Character Design Guidelines
PCs will be built as standard Savage Worlds novice characters using the Science Fiction Companion, with a single Advance.
Race: Humans are the default. Most of the races from the Science Fiction Companion are allowed, including Constructs but excluding Deaders, Florans, and Insectoids (see Races). Players may create custom races in consultations with the GMs. Races may also be modified with GM consent (e.g. the Aquarians of Mariana VIIc live under an ice cap that covers the entire moon, so they’re adapted to darkness and cold, but suffer from heat and bright light; the Yeti of Ymir IV come from a high-gravity world where they live in Stone Age tribes battling mighty snow-beasts, so they’re strong and good hunters, but even more primitive & backwards than most Yeti.) Since almost all aliens are second-class citizens under Alliance rule, you may take the Outsider (Minor, except for Droids) Hindrance inside your racial package.
Attributes: the standard five points.
Skills: The standard 15 points, except as follows:
Athletics (Strength or Agility): This Skill includes a variety of athletic activities. It combines Climbing, Swimming, and acrobatic and contortionist feats. Roll this skill to perform Agility Tricks in Combat. Thief grants , Streetwise d6+
Bounty Hunters gain a , Notice d6+, Persuasion d8+
The Diplomat is there stop conflict or, better yet, prevent it from breaking out. You receive , Investigation d6+, Security d8+
A hacker receives , Knowledge (Astrogation) d8+
The Navigator knows most of the galaxy's nav maps by memory. She has visited many star systems and is an expert on gravity wells and FTL travel. Whenever a Navigator is plotting a course add , Fighting d8+
Psi Knights are psychic warriors who have honed their mind and body into a double-edged weapon. Some do so to be ultimate warriors; others do it in the service of a cause or belief system.
Upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed. The Psi Knight must have the power to begin with, and this does not allow them to activate more than one power in a round.
Requirements: Novice, Smarts d10+
You have a first-rate education, an extraordinary memory, or both. You may purchase Knowledge skills at half the regular Skill Point price. When you spend a skill point on Knowledges, you gain either a two-step increase in that skill, or one-step increase in two Knowledge skills. To raise a skill above your Smarts level, or to buy a skill at d4 after character creation, only costs a single skill point. So with a single Advance, you could, for instance, buy a new Knowledge at d4 and increase two other Knowledges by one step each. Note that this benefit only applies to Knowledge; it does not extend to other Smarts-based skills in the way that Jack of All Trades does.
Requirements: Novice, Smarts d6+, Repair d6+
A Scavenger travels the vastness of Space on the lookout for forgotten and ruined installations and wrecked starship hulls they can strip of any valuable items and materials. You receive a , Persuasion d6+, Shooting d6+
A scoundrel lives just outside of the boundaries of the law but usually gets out of trouble with a quick tongue. And if that does not work, shooting is always an option. You receive , Repair d6+
Shipwrights have talent for getting the best from their ships and are always trying to improve them. Whenever a shipwright levels up he may roll Knowledge (Engineering) at a
2 to gain a level up for his ship too. A ship may only benefit from one shipwright at a time. This Edge is only available when the Spaceships as Characters rules are used.
Requirements: Seasoned, Piloting d6+, Persuasion d6+
You get the cargo to wherever it needs to be. Whether it's legal or illegal doesn’t really matter. Customs agents are your enemy but you are used to dealing with them. You receive , Streetwise d6+, Charismatic
Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person— they may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization, or just as easily homeless and only know a few possibly helpful rumors. The point is, however, almost anywhere he goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
Requirements: Novice, Agility d8+ or Smarts d8+
Some fight with honor. Some fight to win. This Edge is most likely known by thugs, mercenaries, and assassins. A Dirty Fighter is particularly good at Trick maneuvers, gaining a or Smarts d8+, Dirty Fighter
The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack. The player must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8+ in that attribute. The character may take this Edge twice to apply it to both kinds of Tricks.
Requirements: Seasoned, Spirit d6+, Vigor d8+
The hero’s conditioning reflects the rigors of a martial career. He adds +2 to all Soak rolls.
Powers: Arcane background: Psionics is available. These powers are rare, except among the mysterious Serran race. Scientific research into psionic powers has been suppressed and their use is illegal in the Alliance. So a Serran PC with Psionics will probably have been trained by a master within a long-standing tradition, but a Psion of any other race may have had to learn by trial and error while hiding his abilities from suspicious neighbors, or may be the subject of an ultra-secret experiment.
Starting Equipment: PCs start with $1000 worth of gear from the Science Fiction Companion. However, the starting scenario assumes the PCs to be down on their luck, so they should not start with substantial cash savings nor with an income. Also, PCs should not start with cybernetics or any item labeled Ultra-Tech without GM permission. Items of Medieval or Black Powder tech levels may be purchased for half the price listed in the Savage Worlds core book. Items of modern or higher tech levels should use the prices in the Science Fiction Companion.
Roles: The PCs will engage in a variety of missions requiring an assortment of skills – technical, social, infiltration, survival, and of course combat skills. Some scenarios will involve ship combat or chases. The skills involved in these scenarios are Piloting, Shooting, Repair, and Starship Operations. The group should have at least one member with each of these skills. Generally, one and only one character can assist in the performance of each skill. For ideas about building characters, look at the Archetypes on pp. 17-18 of the basic Savage Worlds book, and also the Characters on pp. 66-71 of the Science Fiction Companion (note that some of the latter are more experienced than Novice characters.)
Backstory: It has been five years since the end of the Galactic Civil War. Your characters are assumed to be veterans of that war, but it’s not required. For whatever reason, however, you find yourselves broke and at least a little desperate on a border world far from the center of civilization, willing to take on a dangerous and probably illegal task. Feel free to elaborate on how your character got into this situation. In fact, if you write up an entertaining tale of woe, I’ll give you some kind of bribe perhaps an extra Benny or two to start the adventure with.