Savage Star Frontiers

Document container for project design documents.

Core Book

Use the links below to navigate this book

Introduction



What you need to play Savage Star Frontiers;
  • Savage Worlds Explorer's Edition core rule book
  • Familiarity with Savage Worlds rule set
  • This book

1 - Character Creation Summary

1.) RACE

Choose from one of the races provided in the Race chapter. Note the attributes and abilities as you contineue the creation process.

2.) TRAITS

Attributes
Savage World attributes; Agility, Smarts, Spirit, Strength and Vigor
  • Each attribute starts as d4 unless modifed by your race.
  • Spend 5 points to distrubute amoung your characters attributes. Each die type costs 1 point. (d6, d8, d10 and d12)
Skills
Skills details are covered in the Skills chapter.
  • Spend 15 points to distrubute amoung your characters skills. Each die type costs 1 point (d4, d6, d8, d10, d12).
    NOTE: If you exceed the attributes linked die type the skill costs 2 points for each die type above the linked attribute.
Derived Statistics 
The following are based on attributes, skills, edges and hindrances your character has.
  • Pace is normaly 6" walking and 1d6 for running although your race may modify this value.
  • Parry is equal to 2 plus 1/2 your character's fighting skill or 2 if you do not poses the fighting skill.
  • Charisma is normally 0 unless you have an edge or hindrance that modifies this.
  • Toughness is equal to 2 plus 1/2 your character's vigor. This value can be modified when wearing armor.
3.) EDGES AND HINDRANCES

At character creation you may only take 1 major and 2 minor hindrances. A major hindrance is worth 2 points and a minor is worth 1 point. Spend these poitns to gain the following.

2 points
  • Raise an attribute 1 die type
  • Choose an edge
1 point
  • Gain another skill point
  • Gain credits equal to your starting funds
4.) LANGUAGE
Most Star Frontier settings have a common language calledPan-Galactic. If your setting is different make a note of the languageyour character sheet.

5.) GEAR

Roll starting credits and purchase your gear.

6.) BACKGROUND INFORMATION

Make up a background for your character. 

2 - Character Races


Racial Modifier Table
 RaceAgility SmartsSpirit Strength Vigor Charisma Pace 
 Dralasite    d6   5
 Human*       6
 Vrusk  d6     8
 Yazarian* d6 d6     6
* Strength costs 2 points per die type at character creation.
** The diversity of humans allow them to choose one ability to start at d6.


Dralasite

DralasiteDralasite by Scarecrovv

PHYSICAL APPEARANCE
Dralasites are short, rubbery aliens that have no bones or hard body parts. Their skin is a flexible membrane that is very tough and scratchy. It generally is dull grey and lined with dark veins that meet at the dralasite’s two eyespots.The internal structure of a dralasite is very different from the other races. The dralasite’s central nerve bundle (brain), numerous small hearts and other internal organs float in a pudding-like mixture of protein and organic fluids. Dralasite’s breathe by absorbing oxygen directly through their skin, so they have no lungs.

They are omnivores, but eat by surrounding their food and absorbing it, so they also have no digestive tract or intestines.

All dralasites go through male, female and neutral stages during their lives (these phases can be controlled with medicines). Males release spores into the air, which drift until they become attached to a female. A young dralastie then “sprouts” from its mother, eventu- ally maturing and dropping off.

SENSES
The most important sense of a dralasite is smell. They breathe directly through their skin, and the entire membrane is sensitive to odors. Their sense of smell is so keen they can identify persons by smell alone and can recognize familiar smells on objects or persons. The membrane also is sensitive to touch and to vibrations, allowing daralasites to hear and feel.

SPEECH
Dralasites have a voice box, but it works like a bellows because they have no lungs. A dralasite’s voice can vary from a soft whisper to a thundering roar and from a bass rumble to a piercing screech. Among themselves, they also use shapes, odors and touch to communicate.

SOCIETY AND CUSTOMS
Dralasites are philosophical and thoughtful. Their communities are small, and many dralasites prefer to live alone. Dralasites do not care about wealth, power or status symbols. They judge them- selves by the quality ideas and their ability to discuss important ideas wisely. Dralasites often hold large public meetings to discuss new ideas. Discussions and debates are among their favorite ways to relax. Steam baths are another favorite dralasite recreation. They mix perfumes and intoxicants with the steam. These effects dralasites the same way alcohol does a human or yazirian. Dralasites are widely known for their strange sense of humor. They love old jokes and puns that make humans groan. Many human comedians who could not find work in human cities have become rich performing on dralasite worlds. Dralasites do not normally wear clothing, because it makes breath- ing difficult and interferes with their sense of smell. They usually carry their equipment on web belts. When they must wear clothing to protect themselves, they use special materials that let air reach their skin. 

ATTITUDES
Dralasites are very fond of vrusk, because they think vrusk have funny shapes. They get along well with humans but are careful not to upset yazirians, who they consider too violent.  

Average Size: 1.3m tall, 1m wide (Medium)
Average Mass: 65kg
Average Lifespan 250 years
Reproductive System hermaphroditic, budding
Body Temperature 30 degrees Celsius
Ability Scores: d6 Strength, d6 Vigor
Pace: 5
Vision: Standard
Languages: Pan Galactic, Dralease

SPECIAL ABILITIES

Elasticity (Novice): Multiple arms and legs at will.
  • They may have only as many pseudo-pods’ equal to their Agility die in any combi- nation. It takes about 5 minutes to grow or absorb a limb. Only one limb may be grown at a time and they may only be up to 1/2" (1 meter) long and 10 cm thick (about 4 inches).
  • Dralasites are not ambidextrous, they must state which limb is primary.
  • Even though a dralasite can have many arms, it can not fire more than two weapons at once. For every “leg” beyond 2, (up to 4) they increase their Pace by 1.
Keen Smell (Novice)
Dralasites add +2 to Notice rolls based on smell.

Lie Detection (Novice):
All Dralasites can make a Notice roll at -2 to determine if they are being lied to.

Enhanced Lie Detection (Lie Detection, Seasoned):
Make a Notice roll with no penalty to determine if they are being lied to.

Truth Sayer (Lie Detection, Enhanced Lie Detection, Veteran):
Make a Notice roll at +2 to determine if they are being lied to.

Artwork by Scraecrovv

Human

Human

SOCIETY AND CUSTOMS
Human society centers around the family. A family generally consists of a father, a mother and 1 to 10 children. Families usually group together into communities for mutual support and protection. Community size varies widely; several human cities are known to have populations above 5 million. Of all the star-faring races, humans are the most varied. As a race they are not as warlike as the yazirians, as businesslike as the vrusk or as thoughtful as the dralasites. Yet, individual humans can be found who surpass even the most violent yazirians, the most dedicated vrusk and the most philosophical dralasites. Humans tend to value individuality and personal freedom more than anything else, but they do not hesitate to work together to reach a common goal or to protect themselves from attack.

To members of the other races, the most puzzling aspect of human behavior is their curiosity and love of adventure. Many humans are willing to put themselves in great danger simply to see something
new or go somewhere no one has ever gone before. Some humans (a very small percentage) seem to actually enjoy being in danger, thriving on the excitement of a life-or-death situation. This type of
behavior has never been observed in normal members of the other races. Even the yazirians, known for their violence and f its of rage, try to avoid taking unnecessary risks. This spirit of adventure has served Humans well, however, as most major exploration missions organized by local governments or private companies are led by a human.
Humans
Many alien biologists have wondered how the human race could have survived long enough to build a civilization and colonize new planets; compared to other creatures in the galaxy, humans
are not especially strong or quick, and are no smarter than the other races. However, humans are very inventive and adaptable. They manage to survive and even flourish in areas other races
consider uninhabitable, by adapting themselves to the new conditions with surprising speed. This and the Humans' love for gadgets and hardware led to the appearance of a popular saying among vrusk,
''Mr. Human and his Indestructible Junk Show.''  Despite this condescending attitude, vrusk and the other star-faring races have learned to respect humans.

ATTITUDES
Humans are one of the most open and accepting of the known races. They get along very well with dralasites, and their similarity to yazirians usually is strong enough to overcome the usual negative reaction to a yazirian's pushiness. Many humans, however, are mildly nervous around vrusk. human psychologists blame this on the Vrusk's resemblance to a giant insect. (Many Humans dislike insects, and some are actually afraid of them.)

Average Size: 1.9m tall (Medium)
Average Mass: 80kg male, 55kg female
Average Lifespan 200 years
Reproductive System heterosexual, viviparous
Body Temperature 37 degrees Celsius
Ability Scores: Choose one ability to start at d6
Pace: 6
Vision: Standard
Languages: Pan Galactic, Human

SPECIAL ABILITIES
Humans start with one free Edge.

Artwork by Shell

Humma

Humma

PHYSICAL STRUCTURE
The body of a Humma is pear-shaped with a short, blunt head, no visible neck, narrow shoulders, unusually short arms, a stocky trunk, and wide hips with powerful legs. The face has a muzzle, with both feline and canine features. The body is covered with matted fur, usually dull brown. The hands are hairless. The feet are long and tough.

Humma walk on the balls and toes of their feet, which gives them their extra height. They are able to jump an incredible distance. Their short arms can hold a rifle but are not suited for melee weapons. They have evolved with an agile and strong prehensile tail with which they can deliver a sound blow or use a melee weapon.

Humma are warm-blooded but they are not mammals; their physiology and life cycle are unique. Young Humma are female. After they have borne a single child (all Humma bear one child in their lifetime) they change into males. When Humma approach 170 years of age they undergo another change into a neuter stage and remain neuter until death.

SENSES
Humma hearing and sight are equivalent to Human standards. Their sense of smell and touch are not as acute as most of the other races, while their sense of taste is completely dull. This lack of smell and taste, combined with their tough digestive system, means they can eat almost anything that is vaguely edible.

SPEECH
The Humma language is an ugly one, full of grunts and guttural noises. It is not an easy language to learn; Vrusk and Ifshnits, particularly, have a difficult time with it.

SOCIETY AND CUSTOMS
Humma history is steeped in civil and interspecies war. The Sathar incursions, however, drove the Humma to finally join the Rim Coalition. There is little that they enjoy more than a good brawl. Humma have an almost fatalistic, "it is a good day to die," attitude which not only makes them deadly warriors but leads them to entertain themselves in most illicit fashions. They are carousers without peers.

Humma society is feudal with the equivalent of a king (called the Highest One) and royalty (Higher Ones, High Ones, and so forth). The fealty they owe their superiors is a very serious matter with them. Humma are usually named after their forebears or the houses they serve (Glaxchild, Klud of Arius, etc.). The lineage of a Humma is important to him and a source of pride. In the last few decades the pride and honor that Humma have traditionally assigned to feats of war have come to include accomplishments in technical and scientific areas and explorations. There is even a house, Platget, that now sends out its descendants to become Star Law Rangers.

ATTITUDE
Most Frontiersmen do not like Humma, and even their fellow Rim dwellers are not overly fond of them. That is fine with the Humma, because they do not care for the other races, either. Humma are rude, crude, lewd, pushy, and arrogant. The only races they enjoy working with are the Yazirians (Humma admire their battle rage) and Osakar (because no one likes them either).

Humma evolved from an extremely warlike society. They were welcomed into the Rim System and eventually allied with the UPF because they are much more desirable as allies than enemies. Since the First Sathar War their hatred for the Sathar has run a close second to that of the Ifshnit. This is obvious from the term they use to refer to Sathar: "meat"

Average Size: 2.5m tall (Medium)
Average Mass: 90kg
Average Lifespan 210 years
Reproductive System hermaphroditic, viviparous
Body Temperature 38 degrees Celsius
Ability Scores: d8 Strength; d6 Spirit, d6 Vigor, -2 Charisma
Pace: 6, 15 (can leap 5 turns, takes +1 fatigue)
Vision: Standard
Languages: Pan Galactic, Hummaise
Skill Bonuses:
Hinderances: Arrogant, Mean

Ifshnit


Ifshnit

Savage Worlds Adaptations

Smarts d8, 
Pace 4

Inner Eyelids - can't be blinded
+2 Gambling Skill

Hinderance
Small -2 Toughness

Osakar

Physical Structure

Osakar are very tall, long-limbed creatures. Four legs grow symmetrically from the lower portion of their barrel-shaped bodies and constitute 65% of their height. Each leg has two opposing knees and can fold up to lower the Osakar to a height of a little under 2 meters.

 

Special Abilities

 

  1. Highly Developed Smell
  2. Languages

 

SW adaptations


Pace 15!

STR d6, AGI d6

-2 Charisma

Vrusk

Vrusk

PHYSICAL APPEARANCE
Vrusk look like large insects. Eight legs grow from their abdomen, four on each side. Their torso is upright in front of the abdomen. The torso is
humanoid, with two arms connected at the shoulders. The head is above the shoulders. Vrusk hands are circular pads with five fingers spaced evenly around the edge. A vrusk's shoulders are double-jointed, so they can rotate their arms in a full circle without straining any muscles. They can reach any point on their abdomen or behind their
backs easily. 
Vrusk
A vrusk's body is covered by a carapace (hardshell). This shell is jointed at the Vrusk's elbows, hips, knees, etc. The carapace protects the vrusk from bruises, cuts, scratches and other minor injuries. Unlike insects, Vrusk have an internal skeleton to support their bodies. Young vrusk have a blue carapace with bright orange near the joints.
As the vrusk gets older, its carapace changes to dull green with yellow joints.

Vrusk have large eyes that are protected by a hard, clear covering. The mouth is surrounded by four eating mandibles. The two larger mandibles hold food while the small ones tear it apart and place it in the mouth. They are omnivores. Vrusk have lungs, and breathe through many small nostrils under their abdomens. This arrangement makes it difficult for Vrusk to swim.

SENSES
Vrusk have very good color vision, but they see more of the short wavelengths (blue and ultraviolet light) than Humans do, and less of the long wavelengths (orange and red). Their sense of smell is centered in their antennae, and is slightly better than a Human's. They also can touch with their antennae. Their hearing is about the same as a
human's. 

SPEECH
Vrusk speak by combining clicks produced by their mandibles and buzzes produced by a plate in their mouths.

SOCIETY AND CUSTOMS 
Vrusk are hard-working and practical. Their society is organized around independent corporations. To a vrusk, the company he works for is his family and his nation. The company determines everything about the Vrusk's life; who he lives with, what his job is, where he travels, etc. Vrusk give their company name before their personal name. 

Vrusk have two types of corporations: conglomerates and trade houses. Conglomerates have business interests in many areas. A single conglomerate might have divisions that build computers, operate farms, train lawyers and set up colonies. A Vrusk that works for a conglomerate usually works for only one division, and might not even know what other divisions the company owns. Trade houses, which are more common in the Frontier, specialize in one type of business. Because all vrusk working for a trade house do the same work, trade houses usually work together. For example, a trade house that builds farming equipment would hire accountants from an accounting house to keep their financial records. Business between companies is regulated by laws that are so complex no one besides Vrusk have ever fully understood them.

Vrusk also love beauty, harmony and order. The goal of most Vrusk is to become wealthy, collect art, and live in peace. Their love for beauty makes them unwilling to get into fights that do not involve their
company. However, Vrusk that are defending their company will do anything to remove the threat permanently.

Vrusk adventurers, however, do not belong to a company. Some are independent businessmen, some are company employees who were fired and some are just too rebellious to put up with company rules. A few start their own companies and eventually become leaders in their communities.

ATTITUDES
Vrusk get along well with the other three races. They respect the Yazirian custom of choosing a lifeenemy, and feel at ease around Dralasites because they are careful and skillful planners (though they
are annoyed by the Dralasites' sense of humor). They understand Humans the least because, to a Vrusk, Humans seem unpredictable and a little lazy. 

Average Size: 1.5m tall, 1.5m long (Medium)
Average Mass: 85kg
Average Lifespan 175 years
Reproductive System heterosexual, ovoviviparous
Body Temperature 38 degrees Celsius
Ability Scores: d6 Smarts, d6 Spirit
Speed: 8 
Vision: Standard; Low-Light 
Languages: Pan Galactic, Vrusk 

SPECIAL ABILITIES
Ambidextrous (Novice): 
Vrusk ignore the -2 penalty for using their off-hand.

Comprehension
Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. It is the ability to figure out any type of social dealing that the player can not. This ability adds +2 to all Common Knowledge rolls in this situation.

Yazarian

Yazirian

PHYSICAL APPEARANCE
Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin grow on either side of their bodies, attached along their arms, torso and legs. When a yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions (explained under Gliding). Yazirians can glide short distances using these wings.Yazirians have muzzles and high foreheads. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yellow. Their skin color ranges from gray to light tan. Because their bodies do not sweat, yazirians pant to keep cool. They are omnivores.

Yazirians have four knuckles (one more than humans) on their fingers and toes. The inside toe is opposed like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip. These characteristics, combined with their animallike appearance, earned them the nickname "monkeys."

SENSES
Yazirians’ senses of hearing, smell and taste are equivalent to a human’s. Because they evolved from nocturnal hunters their eyes are adapted to seeing in dim light, however, they can not see in complete darkness. They usually wear dark goggles when they must work in sunlight.

SPEECH
Yazirians have no trouble speaking hHuman languages or Pan- Galactic. Their own language is a combination of Human-type sounds and snarls and growls.
Yazirian FemalesSOCIETY AND CUSTOMS
Yazirian communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong. The clans had traditional enemies and allies, and they struggled constantly for power and land. Since the Yazir- ians moved into space, they have learned to cooperate more and the clans have become less important. Despite this, yazirians still have a reputation throughout the Frontier as proud, fierce fighters.

A custom yazirians have kept intact is the selection of a life enemy. When a yazirian chooses a life enemy, he dedicates his life to destroying, overcoming or outdoing that enemy as completely as possible. In the past, a yazirian would choose an enemy clan or clan member as his life-enemy, but now the choice is much wider. A yazirian scientist could name an incurable disease as his life-enemy, or a yazirian trader could choose a competing company. The scientist would try to find a cure for the disease; the trader would try to build up his own company so it is more powerful than his enemy's, or even try to drive the other company out of business.A Yazirian gains honor by striving to defeat his enemy. Yazirians with powerful life-enemies are respected and admired. A yazirian that defeats its enemy does not need to choose another, but some yazirians do. There is no set point in a Yazirian's life when he must choose a life enemy, and some yazirians never choose one. A yazirian that dies without having chosen a life-enemy is considered unlucky.

ATTITUDES
In general, yazirians like vrusk and humans. They occasionally lose their patience with dralasites, because they are slow and would rather discuss ideas than act on them.

Average Size 2.1 meters tall (Medium)
Average Mass 50 kilograms (male), 60 kilograms (female)
Average Lifespan 140 years
Reproductive System heterosexual, viviparous
Body Temperature 39 degrees Celsius
Ability Scores: d6 Smarts, d6 Agility, Strength costs 2 points per die type
Speed: 6 
Vision: Standard; Low-Light 
Languages: Pan Galactic, Yazirian 

SPECIAL ABILITIES
Flight (Gliding)
Yazirians can glide short distances using the membranes attache dto their arms and legs. A yazirian must start his glide 10 meters (5") above the ground and can glide 1” (2 meters) for every meter he is above the ground when he starts his glide.

The maximum distance a Yazirian can glide depends on the gravity of the planet, as shown below.
Gravity
Maximum
Glide

.6
300m (150")
.7
200m (100")
.8
100m (50")
.9
50m (25")
1.0
20m (10")
Yazirian Male
Battle Rage (Novice, Berzerk):
Yazirians train themselves to berserk in battle. The yazirian does not have to wait until it receives a wound to make the Smarts roll. With a raise, they may use skills that require concentration they would otherwise be unable to use.

Low Light Vision:
Yazirians can see without penalty in dim light, however they must wear goggles while in bright light or sunlight or suffer a -2 to all ranged attack rolls and Notice rolls.

Artwork by Ryan Baker and Shell

3 - Hindrances



Non-Swimmer 
A character who never learned to swim, might be afraid of large bodies of water. 
(Minor) Make a vigor check -2 to consciously enter the water. 

Xenophobic
The character has an intolerance of other races. This intolerance isfor sentient races and not towards alien “creatures”. 
(Minor) The character suffers a -2 charisma modifier when dealingwith other races, or to initial reactions if that character’s intolerance isknown by others. 
(Major) The modifier becomes -4.

Space Sickness 
(Major)Your character becomes ill and/or disorientated when in zero-G environments. Whenever your character enters zero-G inside a ship or station he must make a vigor roll or become shaken. Each round after,the character may make a vigor roll to become unshaken. On subsequentrounds, once the character is unshaken, they suffer a -2 totheir agility rolls during combat for the sake of losing control. (Minor) In campaigns where zero-G environmentsare uncommon, Space Sickness is considered aMinor hindrance.

4 - Edges

Available edges can be found in the Savage Worlds Explorer's Edition.
Note: Items marked (*) are new and found below.
  • Ace
  • Acrobat
  • Alertness
  • Ambidextrous
  • Attractive / Very attractive
  • Berserk
  • Block / Improved Block
  • Brawny
  • Charismatic
  • Cinematic martial artist (*)
  • Combat Reflexes
  • Command
  • Common bond
  • Connections
  • Danger sense
  • Dead shot
  • Dodge / Improved dodge
  • Fast healer
  • Fervor
  • First strike / Improved first strike
  • Fleet footed
  • Florentine
  • Followers
  • Frenzy / Improved frenzy
  • Giant killer
  • Hard to kill / Harder to kill
  • Healer
  • Hold the line
  • Inspire
  • Investigator
  • Jack of all trades
  • Level headed / Improved level headed
  • Luck / Greater luck
  • Marksman
  • McGyver
  • Might blow
  • Mr. Fix It
  • Natural leader
  • Nerves of stell / Improved netves of steel
  • Nobel
  • No mercy 
  • Professional
  • Expert / Master
  • Quick
  • Quick draw
  • Rich / Filthy rich
  • Rock and Roll
  • Scholar
  • Sidekick
  • Steady hands
  • Strong will
  • Sweep / Improved sweep
  • Thief
  • Tough as nails / Improved tough as nails
  • Trademark weapon / Improved trademark weapon
  • Two-fisted
  • Weapon master / Master of arms
  • Woodsman 
Cinematic Martial Artist 
(Novice, Fighting d6) 
You know a style of martial art from either military training or learning from a master honing your body into a weapon. 
  • Improved Damage: Your character does Strength + d4 damage with your hands and feet. 
  • Armed: When fighting unarmed your character is consideredarmed. 
  • No Gang Up Bonus: In addition, opponents do not receive a gang up bonusagainst you. 
  • Gear: If your character is wearing gloves such as shock gloves they do not inhibit your ability to use martial arts. Simple add the additional damage caused by the gloves. 
Zero-G Combat
(Seasoned, Agility d8) 
Your character is skilled in fighting in zero-G environments. Whenever your character makes an agility roll duringcombat to maintain control in zero-G, your character receives a+2 to their roll.

5 - Skills

Skill List

The follwoing skills are available in the Savage Worlds Explorer's Edition.
  • Boating Agility
  • Climbing Strength
  • Driving Agility
  • Fighting Agility
  • Gambling Smarts
  • Guts Spirit
  • Healing Smarts
  • Intimidation Spirit
  • Investigation Smarts
  • Knowledge (*) Smarts
  • Lockpicking Agility
  • Notice Smarts
  • Persuasion Spirit
  • Piloting Agility
  • Repair (*) Smarts
  • Riding Agility
  • Shooting Agility
  • Stealth Agility
  • Streetwise Smarts
  • Survival Smarts
  • Swimming Agility
  • Taunt Smarts
  • Throwing Agility
  • Tracking Smarts

Setting Specific Skills

Knowledge
This skill is covered in the Explorer's Edition. In a sci-fi setting, characters have areas of expertise not listed in the book. This section helps the GM consider other skill areas specific to his setting. This is a general category that covers anything you can imagine your character has knowledge in. For instance, you character might have knowledge in specific sciences like astrobiology, local customs of Ken'zah Kit or how to plot navigational paths between star systems. Here are some examples how to record these types of skills on your character sheet.

Knowledge:Astrobiology d6
Knowledge:Astrogation d8
Knowledge:Ken'zah Kit, Customs and Politics d6

Technology and Repair

Technology is everywhere in the frontier. It is assumed if the character grew up on a modern world they would know how to use a computer, drive a hovercar and give a robot commands. Beyond the basics, your character must be skilled to repair these types of devices. The following is a guideline when repairing or working on computers, robotics, demolitions, machines, gadgets, vehicles, weapons, locks, sensors, detection equipment etc. 

Tech-Kits

Each time your character attempts to repair something he must have the tools and materials neccessary to complete the job. A tech-kit has all the neccessary items to make field repairs on almost any device in the frontier. Each time the tech-kit is used, provision points are depleted. When the points reach zero the tech-kit is nothing more than a case to hold tools. 

Sometimes however the repair may only be made in a properly stocked shop. Your GM will know if that's the case. 


Technology 

Modifier 
Tech-kit
Points 
Low-tech -2 1
Modern-tech+0 2
High-tech +2 
Cutting-edge +4 

Technology Examples
The doors of 43 East Summit street are equipment with high-tech biometric scanners. A technician can thwart the locks using his tech-kit by expending 4 provision points and rolling a 6 or better on his skill check. If he fails the points are still depleted from the kit.

Toerne is working on a robot for his next excrusion into the Unsettled Lands. Since he'll be far away from a parts shop he needs something that can easily be fixed in the field. He asks his GM if he can swap out the high-tech inards for modern-tech. The GM states he does not have those types of parts in his tech-kit but my purchase the parts for 400 credits. No roll is neccessary since Toerne is not in a combat situion and has all the time in the world to fix. If he's stummped he can simple seach GalactipediaNET for some help. 

Sothedol and his crew are attempting to outrun piriates in a densly packed asteroid field. He makes a Repair roll to tweak the high-tech thrusters hoping to give them a 20% boosts. 

Alien Technology

Devices of alien origin are penalized -2 to use. Repair is -4.


Archetypes

See below

Character Template


 (image)
Homeworld
Race
Gender
Rank
AttributesAgility d, Smarts d, Spirit d, Strength d, Vigor d
CharismaPaceParryToughness:
Skills:
Hindrances:
Edges:
Languages:
Gear:

Vehicle:
Affiliation:


 (image)
Homeworld
Race
Gender
Rank
AttributesAgility d, Smarts d, Spirit d, Strength d, Vigor d
CharismaPaceParryToughness:
Skills:
Hindrances:
Edges:
Languages:
Gear:

Vehicle:
Affiliation:

Gun Toting Noblewoman

Gun Toting Noblewoman

Gun Toting NoblewomanHomeworld: Clarion
Race: Human
Gender: Female
Rank: Novice PSA: Military
AttributesAgility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Charisma:  Pace: 6 Parry: 5 Toughness: 5
SkillsDriving d6, Fighting d6, Investigation d6, Tech d4, Shooting d6, 
Stealth d6, Streetwise d4, Persuasion d6, Computers d6
HindrancesHeroic
EdgesTwo-FistedQuick (redraw low action cards)
Languages: Pan-Galactic, Thesive (royal dialect of Theseus)
GearCivilian skeinsuit, Casual clothes, Laser pistol, Laser pistol, Implanted ID-Card, Bivysack, Advanced chronochom (works like a droid phone), 500 creds

Role-Playing Tips
You are a member of the Clarion royalty currently serving in the Royal Guard. You travel the frontier seeking those that would attempt to destroy Clarion's political and economic systems. You are relentless and gallant. You always give an enemy the benefit of arming themselves before you put them in their place. Play this character is you want to talk uppity, treat others like servants and fight for a righteous cause. 

Enemies: Streel Corp
Allies: Clarion Royal's

Recon Scout

Recon Scout

Scout
Homeworld: Dixon's Star
Race: Human
Gender: Male
Rank: Novice














Attributes/Skills
Agility d8
Smarts d4
Spirit d4
Strength d6
Vigor d8
Fighting: d6
Riding: d4
Shooting: d6
Stealth: d4
Swimming: d4
Throwing: d4
Gambling: d4
Notice: d4
Survival: d4
Tracking: d4


 Guts: d4





 Climbing: d6





 n/a






Charisma: -3 Pace: 6 Parry: 5 Toughness: 6
Hindrances: Death Wish, Bad Habit (Chews cud and spits), Ugly
Edges: Danger Sense (-2 Notice before a surprise attack)
Languages: Pan-Galactic, Gruntish (animal speak to other scouts)
Gear: Camo clothes, vista-salt pills, water sling pack, utility helmet w/ flashlight, bandolier, assault rifle, waterproof boots, gloves, overcoat, skeinsuit.

Vehicle: Mount
Affiliation: Scouts of the Outfrontier, Contractor for Streel Corp Scout-Recon division.

Role-Playing Tips
Play a recon scout if you like to chew wheat stalks, experate in a spittoon, talk gruff and track bears. Your hardy, ugly, chew but when there even the slightest chance to accomplish a goal you'll risk it all. After all who's gonna miss ya?
Say things like,
"You ain't whisteling Dixon!"
"I'd rather kiss a bear."

Your not afraid to get dirty, your a sharpshooter and you tip your hat in the rain to get a drink. Living so long in the woods has developed a danger sense, you just know when somebody or something is around the next tree waiting.


Star Frontiers Conversion Notes
Danger Sense: INT -20
Death Wish: If there is a chance to complete a goal you will risk anything to achieve it.
Bad Habit: -5 PER or LDR
Ugly: -10 PER

Tough Smuggler


Tough Smuggler

Corellian PirateHomeworld: Madderly's Star
Race: Human
Gender: Male
Rank: Novice PSA: Military
AttributesAgility d6, Smarts d4, Spirit d6, Strength d6, Vigor d8
Charisma:  Pace: 6 Parry: 6  Toughness: 7
Skills: Driving d6, Fighting d8, Investigation d6, Pilot Scout-class d6, Repair Spaceships d4, Shooting d6, Stealth d6, Streetwise d4
Hindrances: Heroic
Edges: Brawny, Quick (redraw low action cards)
Languages: Pan-Galactic, Trade-Speak
Gear: Civilian skeinsuit, Jump boots, Casual clothes, Laser pistol (off-brand), ID-Card, Backpack, Advanced chronochom (works like a droid phone)

Role-Playing Tips
You'll do anything for a credit. Well just about anything. You boast about making runs where everyone else gets caught. Your tough, most run or try to fast talk their way out of situations, you don't. Always try to make a few creds on the side, as long as it doesn't interfere with your current customer/employeer. 

Play this character is you like to brag, swindel and get the big payout. You'll make sure rivals know your the best. 

Equipment

The following equipment is available to starting level characters (GM's decision).

Content of Star Frontiersman project

Gyrojet Wrist Rockets

Gyrojet Wrist Rockets

Cost     125 Cr
Wgt      1.5kg
Damage   2d10/bullet
Ammo     3 rounds
Rate     3
Defense  Inertia
Range(PB/S/M/L/E) -/5/25/50/100

This durable pair of gloves each have a simple, gyrojet rocket rack on their backs that holds three gyrojet rockets. Characters wearing such weapons simply point their wrist, bend their hand down, and hit the dual trigger buttons to launch the rockets. This means they have to use one hand to fire the rockets on the other... it’s not possible with only two hands to fire both wrist rockets at the same time.

The rockets have slightly less range than a gyrojet pistol, but are otherwise quite similar. The owner of this weapon purchases pistol jetclips and disassembles them to extract the loose shells, and loads them into the chambers of the gloves. Reloading takes place after combat, as it takes several minutes to properly clean and replace the shells.
Gyrojet Wrist Rockets
The wrist rocket is mounted on a polyplate gauntlet, giving it a really cool look and acting as brass knuckles in combat (causes 1d10 damage when punching).

Skeinsuits and inertia screens reduce gyrojet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.

Some planets consider Gyrojet Wrist Rockets to be concealed weapons and have laws prohibiting their use. Most worlds consider it personal protection equipment, like a knife.
Used with permission from

Setting, The

Use this page to list things the setting should cover. 
I will be used the Plot Point system to develope a sci-fi setting.

  1. INTRODUCTION - What the frontier is about, the backstory, who the adventurers are.
    • The Frontier
    • Space Travel
    • Goods and Services
  2. CHARACTERS - Special creation rules, gear, edges and hinderances
  3. SETTING RULES - For the GM, spaceship combat, zero-G maneuvers, cinematic martial arts, 
  4. GAZETTEER - List of locations the player's will travel to. Tied to Savage Tales (see below)
  5. SAVAGE TALES - Adventures ranging from fully fleshed out modules to short encounters. 
  6. BESTIARY - Complete list of creatures and NPC's (both major and minor)

INTRODUCTION

The Froniter

This science fiction setting is desinged to give the players a certain type of feeling - a frontier feeling. Although there are pockets of technological advanced areas in the frontier there are still areas to be tammed. The players are alone against the galaxy, they explore, have encounters and are challenged along the way. 

In the frontier resources can be few and far between. Players are not ablet to pick up energy packs at the store before exploring a remote moon jungle - they must bring gear with them. Innovation and creativity are what helps your character succeed in the frontier. 

The froniter is full of action and adventure, your character is the mover and shaker of events that can be far reaching or localized. They will be men of renown, engaging the forces of evil or creatures of might. 

The frontier is gritty. Gear is not shiny and new, it's used and sometimes held together with ingenuity and welding tape. Characters will find themselves getting dirty, equipment that fails from lack of cleaning and everywhere scratches and dents after a few excursions into the out lands. 

The frontier is a place of isolation. Communications are in hours instead of seconds between star systems. Although the frontier has a very dense star population, travel between star systems is in days, sometimes weeks. 

The Worlds

The frontier is a densly packed portion of the galaxy. Dozens of planets have major settlements on them while dozens more are outposts or have yet to be discovered. 

The races were plucked from around the galaxy and deposited here, nobody knows how or why. No one planet is "owned" by a race, rather each planet is co-populated. Most worlds are owned by corporations. 

World work in progress;
Tian 
Aba Xing'Xiu II
Ganymede
Arietis VI
Kazi
Granna
Pictoris III
Liakiee V
Vorth
Solarii IV
Castor
Inanna VII
Apep
Eridu II
Gondwana
Vanatc Corp III
Ilgan II

Space Travel

Space Vehicles

These types of ships are powered by sublight engines and are used in-system. They do not have the capability to travel between star systems. Most space vehicles can enter an atmosphere, land and take off again. 

Spaceships

Travelling between the stars requires a spaceship equipped with a hyperdrive. 

Hyperdrive Technology

Navbouys
Hyperdrive can be engaged fairly close to planets and other gravatational wells.
Power sources.

Referee Book

Setting Rules

Gravity (Optional Rule)

The strength of gravity on a planet depends on the planet's size. Increasing or decreasing gravity can affect characters several ways.These effects are explained below. (This rule is optional. Referees who do notwant the added detail can ignore it and assume all adventures happen on planets where gravity equals 1 g.) Disregarding gravity rules will obviously make the Zero-G Tolerance Edge and Space Sickness Hindrance pointless in the campaign. Referees must inform the players at character creation if this is going to be the case for the campaign. For every 0.1g less than 1.0g 

Weightless Movement 

Moving in an area where there is no gravity (Zero-G) is different than normal movement. Handholds are built into the walls of mostspace stations and spaceships, so characters can pull or push themselves alongin free-fall. Once a character starts moving, he will not stop until he bumps into a wall or grabs another handhold and stops himself.

Characters moving thisway can move at walking speed (their normal Pace). They must follow a wall or, if they move across an open area, they must move straight at a constant speed until they reach the opposite wall. Some ships have velcro strips along the hallways, so characters wearing special footy's can walk normally. Characters walking this way can move at one-half their normal Pace and may not run. Characters can move outside ships or space stations using space suits. Space suits have magnetic boots so characters can walk on the metallic surface of the ship or station at 1/2 their normal Pace and also may not run. Characters can connect themselves to the ship with a tether, if they are knocked off the ship they can simply pull themselves back along the tether. The rate is 1/2 their normal Pace.

Weightless Combat 

Whenever a character in free-fall attacks with eithera ranged or melee weapon, he must make an Agility roll. If he fails the roll, the character has lost his balance and is spinning out of control. A spinning character can do nothing until he regains control. To regain control, the character must pass another Agility roll. The character can make a check at the beginning of every round, starting on the round after he loses control. 

Note: the Zero-G Tolerance edge grants a bonus to one's Agility roll. 

Making an Agility roll to regain control is considered an action. If the character passes the check, he/she has regained control and can move and attack on the same roundwith the usual multi-action penalty. Characters who are wearing magnetic or velcro footys. 

Note: characters who are firing gyrojet or laser weapons never lose control.   

Creatures

Click below for a list of creatures.

Air Whale

Attributes
Agility d4
Smarts d6 (A)
Spirit d6
Strength d12+6
Air Whale
Vigor d12+6 

Skills:
Fighting d6 
Guts d8
Notice d6
Shooting d6 

Pace: 10 
Parry: 5 
Toughness: 22 (2) 

Special Abilities
Armor: +2, Thick muscle 
Flight: Air Whales have a flying Pace of 10 and a climb of 4. 
Gargantuan: Attackers add +4 to their Shooting or Fighting rollswhen attacking an Air Whale. Only heavy weapons may effectan Air Whale 
Size: +9 
Improved Frenzy: An Air Whale may make two attacks perround with its tentacles at no penalty. 
Sunlight Beam: damage 3d10 

Native World: Volturnus - Anywhere in the air 

Description 
Air whales are part plant and part animal. The top of the air whaleis covered with plant life which converts sunlight directly into foodand energy. The giant creature also eats plants and animals. Itfeeds on floating plankton, drifting spores, and swarms of flyinginsects, plus anything else it manages to capture. It produces hydrogenas a by-product of feeding. The hydrogen is stored in hundredsof inner membrane sacs. The hydrogen provides the liftwhich lets the air whale float. Compressed hydrogen, ventedthrough tubes scattered around the air whale's body, lets the creaturemaneuver.Crystal-based life forms have a symbiotic relationship with the airwhale. These crystals focus sunlight into a beam, much like a laser.The crystals also store solar energy, and can when direct sunlightis not available. An albedo screen or albedo suit will protectthe target as if they were struck by a laser. From the bottom of thecreature hang hundreds of razor-sharp tentacles 10 meters long.Note that the air whale has two different attack forms depending onwhether the victim is above or below the creature.

One Sheet Adventures

Click on the one sheet adventure below.
List of One Sheets from Pinnacle 

The search for T14

Background


T14 was scheduled to have a memory wipe after its last mission to the Big Bertha mining compound on Inanna VII. For unknown reason the memory wipe didn't take effect. The robot, apparently acting on it's own has acquired a ship and travelled to the mining compound. 

Your job is to infiltrate the compound and get that robot back!


System:
Planet: Inanna VII

Special Rules

The low gravity allows characters to leap, jump and fall great distances. Various suspended platforms allow the characters to jump down into the mine, retrieve the robot and jump back up for extraction.

Equipment

Grapple pistol 
  Mass: 3kg, Cost: 20 CR

This pistols fires a small magnetic spike up to 10 meters (32 feet) or 5". As the spike spins, hooks snap out which are able to grab ledges. The cord can be rewound in 2 turns. A compressed air canister can fire the pistol up to 10 times before replacing. Canister cost 1 CR each.

Repulsor List Cart
  Mass: 140kg, Cost: n/a

These carts are used to ferry large objects, debris and other heavy objects throught the mine. The repulsor's have an altitude limit of 1 kilometer above the surface of the planet. They have no altitude limitions in the mines.


Sathar, The

The information presented here is specific for Savage Worlds RPG.  For textual description please refer to the Alpha Dawn rule book. 

Classified Information

Hypnotism
A Sathar can hypnotize a character by talking to him in a non-combat situation. This ability is similar to the Puppet spell/power. The character must make an opposed Spirit roll versus the Sathar’s Spirit; if the character fails, he is hypnotized and will follow simple commands from the Sathar. If the Sathar succeeds with a raise or higher, the Sathar may command the character to attack allies and even commit suicide (however suicide allows a second opposed roll). 

A hypnotized character will think the Sathar is his friend, and will want to cooperate with it. He will see things the way the Sathar describes them, if his other senses do not contradict what theSathar tells him. 

For example, a character would not believe that a fire was a pool of water. The duration of the hypnotism is 3 rounds with a success and a further 3 rounds for each raise if used for acombat situation. In a non combat situation, a Sathar can command a hypnotized person to do something at a specific time, and to forget that he has been hypnotized until that time. For example,a character could be commanded to turn off a security system at midnight.

Average Sathar Warrior 
Sathar

Attributes
Agility d6
Smarts d6
Spirit d8
Strength d4 
Vigor d6 

Skills
Fighting d6 
Guts d8 
Intimidation d6 
Knowledge (Demolitions,Computers, Machinery, or Robotics) d6, Notice d8 
Persuasiond8 
Shooting d8 
Stealth d6 

Pace: 6 
Parry: 5 
Toughness: 5 

Special Abilities:
Hypnotism: A Sathar’s hypnotism power is similar to the Puppet power as described above.

Edges:
Command: +1 to troops recovering from being Shaken 
Level Headed: Sathar know only war, as such all Sathar have keen battle tactics. They have the Level headed edge without being of Seasoned rank. 
360 Vision: Sathar recieve +2 to Notice rolls based on Vision and negate all gang-up bonuses. 

Gear
Sathar may use any weapons or defenses as per the standard equipment list.

Edit Note: edited by jedion357 only for grammar not content changed 2/8/11

Savage World Links

Online Character Creation
http://www.asmor.com/scripts/SavageWorlds/CharAssist/