Savage Worlds - Sci-Fi Companion.pdf

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SCIENCE FICTION
COMPANION
Originally writen and developed by Paul “Wiggy” Wade-Williams
New edition by Shane Lacy Hensley with Clint & Jodi Black, John Gof, Mathew Cuter, Mike
McNeal, Steve Todd, Piotr Korys, Preston Dubose, Ed Weterman, David Jarvis, Adam Loyd
Layout by Shane Hensley—Cover Art by Tomek Tworek—Art Director—Aaron Acevedo
Interior Art by Aaron Acevedo, Rick Hershey, MKUltra Studios, Ricky Otey,
Mack Sztaba, Vincent Hie, Slawomir Maniak
Dedicated to Heath “Pepster” Medlin, Dawson Kriska, and Timm Booker
for helping us get to the stars and beyond…
Heath Medlin dedicates this book to the many Savages and authors who have brought fun and
inspiration throughout the last ten years. Thank you to my mother, Evelyn Medlin, for the gift of reading.
Dawson Kriska dedicates this work to the dreamers and those who nurture imagination. For without
those who dare to envision fantastic new worlds, we remain ixed in our own with no concept of progress.
And personally, to Travis “Tron” Price who irst opened my eyes to the wonders of gaming.
Timm’s dedication is to Ann Booker, who exposed his mind to the Mythos, Music, and the world of Rod
Serling. And Sylvia Zenteno-Booker, whose support, fostering dreams, and companionship have added
more to life than I ever thought possible.
WWW.PEGINC.COM
Savage Worlds, artwork, logos, and the Pinnacle logo are © 2014 Great White Games, LLC; DBA Pinnacle
Entertainment Group. Savage Worlds, all associated characters, logos, and artwork are Copyrights of Pinnacle
Entertainment Group.
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CONTENTS
Chapter One: Characters ....................3
Custom Races ..................................3
Positive Racial Abilities .................4
Super Abilities .................................5
Negative Racial Abilities ...............6
Sample Races ...................................7
New Hindrances ............................11
New Edges .....................................12
Background Edges ........................12
Chapter Two: Gear .............................13
Personal Equipment ......................14
Armor ..............................................16
Close Combat Weapons ................18
Ranged Weapons—Personal ........19
Vehicular Weapons ........................23
Chapter Three: Seting Rules ...........26
Atmosphere ....................................26
Extreme Range ...............................27
Gravity ............................................27
Hacking ...........................................27
Salvage & Trade .............................28
Chapter Four: Cyberware..................29
Installing / Removing Cyberware 29
Strain ...............................................29
Cyberware ......................................30
Chapter Five: Power Armor ..............32
Power Armor Size Table ...............32
Custom Power Armor ...................33
Power Armor Modiications ........33
Stock Power Armor .......................35
Chapter Six: Robots ...........................36
Glitch Table .....................................37
Custom Robots ...............................37
Robotic Modiications ...................38
Stock Robots ...................................39
Chapter Seven: Starships ..................40
Starship Logistics ...........................40
Starship Size Table .........................41
Starship Combat ............................42
Custom Starships ...........................43
Starship Critical Hits .....................44
Starship Modiications ..................45
Stock Starships ...............................48
Chapter Eight: Vehicles .....................51
Vehicle Logistics ............................51
Vehicle Size Table ..........................52
Vehicular Combat ..........................52
Custom Vehicles ............................52
Vehicle Modiications ...................53
Stock Vehicles .................................56
Chapter Nine: Walkers ......................58
Walker Size Table ...........................58
Walker Combat ..............................58
Custom Walkers.............................59
Walker Modiications ....................60
Stock Walkers .................................62
Chapter Ten: World Maker ..............63
Chapter Eleven: Travelers & Xenos 66
Characters .......................................66
Empires ...........................................72
Xenos ...............................................74
Index .....................................................96
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CHARACTERS
Custom Races
Let’s begin our trek into
the future by examining the
various species who live there.
The Savage Worlds core rules
already allow you to create
a vast array of beings. We’ve
added some new abilities and
tweaked a few others to beter
represent the vast array of
species one might encounter
across an entire universe. We’ve
also added new stock races
representing the most common
tropes found in science iction.
When creating your own original
races, simply choose from the racial
abilities on the following pages. All
races or cultures start with two
“free” points of positive abilities
(like the free Edge humans get in
most setings).
For player characters, additional
positive abilities must be
countered with an equal
value of negative ones. A +2
ability, for example, may be
countered with a single –2
ability, or two –1 abilities.
If you want to create a
new ability, simply assign
it a value based on the
examples that follow.
Heroes, rogues, and scoundrels from across
the galaxy are ready for adventure. They
explore unknown worlds, smuggle
cargo through enemy blockades,
and batle ever-present pirates
preying on the space lanes.
The Savage Worlds Science
Fiction Companion puts
structure to these tales of deep
space horror, adventure, and
intrigue, with rules for
alien races, starships,
robots, gadgets, and far,
far more.
The technology level
presented in this book
models that found
in most popular
science iction tales.
It’s near enough to
the present that players
and Game Masters
should understand it, yet
futuristic enough to truly
feel like the scii genre.
The systems used to
customize the more complex
tech, such as starships or
vehicles, are also modular and
comprehensive. Most GMs
will ind everything they need
within, while those who need to
add something new should ind it
easy to add Modiications based
on the existing lists.
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POSITIVE RACIAL ABILITIES
The number in parentheses after the name of each entry is the number of times the particular
enhancement may be taken. U means unlimited.
Ability
Value
Adaptable (U): The race has great variation among its people and cultures.
Characters start with a free Novice Edge of their choice (and must meet all the
Edge’s Requirements).
2
Additional Action (U): The character gets one extra non-movement action and
incurs no multi-action penalty for it. This might be because of an additional
appendage, enhanced relexes, or phenomenal hand-eye coordination.
3
Aquatic / Semi-Aquatic (1): For one point the character is semi-aquatic and
can hold his breath for 15 minutes before checking for drowning. For two, he’s
native to the water. He cannot drown in oxygenated liquid and has a free d6 in
Swimming. His Pace in water is equal to his Swimming skill.
1/2
Armor (U): The species has thick scaly hide or is encrusted in solid material like
scaly plating or even rock. This grants Armor +2 each time it’s taken.
1
Atribute Increase (U): During character creation, the species increases a particular
atribute (Agility, Smarts, Spirit, Strength, or Vigor) by a die type. This increases
the Trait’s maximum a like amount.
2
Burrowing (1): This species developed underground. The character can burrow
into loose earth and move through it at half normal Pace. He cannot normally
be atacked while burrowed, and can atempt to surprise opponents who didn’t
see him coming by making an opposed Stealth vs Notice roll. If successful, the
burrower adds +2 to his atack roll that round, or +4 if he succeeded with a raise.
1
Charisma (U): Typical representatives of this species are very atractive, secrete
pheromones, or are otherwise revered and respected, granting them +2 Charisma.
1
Construct (1): Constructs are robots or beings made of inorganic material. They
receive +2 to recover from being Shaken, ignore one level of wound modiiers,
don’t breathe, and are immune to disease and poison. They cannot heal naturally
but must be Repaired (and ignore the “Golden Hour”). Most Constructs have the
Dependency Negative Racial Ability as well (for power).
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Doesn’t Breathe (1): The species does not breathe. Individuals aren’t afected
by inhaled toxins, can’t drown, and don’t sufocate in a vacuum (they may still
freeze, however).
2
Edge (U): The race has a speciic Edge chosen from all those available in the
campaign. This is diferent from Adaptable because all characters of this race or
culture have the same Edge, unlike Adaptable heroes who can choose whatever
they want individually.
2
Environmental Resistance (U): The species receives a +4 bonus to resist a single
negative environmental efect, such as heat, cold, lack of air, radiation, etc. This
also counts as Armor against atacks based on that element.
1
Flight (U): The species can ly at its standard Pace and has a Climb score of 0. Each
time it’s taken beyond the irst, increase Pace by +6 or Climb by 1.
2
Hardy (1): A second Shaken result in combat does not cause a wound.
3
Immune to Poison or Disease (2): The species is immune to poison or disease
(your choice). It may be taken twice for both efects.
1
Infravision (1): The creature detects and “sees” heat, either through eyes or other
sensory organs. This allows it to halve penalties for bad lighting when atacking
creatures that radiate heat.
1
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