Sci_Fi_World_Builder_Toolkit.pdf

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Sci-Fi
World Builder
Toolkit
By:
Paul “Wiggy” Wade-Williams
Editing and Layout By: Simon Lucas
Proofreading and Additional Material: Piotr Korys and Dave Blewer
Art: Vincent Hie, Slawomir Maniak & Rick Otey
Requires the Savage Worlds rules by Shane Lacy Hensley
www.greatwhitegames.com.
Permission is granted to print this pdf for personal use only.
Any other reproduction or redistribution of this material, in part or in whole is strictly prohibited
Savage Worlds, Smiling Jack, Pinnacle Entertainment Group, Great White Games, and all associated
logos herein are
Copyright © 2006, Great White Games.
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Table of Contents
Introduction
2
Law 24
Spaceport 25
Technology 26
Example 26
Alien Races 27
Racial Abilities 27
Sample Abilities 28
Creating Races 28
Description 28
Choose Racial Abilities 28
Pick a Name
Counter-Boarding Tactics 42
DrawingBoard
3
MajorPlayers
43
Style of Sci-Fi
3
Example
43
Hard Sci-Fi
3
Professional Edges
44
Pulp
4
Designing New Edges
44
Space Opera
4
Name
44
B-Movie
4
Requirements
44
Cyberpunk
5
Bonuses
44
Historical
5
Drawbacks
45
Weird
5
28
Acquisition
45
Savage Settings
5
Example
29
Background
45
Other Elements
6
Customs
29
Altering Edges
45
Technology Level
6
Group Table
30
Examples
45
Location
7
Example
30
Hook
7
Languages
30
Psionics
47
Plot Point
7
Arcane Background
47
Plot Point Ideas
7
Trade&Travel
31
Making it Different
47
Background
8
Trade
31
Examples
48
Forward Planning
8
Economy
31
New Edges
48
Consistency
8
Simple System
32
Edge Examples
49
Complex System
32
Brainburn Examples
49
Setting Basics
9
Master Trade Table
32
Brainburn
50
How Big?
9
Travel
33
Examples
50
Basic Proile
9
Ground Movement
33
Character Archetypes
9
Space Travel
34
51
Tinkering 51
Creating New Powers 51
Introducing New Powers 51
Trappings
Gear
10
FTL Travel
35
Setting Rules
12
FTL & Gravity
35
Player Background
12
Regular Space
36
Religion & Magic
12
Costs & Fees
36
52
Wages
36
Cryokinesis
52
13
Design Strategy 13
Top-Down 13
Bottom-Up 13
World Making 13
Notes 15
Gravity 15
Gravity Effects Table 16
1000+ Worlds 16
Terrain 17
New Edge and Hindrance 17
Atmosphere 19
Finishing Touches 20
Climate 20
Weather 20
Sample Weather Effects 20
Ecology
Trading Ship
36
Electrokinesis
52
Fuel & Provisions
37
Mental
53
Repairs
37
Pyrokinesis
53
Time & Calendars
37
Sample Powers
53
Example Calendar
38
Range Increases
54
Changing Trappings
55
StarshipCombat
39
Stealing Powers
57
Range & Scale
39
Sensor Range
39
TimeTravel
58
Close Quarters
39
Why Travel In Time?
58
Size
39
Paradoxes
58
Guns to Bare
40
Time Travel Is Money
59
Weapon Arrays
40
Time Travel Rules
59
Hazards
40
Long Duration Travel
59
Maneuvers
40
Short Duration Travel
59
Out of Control
40
Paradox Loops
60
21
Critical Hits
41
Final Summary
61
Population
21
Boarding
41
Government
22
New Edges
41
PsionicPowers
WorldDesign
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Introduction
Perhaps the greatest task a GM has is designing a
setting for his players to explore. Some GMs like to
borrow settings from other games, converting them
to their favorite rules system and making alterations
as they see necessary. Others borrow their worlds
from books or ilms. Some prefer to create a unique
setting using only their imagination.
For GMs who want to make their own universe,
the task can seem daunting. Where should you start?
How much detail should you include? What races
should you allow? How much magic is there? What
gods control the universe and how many are there?
The list can seem endless.
Whatever method you use, or are thinking or using,
there are key stages you need to follow to ensure you
end up with a playable setting. This book aims to help
you sort out the basics of your setting, allowing you
to concentrate on the speciics.
And that’s what this book is there to help with. By
using the examples and essays, you can take the time
out of world creation. A quick glance through the
Sources of Conlict section may give you an instant
idea, or send you down a road of possibilities you
hadn’t considered before.
Think of the table of contents as a checklist. Every
step is important, in varying degrees, to setting
creation. By starting at the beginning and working
through, you’ll have everything you need to help you
through the design stage.
Let’s be clear from the start, though—nothing
in this book is an oficial ruling. Sure, we present
examples, but don’t expect every published Savage
Setting to use the examples straight from this book.
Oficial Savage Settings contain rules speciic to one
game world—if you choose to introduce those rules
into your setting, then that’s your choice.
The examples in this book are just that—examples.
By all means feel free to use them, but you should
also look on them to help you build you own variants.
For instance, we give two methods of expanding the
Arcane Background (Psionics) Edge and examples, but
with a little imagination, and the guidance from this
book, you should be able to make your own variants
unique to your vision.
Some sections contain essays offering advice and
general notes, others prompt you through the design
stages by asking questions.
There is no right or wrong way to use this book—
the ideas for your setting may not suit anyone else’s,
but that doesn’t matter.
Think of your setting as a raw material. We’ve given
you the tools you need, but only you can shape the
resources into a viable end product. Go have fun!
Welcome, Earthling, to
Savage Jack’s guide to
playing God. Playing God,
you ask? Yep. This toolkit let’s you
play God on an awesome scale.
OK, now your ego has calmed down,
let’s look at what we have for you
inside.
This toolkit is a guidebook on how
to make a universe. Everything from
choosing a style of sci-i to creating
worlds to expanding psionics.
There’s also plenty of examples to
help you along. None of the examples
are speciic to any setting, but they’re
designed to be as generic as possible. If
you want to use them as printed, then
take them, but you can also think of
them as ideas and examples you can
bend, twist, and break into your own
cool rules.
How come? Because your sci-i setting
should be unique. We don’t mind
giving you a helping hand, but you
still have to do some work yourself,
that’s why.
Whether you’re just looking for a little
guidance or need a helping hand from
scratch, this book can help you.
Using this book won’t produce an
instant setting, but it’ll give you all
the building blocks you need to put
one together quickly.
Einstein once said that god doesn’t
throw die. Guess he was wrong!
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