and glaciers).
  Hovering can also be used where the terrain completely changes, such as land to
  water, allowing the NPC to move about as he pleases and force the PCs to engage him
  in other ways. Hovering creatures rarely rise more than a foot above the ground, but
  any horizontal or rolling terrain can provide the base necessary for the hover to
  function properly.
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  Immunity
  Immunity Special Abilities should be used wisely. Particularly malevolent GMs can
  use immunities to such a huge advantage that even the weakest NPC becomes
  impossible to defeat; that makes for bad storytelling. Instead of going to extremes,
  immunity can be used like a puzzle, in conjunction with a weakness, or to provide the
  NPC with a single advantage over the PCs (such as Special Abilities related to the
  NPC’s dwelling).
   A myriad of immunities could be created, but really only the right ones should be
  chosen. If the NPC is encountered in his native environment, he should have some
  type of immunity to that environment if there needs to be one (such as methane gas,
  sulfuric water, acid rain, or sweltering heat). If the PCs come into contact with that
  environment without protection, they could become Fatigued or sluggish. The
  penalty to the PCs shouldn’t be drastic, but it can be used to aid in scaling the combat.
  This could also force the PCs to better prepare for the combat or use combat tactics.
   If used in conjunction with a weakness, the NPC becomes a bit of a puzzle. Attacks
  A, B, and C did not harm, but attack D definitely caused the NPC pain. Once that
  weakness is deciphered, the PCs can then exploit it. Even if the NPC is easily overcome
  once that weakness is discovered, there’s still the thrill of finding that weakness
  during the early rounds of combat that make the encounter memorable. Many
  supernatural beings use an immunity/weakness combination and if the PCs do their
  research beforehand, they may be able to reduce the effort needed to defeat the NPC.
  The memorable parts of the encounter then become the research required to
  determine those immunities and weaknesses.
  Lycanthropic
  Breaking away from the standard werewolf that turns its victims into werewolves,
  lycanthropic here is being used as a term for beings with shapeshifting abilities. They
  could even have the ability to assume multiple forms such as animal, humanoid beast,
  full human, and steps in-between. However, in this regard, the being is able to control
  their ability to shapeshift; they aren’t held to the cliché forced change on a full moon.
   The ability to shapeshift can be incredibly powerful, especially if the NPC can
  assume multiple forms, not just two. Each form the NPC takes on should have some
  unique ability that gives the NPC a reason to assume that form. As a beast, the NPC
  may be quite fast and able to leap great distances. As a human, the NPC can blend into
  society with ease. As a humanoid beast, the NPC has enhanced strength, making it a
  devastating force. Because the NPC controls their ability to shapeshift, they decide
  when and why it happens.
   When creating some type of lycanthropic creature, make connections between the
  various forms the creature can assume and the Special Abilities associated with that
  form. If the creature can turn into a cheetah, provide it with great speed and
  maneuverability. If it can turn into a bear, provide it with great strength, size, and
  appetite supported by long claws. If it can turn into an alligator, make it amphibious
  and give its bite a bonus to grappling maneuvers. As long as each form the creature
  assumes has a purpose, it can be used to a greater potential once encountered.
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  Malleable or Transmutable
  For some reason, the NPC can alter the shape of its body. Transmutable creatures can
  alter their body temporarily, but the shape is retained until the body is altered again.
  Malleable creatures can quickly alter their body shape to move through or avoid
  objects, but the original shape reforms once the act is completed. Either method can
  provide an advantage over the PCs.
   When encountering an NPC like this, the number of possible exits available to him
  increases. The NPC can squeeze through holes in the wall to reach another room,
  move easily through ventilation, and possibly fall down a drain. If placed within a
  sci-fi setting, a PC that misses on a Shooting roll could instead hit a wall, creating a
  hole large enough for the NPC to escape through.
   Another possible advantage these NPCs can have is their ability to alter part of their
  body to avoid a melee attack. Like a swarm of insects, the NPC is only affected by
  area-effect weapons; everything else passes through as the NPC alters his body to
  avoid the attack.
   The NPC’s ability to alter their body could also provide them with the ability to
  mimic the physical body of another being. Given enough time, the NPC could look like
  a replica of a humanoid, but without the same voice and speech pattern. They could
  then pass through areas mostly unnoticed as they look like someone who’s supposed
  to be there.
  Mind Control
  Mind control is another Special Ability that should be approached cautiously. It can
  be a lot of fun to control a PC, making him attack his allies, but it can also be quite
  detrimental to the PCs’ ability to survive the combat. A better possible solution would
  be to allow the NPC to control the minds of other NPCs, using them as puppets against
  the PCs.
   Mind control is more than just the puppet spell, although it can be represented as
  the puppet spell during combat It’s an all-but permanent control of another being’s
  mental abilities, forcing them to do what the mind controller wishes them to do. In
  this regard, it can be performed on multiple beings, probably those with a low Smarts
  or Spirit, and doesn’t require any Power Point upkeep. The NPC is essentially
  enslaving others to do his bidding, but without the need for torture and probably not
  with the memory of anything out of the ordinary occurring. When the mind control is
  released, the target remembers nothing and simply goes about the rest of their day
  with nothing more than a gaping hole in their memory.
   If a mind controller is powerful enough, he could even control an entire army of
  mind slaves. His army could consist of captains, also under his control, giving orders
  simply in a very military fashion. Additionally, with a mental link to the enslaved
  beings, the mind controller may even be able to see, or experience, what the mind
  slave sees. It is as if the mind slave is an extension of his capabilities, possibly being
  used as a vessel for channeling his mind controlling powers.
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  Non-Lethal
  Not all combat needs to result in death, especially if the NPC is looking to capture the
  PCs and interrogate them. Other than the martial arts and the basic fist fight, non-
  lethal damage can come from a number of sources that can quickly overwhelm the
  PCs. Electroshock weapons utilize non-lethal damage, but so can club weapons and
  rubber bullets. Damage can then either be assessed as normal, but deemed non-
  lethal, or following the Fatigue to Incapacitated route (this really depends on the
  weapon used). Once the PCs have become Incapacitated, they can be tied-up and sent
  to the dungeon for torture or to an interview room for interrogation.
  Non-Organic
  Non-organic refers to the NPC’s composition; they are grown or built, not birthed.
  This can include the standard Construct Special Ability, but can also lead to other
  Special Abilities, much like demon and divine do.
   A non-organic creature is more than just a robot; they have some type of artificial
  or programmed intelligence that provides them with the ability to make decisions
  and defend themselves if necessary. If they have artificial intelligence, they could
  perform virtually any human-like function. If they have programmed intelligence, or
  a combination of artificial and programmed, they have limitations on what they can
  do, but are free to function as necessary within those limitations. This intelligence can
  then be translated to unique Special Abilities that correspond to why the non-organic
  species existed in the first place.
   Much like demonic and divine NPCs, this can be a series of questions that lead to
  deciphering new Special Abilities. Possibly the best question to ask is what purpose
  does the NPC serve? Are they designed for mining? How about military infiltration?
  How about a household servant? Once the NPC’s purpose is defined, what feasible
  limitations and advantages should exist with that given purpose? Does the mining
  NPC have a hard shell to prevent damage from falling rocks? Is the military
  infiltration NPC only programmed to utilize heavy weapons that prevent it from
  walking and firing? Maybe the servant can only subdue targets, not kill them, using
  non-lethal damage.
   Non-organic NPCs should also have a well-defined purpose to link it to why the
  encounter is occurring. Are the PCs stumbling upon a mining shaft? Did they get in the
  middle of guerilla warfare? Are they attempting to infiltrate the servant’s master’s
  home? Most non-organic NPCs wouldn’t be found simply wandering around; most of
  them have a purpose as to why they exist.
   In transhuman settings, however, artificial intelligent NPCs may have complete
  freedom and function without direction. This type of setting would not use the
  non-organic Special Abilities and would instead stick to Constructs. Non-organic
  Special Abilities should be used for artificial intelligence without freedom and only
  function with direction.
  Poison or Acid
  Even weak creatures can be made deadly with poisonous or acidic attacks. Poisonous
  attacks are ones that affect the character, causing Fatigue or additional Wound. Acidic
  attacks are ones that affect the character’s gear, reducing effectiveness in regards to
  causing damage or providing armor. Either one can drastically alter the PCs’ combat
  tactics, possibly removing them from their combat strength (such as moving from
  melee to ranged combat).
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   Poisonous and acidic attacks can also be used as an escape method. If the NPC finds
  they are losing the battle, one quick strike that exceeds the PC’s Parry inflicts no
  damage but transfers the poison or acid to the intended target. This may cause the
  PC’s weapon to break or the PC to stop in his tracks due to incredible pain shooting
  through their body. The NPC makes a quick getaway while the PC is distracted, living
  to see another day.
   If encountering a horde of creatures, poison and acid attacks could result in a total
  party kill; and no one wants that. This can be altered by defining when the poison or
  acid transfers to the target. For example, maybe it only happens when the NPC hits
  with a Raise or maybe it’s a one shot effect that requires several minutes before it can
  be used again. Either way, the PCs can avoid being killed, but they are still forced to
  think tactically instead of heedlessly running into combat.
  Stable
  Not all creatures walk on two humanoid legs; many that don’t have means of
  stabilizing the movement of their body. Whether this added form of stability comes
  from having four legs and two arms or large claws that allow grip, the NPC not only
  ignores unstable platforms, he’s able to brace himself against bold maneuvers (such
  as  charging).
   What provides an NPC with this added stability could create additional benefits. If
  he’s like a centaur, maybe he can run and attack with no penalty or use his body to
  great effect when charging, providing him a bonus to damage. If claws are providing
  the extra grip, maybe he can hang upside down from a thick tree branch by his feet
  while still making ranged attacks with accuracy. In a sci-fi setting, he could have
  magnetic boots that prevent him from slipping.
   The form the stability takes could provide both defensive and offensive benefits
  besides ignoring unsteady platforms. When creating NPCs using this Special Ability,
  first create the physical appearance of the NPC to determine what benefits that added
  stability provides offensively and defensively. Although combat maneuvers may not
  be a regular part of combat, it can become a usable tactic on the NPC’s part if it
  provides some type of advantage over the PCs.
  Tremorsense
  Tremorsense is a unique sense related to the ability to feel something moving due to
  the vibrations in the ground. This Special Ability may be most often attributed to
  burrowing creatures, but it can also be used by those who are blind (which many
  burrowing creatures may also be).
   Tremorsense can force the PCs to be cautious of their movement during combat due
  to the NPC’s ability to detect them because of their movement. How far this sense
  reaches should be far enough so that the NPC isn’t hampered, but not so much that
  the movement of everyone nearby is felt. When the PCs use combat movement
  tactically, such as not moving at all, the NPC may be unable to see where the PCs are.
  Maybe not completely blind, the NPC still incurs a major penalty to his attacks due to
  not knowing exactly where the PCs are located. On the other hand, if they neglect to
  use combat movement tactically, the NPC knows where they all at all times, even if
  they’re behind walls or using stealth while moving through the darkness.
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  Undead
  Breaking away from the standard Undead Monstrous Ability, this entry attempts to
  get the GM to think deeper about undead creatures. When thinking about undead
  beings, there are three basic categories: animated, resurrected, and sired.
   Animated undead are those who’ve been dead for so long that there’s little left of
  them besides bones and strips of clothing. They become walking skeletons, animated
  by some unseen power or through magical abilities. Defeating them requires the PCs
  to crush their bone structure, thus severing the power that is animating them.
  Piercing and slashing weapons may have little effect on them while clubbing and
  smashing weapons have great effect. However, if they are nothing more than bones,
  how are they controlled? Do they crumple to the ground when the animating power
  is severed? Do they continuously reassemble if the animating power is not severed?
  If a Wound is akin to a bone breaking, does it cause disfigurement of the animated
  figure, forcing it to move slowly and awkwardly?
   Resurrected undead are those who haven’t been dead nearly as long and still have
  a fair amount of flesh left along with the clothes they were buried in. Their limbs are
  still attached as they were during life, but hacking one off produces little blood (the
  heart has stopped long ago) and the creature continues to move as if nothing happen.
  Of course, there should be some kind of drawback for losing a limb, depending on
  which limb was lost. Since the resurrected undead still have brains, does the power
  that resurrected them simply give them a command that they act out? Are they free
  to make their own decisions, possibly turning on their master? Do the personality
  traits of their former life reappear, turning them into fierce warriors or loathsome
  psychopaths? How do Wounds manifest on the resurrected creature and do they
  penalize it in any way?
   Sired undead are those who are alive and in control of their mind, like vampires.
  They are possibly the masters of the former undead types, capable of creating new
  sired undead, or just victims of some type of unlife. Are they near-immortal? Do they
  need to eat and breathe? What do they do from day to day if they never age?
   After answering any number of questions regarding the undead being, translate the
  answers into immunities and weaknesses. This immunity/weakness design forces
  the PCs to be smart about combat and not just rush into it, or research the NPC
  beforehand. For example, skeletons in a sci-fi setting could be immune to bullets as
  they have no effect on the overall bone structure. However, they are particularly
  weak to explosive rounds that shatter the bones so badly they can’t be reassembled
  properly.
  Wall Walking
  Wall walking can be more than just another movement type when it comes to creating
  encounters. NPCs with this ability would certainly use it for more than just getting
  around the PCs during combat; he could use it during the minutes leading up to the
  combat. Being able to scale walls opens up one’s environment to new possibilities
  such as traps mounted in the ceiling, ambushes from atop a short cliff, pushing large
  debris down into an entrance to block escape routes, access to weapons stored near
  the ceiling, and exits that lead directly out of dangerous places.
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   To be truly effective, an NPC with wall
  walking should be taken out of confined
  spaces and placed inside areas with
  plenty of vertical movement that the PCs
  cannot utilize. In this regard, the NPC is
  using the terrain to his advantage,
  forcing the PCs to engage in combat in
  different ways such as moving to ranged
  combat or finding ways to cut-off the
  NPCs escape routes.
  Weakness
  Weaknesses can come in two forms: a method of overcoming an NPC’s immunity, or
  something that acts as a hindrance to the NPC. The former is used in conjunction with
  immunity Special Abilities to give the PCs a method of Wounding the NPC. The latter
  can be used to represent the NPC’s native environment and give the PCs tactical
  methods of overcoming the NPC in and out of combat. The latter can also be used to
  represent something that opposes other conditions the NPC exhibits (such as hot and
  cold) and can also be tactically used against the NPC.
   An example of the hindrance form of weakness is seen with elemental creatures. A
  creature birthed from fire could sustain extra damage when encountering cold or
  water. An example of the immunity/weakness form is a creature that is immune to
  physical damage and can only be Wounded by magical damage.
   When considering which form to use, consider the setting and the PCs’ access to the
  weakness. If they have no way of overcoming an immunity by accessing the
  weakness, then the party will certainly die as the NPC becomes unstoppable.
   When choosing an appropriate weakness, don’t be limited to common methods of
  damage (such as certain elements) or defaulting to only magic. There are many things
  possible on a planet that one can be weak to such as poison, disease, hot, cold,
  pollution, viruses, fear, wood, metal, dust, rocks, allergens, or lack of water. There are
  also supernatural options like faith, holy symbols, holy water, consecrated land,
  runes, prayer, corruption, or ancient languages.
  See Jungle Trickery on page 79 for
  examples of using these Special
  Abilities to create a formidable NPC.
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  Villain Combat Balance
  The PCs have made it through numerous trials and tribulations and are bearing down
  on the big, bad villain. During that time they have accumulated lots of experience
  points and are more than capable of taking down the average villain with little to no
  effort. The dilemma becomes how to make that villain formidable enough to stand
  against the PCs, creating a memorable encounter without resulting in a total party
  kill. GMs can only adjust a villain’s Toughness so much before they become
  unbeatable, forcing the campaign to screech to a halt. Although hordes of Extras could
  be utilized, the villain would then have the spotlight removed and the encounter
  would feel meaningless.
   The Savage Worlds Fantasy Companion from Pinnacle Entertainment Group has a
  sidebar titled “Villains” within its Bestiary chapter. Villain Combat Balance
  expands on those basic principles by presenting different ways to scale encounters
  outside of increasing the villain’s Toughness or giving him a horde of Extras to
  command. Special Abilities presented in Villain Creation and traits presented in
  Building a Template can be translated into the different presented means of scaling
  an encounter, giving them further purpose and value.
   Although clearly not the only options available, this chapter should spark many
  ideas to create memorable encounters that result in PC triumph, keeping the
  momentum of the campaign and the story moving toward its final destination.
  ALLIES
  Not all villains are alone; many of them have hordes of servants or slaves and some
  travel in packs with other like-minded individuals. When considering a villain’s allies,
  these Wild Card NPC obstacles can be just as important during the lead-up to the
  villain as is the fight with the villain. They can also be used with the NPC as a
  bodyguard (although this should be limited to one or two so that they don’t
  overshadow the strength of the villain).
   Villains call on their allies just like a PC calls on her contacts: to help get a job done.
  The villain can either give orders through a chain of command or call on favors from
  some existing debt so that the allies act as obstacles or diversions while the PCs are
  nearing the villain.
   As a diversion, allies, and possibly an ally’s entourage or horde of Extras, can be
  used as encounters before reaching the big villain to either delay the PCs reaching
  that villain or forcing them to change their strategy on how they approach the villain.
  If the villain is plotting something big and needs one more week to complete it, the
  allies serve as that diversion, giving the villain the extra time he needs. If he’s
  attempting to pack up his laboratory and escape, the allies can keep the PCs occupied
  long enough for that to happen.
   As an obstacle, allies can serve to weaken the PCs during their approach to the
  villain. While time will need to be a consideration (due to healing), the allies don’t
  have to kill the PCs, just Wound them. Entering combat with a villain with a Wound
  or level of Fatigue presents an immediate drawback to the PCs. This can be used to
  scale the final encounter, allowing the villain a fighting chance instead of being
  immediately overwhelmed by the PCs.
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   From a mechanical aspect, that Wound or level of Fatigue presents a (-1) penalty to
  attack rolls. If the PCs have an average of d8 for their preferred attack method, this
  penalty reduces their ability to hit by 12.5% and their Pace by 1. While this may not
  seem like much, it can provide the villain with an added chance of avoiding each
  attack. It also means that PCs are only three Wounds away from being Incapacitated
  instead of four. Additionally, if the villain has a high enough Parry, this may even force
  a PC into ranged combat as they stand a better chance of hitting the reduced target
  number.
   When constructing allies as a diversion, they can be virtually anything that keeps
  the PCs busy while the villain does what he needs to do. If serving as an obstacle
  leading up to the final encounter, they should be strong enough to last several rounds
  with the PCs, but not strong enough to kill them without some truly lucky dice rolls.
  Their job is to weaken the PCs so that the villain has an advantage once the final
  encounter begins. If serving as bodyguards to the villain, they should be much weaker
  than the villain, but capable of keeping at least one PC busy while the others deal with
  the villain. In this regard, the bodyguard reduces the number of PCs that combat the
  villain at a given time; until he’s Incapacitated of course.
  ENVIRONMENT
  When confronting a villain in his native environment, a number of factors can be
  added to scale the encounter; this is especially true if the villain is beast-like.
  Environmental disadvantages can come in the form of hazardous terrain that causes
  Fatigue. The villain ignores these disadvantages due to being native to the
  environment (or immune to their effects), but they can have a particularly
  detrimental effect on the PCs.
   When considering the environment of a conflict, hazardous terrain shouldn’t be
  everywhere. Instead, it comes in the form of spotty locations throughout the
  battlefield that the PCs must avoid completely. Either that location cannot be
  traversed or it’s so dangerous to be near that it causes Fatigue (such as a volcano’s
  heat vent). Although this reduces the amount of space available to the PCs, it can truly
  provide additional benefits to the villain should he stand on or near that hazardous
  terrain (because he’s immune to it). This is particularly effective if the hazardous
  terrain has some type of aura associated with it that reduces the PCs’ ability to attack
  or see the villain.
   For example, the villain’s native environment is a volcano. Dotted throughout the
  volcano’s surface are heat vents and sulfur pools (while sulfur may be good for your
  skin, it’s extremely hot on the volcano). The villain can stand adjacent to those
  openings where the heat is so extreme that it forces a Vigor roll to avoid gaining a
  level of Fatigue. If the PC wishes to engage in melee, she must be able to overcome
  that extreme heat or suffer the consequences. This could force her into ranged
  combat instead. Another option is for the villain to stand where that opening is
  between him and the PCs, forcing them to travel well around it, possibly wasting an
  entire round doing so.
   For another example, the villain’s native environment is tundra. Dotted throughout
  the tundra are large patches of ice, frigid water, slippery moss, frozen soil, and thorny
  shrubs. The climate is enough to force a Vigor test. Proper gear to overcome the
  climate can cause sluggishness due to its weight and lack of mobility. Moving about
  the tundra adds another layer of difficulty as the villain is able to run around with
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  ease while the PCs cannot run on the terrain without additional equipment and may
  even consider the land as an unstable platform. This reduction in movement prevents
  the PCs from charging and possibly allows the villain to keep a safe distance, once
  again forcing the PCs into ranged combat.
   For a final example, the villain’s native environment is a jungle. Scattered
  throughout the jungle are vines, wetlands, dense vegetation, poisonous plants, large
  snakes, and disease-bearing insects. In tropical areas, sweltering humidity may force
  Vigor rolls to avoid Fatigue, but the possibility of being poisoned, bitten, or
  constricted can be enough to make the PCs pause. The villain can swing throughout
  the jungle at ease on strong vines or climb up and across the dense trees with
  seemingly little effort while the PCs are stuck forcing their way through the thick
  vegetation at a snail’s pace. In this situation, they may be forced into a single position
  while the villain uses hit and run attacks to drop onto the PCs and flee back up a tree.
  FEAR
  Fear is a fairly common trait to add to monsters; but the concept of using fear in an
  encounter can stretch much further than just being a Monstrous Ability. There are
  plenty of creatures and villains that can instill fear or dread into the hearts of the PCs,
  possibly going so far as to break their willpower, but being thrown into certain
  situations or surroundings can be just as terrifying.
   First, fear can come from the scene of a given situation. For instance, walking into a
  room filled with dead bodies can throw a character into panic mode. The idea that the
  villain is capable of this type of death can force a Spirit roll as often as encountering
  the actual villain does. Mutilated corpses, torture, horrifically beaten individuals, and
  pestilence are examples of scenes that can overwhelm a PC’s vision due to the trauma
  it represents.
   Second, fear can come from the resulting stench of a given situation. For instance, a
  villain may survive by feeding off recently dead bodies. The smell from the decay of
  those bodies assaults the nostrils and makes the PCs vomit uncontrollably. This is
  akin to a Fear test and could even inflict a level of Fatigue if the nausea doesn’t
  subside. This could also be true when entering a medical tent filled with plague
  victims. Many diseases cause the body to emit a horrific odor because something
  inside is dying or decaying.
   Third, fear can come from the anticipation of a given situation. If one can hear a
  nearby slaughter, how would he or she react? During war, hearing the staccato of a
  submachine gun is enough to force the PC to the ground. If he keeps himself together,
  he moves on by crawling. If not, he panics and tries to run away. By knowing he’s
  walking into a deadly situation, does the PC remain stoic or does the anticipation
  force him to flee before the encounter begins?
   Finally, fear can come from the foreshadowing of a given situation. Dreams can be
  a powerful tool, and when nightmares turn into déjà vu, the PC remembers the results
  of his nightmare and has to force himself to overcome the foreshadowed events. Did
  he witness his body being torn apart by tendrils extending from nowhere? Or maybe
  he watched as his allies were killed by the villain while he stood by doing nothing.
  Panic can set in, forcing the PC to question his actions and those of his allies.
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   In these examples, fear can be a standard Fear Test, a Test of Wills, or forced Fatigue
  due to sickness. Either way, a penalty to all rolls is detrimental to the PCs and those
  who fail badly enough experience other drawbacks. A party of five with two panicked
  PCs may find that they are now a party of three combating a villain until the other two
  are able to pull themselves together.
  MOVEMENT
  Movement can be an important factor in combat when ranged weapons aren’t nearly
  as prevalent or as effective. Even though someone has a higher initiative than the
  villain, if they can’t move into melee or move around the villain’s cover, then they lose
  the opportunity to strike first. If the villain is much faster than the PCs, even with a
  lower initiative he may have the opportunity to strike first simply due to his superior
  ability to move about the battlefield.
   Hit and run tactics rely on a character’s ability to move about the battlefield better
  than their target. The villain gets the opportunity to strike first, but once engaged in
  melee, the PCs get their opportunity. If the villain can throw up a distraction or the
  movement is simply a means of getting out of cover, he may be able to get back into
  cover or move away from the PC on the next round. If the villain is lucky enough to
  get a higher initiative than the PCs, then he really gets the opportunity to get away
  from the PCs and back to a safe location.
   While these hit and run tactics may not always be ideal, the concept of movement
  can also apply to how uninhibited the villain is during his movement. If the villain can
  hover above the ground, he ignores many types of terrain obstacles and can even pass
  over things like water, lava, and bushes. These are obstacles the PCs have to walk
  around or jump over, reducing their ability to reach the villain in a single movement.
   Villains with animal-like features may instead possess the ability to leap great
  distances. If the battlefield is pockmarked with craters, crevasses, or rocks, the villain
  can simply leap over the obstacle and reach the other side without having to take the
  long way. The PCs may be completely unable to jump that far and are either forced to
  find a way around it or go through it (if that’s even possible). Their movement can
  quickly be eaten up by trying to avoid the obstacle; possibly to the point that they
  don’t have enough movement to get through it and simply cannot stop in the middle.
   By flexing his superior movement abilities, the villain is able to regularly escape to
  a safer area or distance, either allowing him to recoup from his injuries or simply
  avoid the dangers of being outnumbered five to one. If only one or two PCs are able
  to attack the villain each round, then a party of five becomes nothing more than two
  active members with three in reserve.
  PROWESS
  What is the villain particularly skilled at? Even if a villain has a low damage rating, if
  he can hit one or more PCs every combat round, then no rounds are wasted and he’s
  continually weakening the party. If he hits with a Raise, even better as now he gets
  that added power to his damage.
   The important factor in prowess is that the villain is so skilled at using his preferred
  attack method that he simply can’t miss whenever he attacks. Even if he’s only
  causing a Shaken status with every attack, he’s forcing the PCs to recover from being
  Shaken, possibly by spending a Benny, and can possibly Wound them if they don’t
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  recover. From the villain’s standpoint, it becomes a battle of attrition, even if he could
  easily be killed by the combined attacks from two PCs. If those PCs are unlucky
  enough to be Wounded, the villain lives that much longer and the encounter becomes
  that much more memorable.
   Combat prowess can come in the form of melee, ranged, or magical attacks.
  However, it doesn’t have to be limited to physical injuries and can be just as effective
  in Tests of Will and certain powers that inhibit the PCs from making further attacks,
  like blind or confusion.
   Prowess can also be directly linked to the environment in which the encounter
  occurs. If, for some reason, the PCs travel to the depths of a sea to encounter the
  villain, being particularly good at Swimming gives the villain an advantage. If the
  encounter is in the woods, Climbing may provide the villain with what he needs to
  stay alive. If the encounter results in a chase scene, Boating, Driving, or Piloting can
  become extremely critical skills.
   In these situations, prowess is linked to the villain’s ability to gain some type of
  advantage over the PCs. Again, this advantage may not be capable of inflicting more
  damage, but his offensive and defensive maneuvers are such that he always
  overcomes the PCs’ ability to do the same. Depending on the situation, this could lead
  to further complications, such as during a chase scene. The lead-up to the final combat
  then becomes the memorable part of the encounter, as once the villain is caught, he’s
  dealt with swiftly.
  RANGE
  There are two factors of range to address: melee range and weapon range. Melee
  range is the distance a character can cover in one move, ending that move engaged in
  combat. Weapon range is a weapon’s usable horizontal and vertical distance as noted
  in the weapon’s stats. Although both can be used for scaling combat, weapon range
  will have a much different effect in fantasy settings compared to sci-fi ones due to
  weapon capabilities.
   Melee range starts from the first round of combat and looks at how quickly a
  character can engage in combat with his opposition. Things like terrain, Pace, and
  running factor into this melee range, but the basic principal is that the character can
  engage in melee combat quickly without spending a round (or more) moving to
  catch-up with the villain. If at any time, the character cannot get into melee range,
  then he’s forced into weapon range. If he’s mechanically built for melee, this could
  provide the villain with an advantage.
   Villains with superb movement or cover can use range to their advantage. By
  forcing melee characters into ranged combat, he’s weakening the overall ability of the
  characters to hit him if they don’t possess an adequate ranged attack skill or ability.
  If a group of five characters consists of three melee fighters and two ranged fighters,
  he’s effectively reduced the group’s strength by removing 60% of its preferred
  combat style.
   For example, if these three fighters have Fighting d10 and the villain has a Parry of
  6, they have a 50% chance of hitting him. If they have melee Edges or Trademark
  Weapon, that chance increases even more. All three fighters have Shooting or
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  Throwing d4 with no supporting Edges and their Trademark Weapon no longer
  applies. They now have a 25% chance of hitting the villain, hopefully with a weapon
  that can overcome his Toughness. By denying the characters’ melee range, combat
  becomes a bit easier for the villain, allowing him to live that much longer.
   Weapon range is a bit easier to overcome as long as the weapons being wielded can
  reach across the vastness of the battlefield. In modern and sci-fi settings, there are
  many weapons that reach well past the battlefield, thus making weapon range a moot
  point. In fantasy or black powder settings, not all weapons can reach across the
  battlefield, making for an interesting game of tactics.
   For example, if the villain and his bodyguards have weapons with a maximum range
  of 80 while the characters’ weapons have a maximum range of 60, they have to spend
  the first couple rounds closing in on their targets before their weapons have any
  effect. If there is plenty of cover around, the characters may find themselves ducking
  behind objects repeatedly while making their way across the battlefield. If there is no
  cover, the characters may find themselves caught in the open, being pelted by round
  after round of missile fire from the opposition.
   This can effectively weaken the characters once they move into weapon range. Even
  if the opposition’s weapons only cause a Shaken status with the occasional Wound,
  the characters have suffered that much damage before they can finally retaliate. The
  penalty to their ranged attack can now make a big difference, providing the villain
  with yet another way of prolonging his life. Even if it’s only for a few extra rounds of
  combat.
  TERRAIN
  Unless every encounter the GM creates takes place in an open battlefield, there’s
  going to be terrain. In this regard, terrain refers to all battlefield obstacles including:
  hills, trees, shrubs, furniture, houses, cars, streetlights, and everything else that isn’t
  a character or flat ground. A wise villain will plot a battlefield before an encounter,
  knowing that combat is imminent, learning where the best places are to use as cover,
  set traps, spring ambushes, or gain an advantageous position.
   First, terrain can be used as cover as long as it’s large or strong enough to provide
  some type of cover. If the terrain is large, it can aid in obscuring or completely
  blocking line of sight. Besides just a penalty to ranged attacks, the GM could claim that
  the cover is so large that a Notice roll is required for the first round of combat just to
  locate the villain. If the terrain is strong, it can be used as a barrier, essentially adding
  to the villain’s Toughness. Unless the character can make a Called Shot, the ranged
  attack hits the cover and the villain remains unharmed.
   Second, terrain can be used to hide traps. When the battlefield is the veritable
  stomping grounds of the villain, he’s bound to have security measures in place to keep
  his home safe. For fantasy this could be pit or spike traps while for modern this could
  be electric fences and buried tripwires. Either way, once the characters move into
  that location, possibly just around the corner from that large piece of terrain, the trap
  is sprung and the character suffers the consequences.
   Third, terrain can be used for ambushes. Gaining the Drop on a group of characters
  can quickly turn the tide of battle, temporarily at least, to the side of the villain. By
  being able to strike first, he could weaken them just enough with a round of Shaken
  results that the characters must now spend their first turn overcoming.
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   Finally, terrain and be used to gain the high or low ground, depending on which one
  proves to be advantageous to the villain. The high ground may allow the villain to
  stand between the characters and the sun, forcing them to shield their eyes when
  aiming at the villain. The low ground may be covered in shadows, obscuring the
  villain just enough to make it difficult to spot him. Another advantage to high or low
  ground could be the slope of a hill between the characters and the villain, forcing
  them to move cautiously (i.e. no running).
   Of course, when it comes to terrain, the characters can use it to their advantage too.
  This could create an excellent balance to combat, making it that much more
  memorable as both the villain and the characters are forced to fight tactically due to
  the number of obstacles between them.
  TRAPS AND PUZZLES
  Traps and puzzles will be addressed together since overcoming or avoiding them
  both require wits. Outside of the one-shot trap that only injures the first character to
  come upon it, traps and puzzles can be used as a lead-up to the encounter with the
  villain to either weaken or delay the characters or make the events surrounding the
  final encounter that much more memorable. It can do this by forcing the players to
  think about their character’s skills, the availability of objects around them, the
  usefulness of their gear, and maybe the knowledge their character has built-up over
  time.
   The traps and puzzles being referred to here are those that are established well
  ahead of time and are permanent fixtures until the characters find a way to
  completely overcome them. These are not one-time use attacks that only hit the lead
  character as they actually affect everyone that comes across them. Only the villain
  and his bodyguards know how to get around them, or maybe they activate the trap or
  puzzle as the PCs enter their lair.
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   There are many different ways to establish traps as a hindrance during the lead-up
  to the final encounter. They can be simple in nature or quite complex. They could
  require the use of skills, single rolls, or Dramatic Tasks, to overcome, or a strategic use
  of objects available nearby. This could be as simple as an open pit filled with cobras
  to an extravagant clockwork system that fires poisonous darts whenever someone
  enters a tunnel. There are truly only two requirements for a trap: a method of setting
  the trap and a method of overcoming it (either by disabling or avoiding it). The villain
  needs a way of setting the trap and the characters are tasked with finding a way to
  overcome it.
   Typically, the biggest difference between a trap and a puzzle is that a trap does
  damage while a puzzle is meant to frustrate or deter. Many traps have puzzle-like
  elements, but a simple puzzle shouldn’t cause injury. Instead, a puzzle could: delay
  the characters, send them down the wrong path, turn them back toward where they
  came, or cause mental stress. But, as with a trap, a puzzle needs a method of setting
  and overcoming it. However, puzzles may not have a means of disabling.  One simply
  needs to figure out the puzzle to continue on. In this regard, the puzzle may always be
  on and the villain simply knows how to overcome it quickly. If the villain’s lair is like
  a maze, a wrong solution on the puzzle may send the characters down an unwanted
  path, possibly leading straight into an ambush.
  VISIBILITY
  Obscured targets are harder to hit. However, if the villain can see through what’s
  obscuring the characters’ vision, then he now has an advantage, mechanically and
  tactically. There are multiple things that can obscure the characters vision including:
  extreme light, large shadows, smoke, fog, fire, falling water, tall grass, and thick
  foliage. Of course, the villain has to have a way of overcoming that which obscures
  him, otherwise the disadvantage falls on both sides.
   For example, a villain amongst an area filled with smoke may know the characters
  are approaching by foot. He could be prone with a large rifle aimed right where the
  characters are coming. As soon as he sees them, one shot goes off. The characters
  have no idea where the shot came from since the smoke is completely blocking their
  vision. If they were to go prone, they’d see the villain, and hopefully they have
  weapons that allow for a ranged attack. If the villain decides to stand or move to
  another area, the characters would have to search until they can understand the
  layout of the battlefield.
   As another example, a villain is sitting in a stand amongst the treetops of a dense
  jungle. His rifle is resting between two branches that form a v-shape, giving him a
  clear shot at the characters as they enter a clearing. The shot rings out and the
  characters now have to search for the villain and find a way to hit him while he’s
  obscured by the dense jungle.
   Special equipment could help the characters overcome their obscured vision, but
  until they truly understand the layout of the battlefield, everything becomes
  something of a shield to the villain. The GM may opt for a Notice roll to accompany
  each attack just to spot the villain’s location, regardless of what cover he may be
  behind.
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  Threatening Combinations
  The list above provides a number of ways to scale combat so that a villain doesn’t
  need high Toughness to survive. His survival is instead based on his ability to use
  what he has available to him to great effect, forcing the characters to overcome his
  tactics with tactics of their own. Once they do that, the combat may shift quickly in the
  characters’ favor, and the encounter goes down as a memorable one while the GM
  didn’t have to turn to Toughness to allow the villain to survive.
   On their own, many of these methods can provide a small amount of scaling to
  combat. At low character ranks, this may have a more dramatic effect. At higher
  character ranks, or if they prepare for the worst through the use of technology, the
  effect may be much less and the characters defeat the villain with hardly any work
  involved. Instead of employing a single method on its own, combine them so that the
  villain maintains his advantage, forcing the players to think strategically.
   The number of possible combinations is immense and how those combinations are
  flavored becomes almost infinite. Because this list could go on and on, here is an
  example of how these methods can be combined to make that villain encounter more
  interesting and difficult for the characters.
  JUNGLE TRICKERY – AN EXAMPLE IN STORY
  The characters have traveled thousands of miles to track the villain, Jeremy Retgard,
  down to his jungle lair. Up until this point, they’ve dealt with numerous henchmen,
  political red tape, annoying treasure hunters, and torrential downpours. But an
  opportunity has now opened for the characters to strike. Now however, they’re
  entering the villain’s domain, and Retgard knows this land like the back of his hand.
   The jungle is dense, extremely dense, and moving through it is a daunting task.
  Movement is slow and the lead character, Bishop, finds himself continually hacking
  through brush and vines with his sickle to clear a path. But up ahead, he spots a small
  clearing; a very peculiar clearing. It is as if the clearing has been created by hand,
  possibly allowing someone to live in or near it. Bishop shouts out to the rest of the
  team that he can see a clearing ahead. It’s not much farther, and they should be able
  to drop in on the villain, bringing him down swiftly.
   The party consists of five characters with Bishop leading the way. The rearmost
  character, Chelsea, decides to stop and climb a tree to get a better look at what’s
  ahead. As she passes just above ten feet, a shot flies through the jungle and goes
  through her arm. She falls off the tree and hits the ground hard. A revelation passes
  through them all: they’re being watched. There is only one problem, the jungle is so
  dense that it obscures their vision; they can only see the path ahead, behind, and the
  small amount of area around them.
   While one of the characters, Duke, tends to his fallen friend, the other three, Bishop,
  Maddock, and Chet, move slowly through the dense jungle. Their movement is
  extremely slow until they reach the edge of the clearing. Once they do, another shot
  rings out, but passes by Bishop’s ear. He hits the dirt and Maddock and Chet behind
  him start readying their guns. Each one uses a scope or binoculars, but they just can’t
  see where the shots are coming from.
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   Another shot rings out; this one passes through Maddock’s gun scope, crippling all
  hopes of finding the gunman from that distance. The team must move quickly, and
  decides to use the thick trees as cover. As they move to a new position, another shot
  rings out, but hits the opposite side of a tree. They can guess now that their cover
  keeps them safe from the gunman, but they’ll have to move around the tree to get a
  clear shot.
   Only seconds go by and the team hears movement among the branches, peeking
  around to see them moving violently. They all come to a single conclusion: the
  gunman is in the trees and moving about them with ease. Another shot rings out, this
  one from a different direction, hitting Chet in the leg. With Chelsea patched up, Duke
  runs over to Chet to tend to his leg while Chelsea rejoins the group.
   Bishop indicates the general direction the gunman is located. With no more bullets
  being fired, he assumes their current position has effectively placed the trees
  between them and the gunman. Maddock switches out his rifle for a submachine gun
  and prepares to spray the area ahead. He steps out from the tree and launches a volley
  of fire toward the direction of the opposing gunfire. The team hears a yelp and sounds
  like someone falling through the trees. A soft ‘thunk’ is heard and the gunman can
  now be seen on the ground. Maddock’s volley worked.
   Retgard brushes himself off and notes the probably distance between him and the
  group. There is no shortage of space but the thickness of the jungle means pursuit will
  be slow. He sets off toward a path created months ago to get away from the group.
   Bishop sees the gunman stand up and peer across the jungle clearing. The small
  clearing is still filled with debris, although the trees along the edges are set farther
  apart. He begins moving toward the gunman as he scurries off. Bishop moves to
  quicken his pace, but stumbles across a hidden razor wire that cuts into his leg. He
  yells for the others to move quickly, but cautiously, and avoid the razorwire. Chet,
  now patched up, joins Maddock and Chelsea as they pursue the gunman. Movement
  is slow though, partially due to the injuries and partially due to the difficulties of
  moving through the jungle. Duke stays behind to take care of Bishop’s leg.
   Chet, Maddock, and Chelsea get about fifty feet away when a pair of natives jumps
  down from a tree stand. Chet and Maddock yell for Chelsea to keep moving as they
  square off against the natives. Chelsea continues through the jungle and after the
  gunman.
   Retgard nods in pleasure as he hears his guards keeping the group busy. He chances
  a glance over his shoulder and notices only one hunter is left. His ego begins to take
  hold and he quickly finds a place to hide.
   Chelsea locates the gunman’s path and is able to pick-up speed. She looks for
  additional clearings and slows down once the gunman is completely out of her sight.
  No additional clearings are to be found anywhere, so Chelsea searches, using her gun
  to move the adjacent vegetation. A lithe form leaps from the jungle and, before she
  can react, knocks her to the ground. Her assault rifle goes clattering across the path,
  but the gunman doesn’t seem to care. He pulls out a knife and a sickle and moves to
  strike Chelsea in the leg.
   Chelsea is a quick and formidable in hand-to-hand combat. She easily dodges the
  gunman’s attack and pulls a knife from her tactical vest. Instead of getting close to the
  sickle, she whips her blade across the path and into the gunman’s arm. The gunman
  drops his knife, but manages to pull her free. His left arm is all-but useless, but he
  wields the sickle in his right hand. With only the sickle left, he moves to strike at
  Chelsea and tears one of the pockets on her vest.
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   Chelsea can’t completely dodge the attack, but the vest is able to catch the blow. The
  gunman now realizes she’s wearing armor and so his next attack is aimed at her arm.
  She easily steps out of the way and dives to grab the two knives on the ground. She’s
  able to reach them, but now she’s on her back with the villain looming over her.
   Retgard makes a swipe at her leg, avoiding the obvious armor she wears on her
  body. The sickle breaks her skin and the woman begins bleeding. However, his arm is
  beginning to pulse as the previous knife wound had gone almost clear through it.
  Before he can think further about his arm, a knife is hurled through the air toward his
  chest. He attempts to dodge the projectile, but to little avail. The knife ends up in his
  right arm, and he drops the sickle to the ground.
   Chelsea watches the gunman’s weapon drop as her second knife hits his right arm.
  Instead of wasting her opportunity by standing up, she sweeps her leg and trips the
  gunman, sending him onto his back. The gunman’s head hits a rock and he appears
  unconscious. Chelsea stands up and kicks the man in the side to ensure he’s no longer
  moving. Blood seeps out from the side of his head, but his chest continues to move up
  and down as a sign that he’s still alive. She turns the gunman over and places a knee
  in his back, waiting for the others to arrive.
   Bloodied and battered, but still standing, the other four members of the team catch
  up to Chelsea and see the gunman on the ground. Bishop identifies him as Jeremy
  Retgard, the man they’re looking for. He brings Retgard’s arms behind his back and
  handcuffs his wrists together. Headquarters was hoping to interrogate him and the
  team has successfully taken the man alive.
  Mechanical Translation
  This example could definitely make for a memorable encounter with the final villain.
  How was it designed for the game table? For starters, Jeremy Retgard is physically
  weak. He was completely unable to take Chelsea on one-on-one in hand-to-hand
  combat. Getting Chelsea into hand-to-hand combat was much more difficult.
  Mechanically, he has a low Fighting skill and is only equipped with a knife and a sickle.
   Retgard is best as a ranged assassin. He has prowess in Climbing, Notice, and
  Shooting. He is a trained marksman, and has a sniper rifle with a scope. Each time he
  shot his rifle, he was aiming and making a called shot to systematically weaken his
  targets. Because the group was entering his homeland, he also had several other
  advantages: terrain, environment, range, visibility, traps, and allies.
   Retgard used the terrain to great effect by luring the group into a small clearing
  where his other advantages came into play. He had superior positioning within the
  trees as he could easily see down on the group, but they struggled to see him. He sat
  within a tree stand and was able to aim his rifle between the branches. However, the
  tree obscured anyone from seeing him, making it all-but impossible to know where
  he was hiding.
   Retgard used his knowledge of the jungle and the terrain to his advantage by
  keeping to the trees at first and then traveling on a known path once he was knocked
  out of the tree. He was able to lure the group into a permanent trap, that was easy to
  overcome, and into the hands of his waiting guards, who were also easy to overcome.
  By doing all this, the only character he had to contend with in the end was Chelsea,
  who easily defeated him with her high Throwing and Fighting skill.
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   The native environment also played a major part in this encounter. The sweltering
  heat of the jungle meant the characters were only dressed with tactical vests, leaving
  their arms and legs vulnerable. Retgard capitalized on this with his superior
  marksman abilities. He doesn’t wear any armor and prefers to use his speed and
  agility to his advantage.
   When looking at this villain encounter from a stat block standpoint, Retgard’s
  Toughness is no higher than the PCs, but he used his advantages to great effect and
  avoided the PCs’ strength (engaging him in melee) as best as he could.
   The PCs resorted to tactics instead of rushing in head on. Duke served as a support
  person to address injuries immediately, Bishop was able to find the trap so that the
  others could avoid it, Maddock sent a volley of bullets into the trees to force Retgard
  to the ground, Maddock and Chet took care of the guards to allow Chelsea to chase
  Retgard, and Chelsea used her wits to trip Retgard, forcing him to the ground where
  she could overcome him.
   Of course, dice rolls could change every single outcome above, but the general
  premise is that Toughness was not a factor as the encounter was balanced by using
  what the villain had available to him to great effect.
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  Role-playing games have two major components: characters and the storyline
  those characters interact with. In the ‘world’ of Savage Worlds, the storyline is
  typically defined by the campaign setting or plot point campaign run by the GM.
  Characters, however, are typically defined by the creativity of the player in the
  form of a character concept and background. The player then uses the Savage
  Worlds core rulebook, Companion books, and setting guides to translate that
  character concept and background into in-game mechanics. Pretty simple… but
  what do you do when you can't quite translate that character concept and
  background into the proper in-game mechanics?
  Ultimate Characters Guide was designed to address that issue, and go quite a bit
  further. Why stop at player characters when a GM may have the same issue?
  Thus, Ultimate Characters Guide addresses PCs and NPCs (beasts, creatures,
  villains, humanoids, aliens, etc.) through a series of new options, new ideas, and
  new implementations of the same Savage Worlds mechanics. There's no need to
  create all new mechanics, just find a different way to use the current ones to
  great effect.
  Ultimate Characters Guide includes:
  ● Creating racial/background templates using a collection of physical,
  mental, and environmental aspects for all types of characters.
  ● New universal Hindrances and Edges to add to the core rulebook, usable
  within any setting.
  ● Two new types of skill uses: Supporting Skills and Complementary
  Skills. These new skill uses increase the possibilities for Group Rolls and
  the use of Knowledge bases.
  ● A collection of Knowledge bases to choose from and how they can be
  applied to games using Supporting Skills and Complementary Skills.
  ● A collection of Monstrous Abilities and how they translate to in-game
  use.
  ● Ways to make encounters interesting and memorable through combat
  balance that doesn't require increasing Toughness.
  Get more out of your characters and encounters with the Ultimate Characters
  Guide for Savage Worlds!
  (order #8732111)
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Misc/Savage Worlds - Ultimate Characters Guide.pdf