SAVAGE WORLDS SCI-FI RULES SETTING
RACE: There are multiple races to choose from. For all intents and purposes, all races (except where noted) have two ears, two eyes, a nose, two arms, two legs, and regular feet and hands with the same number of digits. For that purpose most of these races could be classified as ‘humanoid’ with one semi-glaring exception to that rule. All of the races have a fairly equal ratio of male to female members (except where noted) and their societies are briefly described here.
Races are as follows:
Terrans: Terrans are what we would call humans, today. They are regarded as Terrans by other species of the galaxy but generally refer to each other as humans. Terrans formed a Confederation of Allied Planets (CAP) which rule democratically through a network of Senators and other elected officials, such as their Prime Minister. Humans have the following racial traits:
Pace of 12
Start play with one free Edge for which one meets the qualifications
+2 skill points at character creation
-2 Charisma when dealing with Kathaari: Kathaari resent Terrans due to the recent Confederation/Kathaari war.
Starting Languages: Any One Terran Major Language (Arabic, Chinese, English) and Galactic Common Speech. If Smarts die is d6 or greater, can choose one Alien Language (Kathaari, Bhakir, Xhia, or Faustian) or one Terran Minor Language (Japanese, German, Spanish, French).
If Smarts die is d8 or greater, choose two bonus languages instead between those two pools, with one additional per die class greater than d8 in Smarts.
Kathaari: Kathaari are a race of dark-skinned humanoid people with feline features. Hailing from the planet of Jirah-Jah, Kathaari are a proud, agile people who value strength and proficiency in combat. Every Kathaari youth is sent to another world in their system known as Richt Mi’tar, a dense and hazardous jungle world that serves as boot camp for Kathaari soldiers. Service is mandatory. Kathaari are known for their strict laws but also their devotion to their Emperor, to their families, and to themselves. Kathaari generally have feline ears that sprout from the side of their heads, and tails. The fur of these body parts is generally the same as their hair colors. Their hair is ranges in darker tones such as brown, black, but also occasionally pale gray or even silver, with some of these colors mixing in certain parts. Kathaari eyes are feline in appearance and function. Kathaari have the following racial traits:
Pace of 12
Start play with a d6 in Agility
Start play with a d6 in Fighting
Start play with a d6 in Notice
Make all “reaction” Agility rolls with no penalty (usual -2 does not apply).
Kathaari ignore Dim and Dark penalties to Fighting and Shooting and other actions
-2 Charisma when dealing with Terrans: Terrans dislike Kathaari due to the recent Confederation/Kathaari war
-4 Charisma when dealing with Faustians: Faustians hate the Kathaari deeply for nearly wiping out their race in a previous war
Starting Languages: Kathaari and Galactic Common Speech.
Half-Kathaari (Halkath): Halkath is a somewhat derogatory term given to those of mixed blood, which were fairly common after the war. Halkath inherit most traits from their parents, though generally in a watered-down form. Halkath sometimes have lighter skin than their Kathaari parents.
Pace of 12
Start play with a d6 in Agility
Start play with a d6 in Notice
-1 Charisma when dealing with Terrans or Kathaari: Fairly easily recognized as outsiders by other races, Halkath are a fairly new phenomenon and are slightly unnerving to some
-2 Charisma when dealing with Faustians: Faustians have a hard time giving up their blood-feud with Kathaari just to account for the human blood
Starting Languages: If raised by humans, One Terran Major Language (Arabic, Chinese, English) and Galactic Common Speech. If raised by Kathaari, Kathaari and Galactic Common Speech. If raised by humans, follow Terran bonus languages for bonus languages.
Bhakir: An aquatic-based mercantile race, the Bhakir are very peaceful people (for the most part) and have their hands in almost everything commercial. They are responsible for establishing the galaxy-wide currency (which is their own) and a galactic market. Bhakir are keen businessmen and are generally good with people. While they look mostly human, they have gills, which are fully-functional, and webbed fingers and toes. They also have a second translucent eyelid. Bhakir are generally light-skinned (though some have a bluish tint to their skin) and fair-haired. Their eyes are especially interesting because their pupil is three-pointed, with one point facing up. Bhakir have the following racial traits:
Pace of 12
Start play with a d6 in Spirit
Start play with a d6 in Streetwise
+1 Charisma: Bhakir are a friendly face no matter where they go (for the most part)
Can never increase their Strength beyond a d8
Can never increase their Vigor beyond a d8
Gills allow for underwater breathing, and webbed feet and toes (providing they are unobstructed) allow for +2 to all Swimming rolls and to Swimming speed
Gills (when uncovered) are sensitive to pollutants in the air. In any urban environment or other potentially toxic environments a Bhakir must make a Vigor roll at -2 for every hour they are exposed to open air or gain a level of Fatigue
Starting Languages: Bhakir and Galactic Common Speech.
Faustians: A strong and proud race, the Faustians have never recovered from an old war between them and the Kathaari, in which the Kathaari nearly caused the Faustians to go extinct. Faustians are generally fair-haired and very muscular. Their society is not as strict as the Kathaari, but they are an honest and strong people. Native to the high-gravity planet of Faust, Faustians are the tallest of all the races, save for perhaps some Kraag. The Faustians also apparently came from a semi-reptilian background. Faustians have pads that are somewhere between a bone material and a scale material on the sides of their heads near their hairlines, and also on most of their joints. Their fists are also covered with such ‘pads.’ In both sexes, these pads are a dusty color. In males, the pads are octagonal, in females they are hexagonal. Faustians have the following racial traits:
Pace of 12
Start play with a d6 in Strength
Start play with a d6 in Intimidation
+2 to all Unarmed Damage
-4 Charisma when dealing with Kathaari: Kathaari hate the Faustians mutually
-2 Charisma when dealing with Terrans: Terrans find the Faustians intimidating
-2 Charisma when dealing with Kraag: Kraag resent the Faustians for ‘advancing’ them
Starting Languages: Faustian and Galactic Common Speech.
Kraag: A semi-primitive race of fairly-reptilian peoples, the Kraag are the most monstrous-looking of all races. They are intimidating, and are generally disliked. They are also one of the toughest and most resilient races. They come from a world made barren by their own wars, and were rescued by the Faustians by being given space-age technology when they were no better technologically than humans during the Cold War. The Kraag were recovering from a nuclear winter. Highly reptilian and covered with heavy scales, the Kraag are tall, broad, and tough. They are also generally mean, quick-tempered, and will just as soon wield a battle-axe as a shotgun. Kraag skin colors range in many different colors and some are known to change slightly with their mood, though their plates do not do so. Kraag identify under a Warlord for the most part and will often call themselves by their name, following it with ‘of Kraag’ as a surname. If Kraag have grown particularly attached to one place or person as their leader, they will often call themselves ‘of’ that location or person. Kraag females are forbidden to leave their homeworld, due to breeding necessities. Kraag however are long-lived, and most Kraag are wandering the stars as mercenaries and bodyguards. Kraag have the following racial traits:
Pace of 12
Size of 1
+1 to Toughness
+1 to Armor
Start play with a Vigor of d6
Bad Eyes: Kraag are all nearsighted and have difficulty throwing or shooting and are treated as having the Bad Eyes Hindrance at all times, in its Major form.
Cannot raise Shooting above a d8
Cannot raise Throwing above a d8
Cannot raise Smarts above a d8
Cannot take the Brawny Edge or Obese Hindrance
-3 Charisma with all other races: other races find the Kraag repulsive and difficult to accept
Starting Languages: Kraag, Galactic Common Speech
Xhia: The first race to actually develop jump-drive technology, the Xhia are a race that is suffering from their Y-chromosome deteriorating. They have obvious avian features, such as feathers mixed with their hair, some emerging from their joints. They also have, most curiously, horns, which come in different shapes and sizes. Their skin is often pale, and their hair and eye colors are often exotic and neon. Xhia males are rare, and most believe that Xhia are a race of all-females. Xhia males are forbidden to leave their homeworld of Xi. Xhia scientists are renowned around the galaxy, rivaled only by some brilliant human minds. Xhia have the following racial traits:
Pace of 12
Start play with a d6 in Smarts
Start play with a d6 in a Knowledge skill related to a scientific field (physics, meteorology, biology, etc.)
+2 Charisma with all other races: The Xhia are fairly attractive and somewhat exotic, but not dangerous in appearance
Cannot raise Strength above a d8
Cannot raise Vigor above a d8
Starting Languages: Xhia, Galactic Common Speech.
Bonus Languages: For non-Terrans, if a character has a d8 or greater in Smarts, they can pick a bonus language of any Alien race (except the Kraag, unless Faustian), or one of the Terran Major Languages. Having a d10 in Smarts allows an alien to learn two bonus languages, removing the exception on Kraag and allowing them access to a Terran Minor Language if they so choose. These languages can only be taken at character creation. After character creation, languages must be learned manually.
Divided into three categories: Attributes, Skills, and Derived Statistics
At character creation, every character has a d4 in each ability unless your race dictates otherwise. You are given 5 points to raise any or all of these. Each die type above d4 costs 1 point. No attribute may exceed a d12.
Agility: Represents your character’s nimbleness, quickness, and dexterity.
Smarts: Measure of how well your hero knows his world and culture, how well he thinks on his feet, and mental agility. Also tied to Common Knowledge.
Spirit: Your character’s emotional side. Reflection of inner wisdom and willpower.
Strength: Raw physical power and general fitness. Strength also determines your hero’s damage in hand-to-hand combat.
Vigor: Represents endurance, resistance to disease, poisons, and how much pain or physical damage a hero can shake off.
Skills are learned trades such as shooting, fighting, scientific knowledge, professional abilities, and so on. You are given 15 points with which to buy your skills. It costs 1 point to buy a skill at d4. Each extra die type costs another 1 point so long as the skill is equal to or less than the attribute to which it is linked. If you exceed the attribute, it costs 2 points per die type. As with Attributes, no skill may be increased above d12.
Skills, and the attribute to which they are tied, are as follows:
Boating (Agility): Characters with this skill can handle most any boat, from rowboats to canoes, and other non-engined and engined watercraft. This also covers nautical navigation, tying knots, and so forth. Boating use may take penalties for boats with which the character is unfamiliar.
Climbing (Strength): While no roll is usually needed to ascend ladders, ropes, or trees, this is for climbing under duress (being chased, etc.). Difficult surfaces and long distances require climbing checks.
Driving (Agility): This measures the ability to which one can pilot a vehicle with an engine, anywhere from a simple car to a sophisticated hovercraft. As with climbing, this often is only when under duress. Like boating, the character may take penalties for unfamiliar vehicles.
Fighting (Agility): This measures your hero’s competence in hand-to-hand combat. It also grants a higher parry rating.
Gambling (Smarts): Gambling is often a way to make a few quick bucks. Everyone agrees on the stakes, and then rolls a gambling roll. The lowest total pays the highest total the difference times the stake. The next lowest pays the second highest the difference times the stake, and so on. If your character decides to cheat, he adds +2 to his roll. The GM may raise or lower this modifier depending on the particulars of the game or the method of cheating. If the player ever rolls a 1 on his skill die (regardless of the Wild Die), he’s caught. The consequences vary, but they’re often quite harsh.
Healing (Smarts): Healing is the art of stopping wounds and treating existing injuries.
Intimidation (Spirit): Intimidation is the art of frightening an opponent. This is an opposed roll versus the opponent’s Spirit.
Investigation (Smarts): A character skilled in Investigation knows how to make good use of libraries, journals, etc. Getting information from people uses Streetwise instead.
Knowledge (Smarts): This represents a focus study in a particular area of knowledge. Typical knowledge skills are Terran Religions, Kathaari Culture, Computer Hacking, and so forth. This represents a better-than-layman level of knowledge and focused study, so a Kathaari would not have to have Knowledge: Kathaari Culture to know that the only written religious document they have is the Vo-tah, but a Terran probably would.
Lockpicking (Agility): This is also used to disarm traps, unless a more relevant skill seems to be appropriate for the trap. Lockpicking also covers picking pockets and palming small items. Lockpicking covers digital and manual locks, though characters unfamiliar with a certain type of lock might take a penalty.
Notice (Smarts): Notice is the hero’s general alertness. This covers hearing, smell, and even scrutinizing others to detect lies or certain emotions.
Persuasion (Spirit): This allows a person to turn NPCs into a friendlier state, though failure often leads to more hostility. Persuasion is always modified by a hero’s charisma.
Piloting (Agility): Allows a character to fly airplanes, helicopters, jetpacks, fighter craft, and so forth. Characters may take a penalty for unfamiliar flying vehicles while using this skill.
Repair (Smarts): This measures the ability of an individual to repair guns, engines, and so forth. Characters suffer a -2 penalty to their rolls if they don’t have the proper tools when using this skill.
Shooting (Agility): Shooting covers all attempts to hit anything with a gun. The Target Number is always 4, but some things (such as Called Shot attempts, Cover, and Range modifiers) will alter a player’s rolls when shooting
Stealth (Agility): This is the ability to hide and move quietly. Inactive guards, who aren’t necessarily paying attention, are alerted if stealth fails, and then make Notice rolls. Failing a roll against active guards means they spot the character.
Streetwise (Smarts): Streetwise characters are able to gather information from the street, taverns, or other contacts through carousing, bribes or threats. Streetwise is modified by a character’s Charisma.
Survival (Smarts): Allows a character to find food, water, and shelter in hostile conditions and environments. A character can make only one roll per day. Success finds enough food and water for one person, a raise grants enough food and water for five adults.
Swimming (Agility): Determines if a character floats or sinks in water. A character’s Pace in normal water is half his swimming skill, rounded up. Choppy water is treated as difficult terrain, and halves this rate. This is the fastest a hero can move in water. If a character needs to hold their breath, they can do so for 5 times their Vigor in seconds, or half that time if they weren’t prepared.
Taunt (Smarts): Taunt is a test of will attack against a person’s pride through ridicule, cruel jokes, or one-upmanship. This is an opposed roll against the target’s Smarts.
Throwing (Agility): Governs thrown weapons, such as knives and grenades. Throwing works like the shooting skill, and takes the same modifiers.
Tracking (Smarts): Allows the character to track animals and people in certain environments.
Charisma: Measure of your characters’ appearance, manner, and general likability. It’s 0 unless you have Edges or Hindrances that modify it. Charisma is added to your Persuasion and Streetwise rolls, and is used by the GM to determine how NPCs react to your hero.
Pace: How fast your character walks. Humans walk 12 yards (36 feet) in a round, and can move an additional 1d6 yards if they run.
Parry: Parry is equal to 2 plus half your hero’s Fighting (just 2 if a character does not have Fighting), plus any bonuses for certain shields or weapons. This is the Target Number (TN) to hit your hero in hand-to-hand combat. Certain Edges can boost a character’s Fighting above d12. When this occurs, halve and round down any pluses. So a d12+1 gives a Parry of 8.5, rounded to 8.
Toughness: Your character’s damage threshold. Anything over this causes him to be rattled or worse. Like Parry, Toughness is 2 plus half your hero’s Vigor, plus any Armor. Vigor above a d12 is factored just like Fighting and Parry.