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Ape, Mutant (WC)
Whether it's Nazi scientists in a pulp setting or a deranged wizard in a fantasy world, someone always makes a super-intelligent ape! They typically serve as laboratory assistants for their creators, and are capable of speech.
Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d8
Climbing d8, Fighting d10, Guts d10, Knowledge: Science or Magic d8, Notice d6, Shooting d6
The apes' creator will typically arm them with a large, powerful weapon, such as a Greatsword (Str+4, Parry -1; due to their size, they can wield them one-handed) or large gun.
Whenever a mutant ape is Shaken or Wounded, it must make a Spirit roll at -2 or give in to it's more animalistic urges. In addition to the normal Berserk modifiers, it's effective Smarts drops to d6 (A), and it cannot use it's Knowledge or Shooting skills.
Normally, mutant apes would never stoop (literally!) to running on all fours, as they consider it beneath them. They will in a pinch, though, allowing them to roll a d8 for Running.
Mutant apes can leap 4", +1"/raise on a Strength roll.
This Edge doesn't function when the ape is Berserk.
Str damage. These apes' claws are usually kept filed down, to make their lab work easier, and their fangs are removed to make speech easier for them.
Original source from Butch Curry,
. Used by permission.
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