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- In ScavSpace, you play a Privateer, given a commission of exploration to chart space beyond the reaches of the Federation. Formed from the peaceful union of six races, the Federation is a beacon of order and peace in the galaxy, yet curiosity and expansion drive their recent round of commissions. Your objective in ScavSpace is to keep yourself alive and flying free. Meeting challenges will require risk and debt, driving you to further adventures to keep yourself able to live independent of the droll life you otherwise might suffer within the Federation. Despite this, ancient ruins, devious aliens, and an ancient evil await in the darkness beyond civilization which will check the Federation's goals any chance they can. Fly Free, Scaver.
- The Races: Lore
- Humans: Evolving on the planet Earth, Humans are often considered to be the glue holding the Federation together. While other races are purpose-built for their lifestyles, Humans are made to survive extremes and continuously expand. They easily become specialists within any given field, making them highly desirable within the Federation for any role. One of the founding members, the Humans have long handled political relations with a mix of psychopathic tenacity and bi-polar approaches. While Humans as a whole are seen as empassioned lunatics, individuals are considered to be worthwhile friends and allies. Additionally, they are the only race capable of growing into Psionics, their connection to the NooSphere being stronger than any other's, save the Conclave's.
- Graymlin: Best described as living dynomite, the Graymlin are a small statured, excitable, brilliant race of absolute idiots. They were the first race to discover Faster than Light travel, but relegated it to a curiosity in their infancy, instead developing it into a means of communication. They are famous for building things without knowing what they actually do, and are reported to have built a planetary shield simply because "We liked the color it made the sky". This inevitably worked in their favour, as a communications hub built on their moon was not actually a communications hub, but a PhaseEngine. They proceeded to jump their moon into their sun, blowing up both, and sending their planet screaming faster than light through the cosmos. In the year 2084 C.E. their planet slung into a very fast, if stable, orbit around Sol, and they made first contact with Humanity.
- Kravasael: An ancient race of Warrior-Monks, the Kravasael are considered broadly to be the military arm that keeps the Federation safe. Once an intergalactic empire, the Kravasael have long since retreated from such ambitions, finding that running an empire was more tedious than simply voyaging wide in search of trials to hone themselves on. Most Kravasael adhere to their principle of Honor, Duty, and Discipline, though some may take it less seriously than others. The Krav', for short, have come to prefer proving themselves as the ultimate soldiers and warriors, refining their martial skill with a complex philosophical code that expounds inner tranquility and control reflecting through outer mastery and domination. Much of the Federation's tech-base is thanks to the wartime innovations of the Kravasael, who laud scientists highly, for their word for "Scientist" is the same as "Armorer" in their language.
- Troglodytes: An enigmatic, and often considered slimy and sinister people, the Troglodytes are never-the-less tolerated in the Federation due to their immunity to the exotic particles in PhaseSpace, making them the most efficient transport crews in all the Galaxy. Possessed of a familial memory passed down through generations, Trogs can recall vague skills from their ancestors, or specific events of extreme importance. Traitorous in nature, you can always trust a Trog will try and get the best out of you. If they like you, though, they'll also make sure you are neither taken advantage of, nor without plenty of "Charitable donations" from sources best unlooked for. Uniquely, they are ruled by a figure known only as 'The Overlord', bearing no name and a diefic reverence by the entire race. While Trogs may cheat and steal from one another, they are suicidally obedient to the will of the Overlord, and will never willingly go against its wishes.
- Androids: Built by a long-lost race, the Androids are a peaceful species that maintains the energy generators of the Federation. While powerful robots in their own right, the Androids are enigmatic and pacifist by design by their creators, and cannot willingly harm other creatures. Debilitate? Certainly, but never at the cost of life. Because of this, they are usually considered the wise and calm-headed members of Federation politics, and are suspected of having been the figures throughout history that would visit and observe the other races. This is largely conjecture, though there are suspicions, due to their varied appearances sometimes matching that of mythical figures and creatures.
- Conclave: A race of symbiotic insects, the Conclave are able to join together into a living mass, often taking on a humanoid shape, and psionically link their minds into a gestalt. The most naturally accomplished and capable Psionics, all Conclave can use telekinesis and telepathy, communicating through this mode with other creatures. While trusted within society as much as any other race (And a little more than the Trogs) they are aesthetic in nature and tend not to mingle with other races as often. To Psionic humans, this makes perfect sense, as each 'Individual' is in truth a small city of living beings, providing all the social interactions they could ever need. They are taken to creating works of art through Psionics as a means of expressing their communal culture of the individual colony.
- The Races: Stat-Spreads
- Humans: As per Savage Worlds corebook
- Graymlins:
- Little Gray Men: The Graymlins are short, and thus have a -1 size and subtract 1 from their toughness.
- Big Brained: Graymlins starts with d6 in Smarts on account of their big heads.
- Never Quite Right: Graymlins are never satisfied with 'Good Enough', and constantly innovate, starting with a d6 is Repair and Knowledge (Science).
- Inquisitive: Graymlin are curious and quick to take things apart, and they may even almost put it back together! They have the curious hindrance and can accomplish any machine-related repair or examination in half the usual time.
- Ear to the Engine: Graymlins have a +2 to Notice any changes in conditions in machinery they are passingly familiar with.
- Kravasael:
- Energy Shield: Kravasael Energy shields are a core part of every individuals kit. A second shaken result does not count as a wound, the attack deflecting off their shielding.
- Warrior-Monk: The Krav are devout Warrior-Monks, and relish any chance to prove themselves the ultimate fighters and soldiers. They have a difficult time resisting fighting the most capable opponent available, and will seek them out whenever possible, and do so in the most honorable method readily available, honor being up to the individuals discretion. Additionally, each one much dedicate themselves to a personal code which exemplifies their martial philosophy.
- Martial Masters: Krav begin with a d8 in strength, and may raise a d12+2 via normal advances, and have a d6 in fighting.
- Recluse: Krav enjoy their solitude; they require an additional two hours per day of rest for meditation and introspection.
- Troglodytes:
- Hardy Hunchback: The Trogs are squat and tough, giving them a -1 to their size, have a +4 to resist all environmental effects, and gain 1 level of fatigue for every 15 minutes they hold their breath instead of normal, losing this fatigue at one level per minute breathing normally.
- PhaseVision: Troglodytes are able to see the world through Phase Space, giving them near-perfect vision in a sphere up to a mile away and immunity to the exotic particles of PhaseSpace, though are conventionally blind and incapable of smell or touch and need cyber-interfaces to use displays other races use, giving them a -2 to notice checks involving either.
- Genetic Hatred: The Troglodytes have one memory held from the dawn of their species: The Genocide of their pre-evolution ancestors at the hands of the aliens known as the 'VoidStriders'. Troglodytes have a -4 on all Charisma checks, and will attack 'VoidStriders' without provocation, up to and including their own loss of life. Only an outside authority they respect or the potential compromise of their friends halts their retaliatory hatred.
- Greedy: Trogs relish making any form of profit, and will go to any 'reasonable' extreme to make sure they are 'adequitely' paid. If a Trog ever feels cheated, they will graciously accept the insufficient payment, and then steal back several times what they are owed, as an example. As the saying goes, "Tip a Trog well, so they don't charge you twice."
- Skulking: Trogs are agile and stealthy, starting with a d6 in agility, and a d6 in stealth.
- Androids: As per Savage Worlds corebook
- Conclave:
- Willing Outsiders: Conclave take a -2 to diplomacy with others due to their disinterest in interactions with other races on most occasions.
- Psionic Entity: Conclave are naturally Psionic, and begin with the Arcane Background (Psionics) and +5 Power points.
- Colonial Organism: The Conclave have a +1 to toughness due to their nature as a living, humanoid mass, yet have a pace of 5 and a -4 to resist the effects of radiation (including radiation exposure while in space).
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