Review SW SciFi Toolkit 

 

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Savage Worlds Science Fiction Gear Toolkit (2006)

Pinnacle Entertainment Group

 

Date Reviewed: 1-29-2011

Critical Kobold Rating:    (5 out of 5 Dice)

 

I Need a Neutronic Flux Destabilizer, Stat!

     While some may find our own world sufficiently savage, what about those brave adventurers who explore strange, new worlds sprawled across the galactic rim? What about those who chart the black holes and nebulae deep in the vastness of unexplored space? What about those who smuggle unlicensed proton matrix rethread conduits through Imperial space? Well, for those stargazing individuals, we have the Savage Worlds Science Fiction Gear Toolkit ! This is a PDF sourcebook which offers prit’ near anything you need to take your Savage Worlds game into orbit by supplying gear, goods, weapons, technology, and gaming advice for common sci-fi genres.

 

 

      I was very juiced up to get my clawed hands on this product. I’ve been a fan of the Savage Worlds system for some time now, but it’s always lacked much in the way of generic sci-fi setting material. This PDF corrects that oversight, beaming up mucho game material for your space-faring campaign. It provides useful stuff for any setting from your near-future modern game to a full-out savage space opera campaign. (It is just a sourcebook, so you'll need the Savage Worlds core rules to use the product as written.)

 

     How high do you want your tech? The Toolkit opens with a broad explanation of the Technology Index, which categorizes levels of scientific achievements for your setting. There’s no hard and fast rule as to what type of technology exists in which tech index, but there are guidelines:

 

TI 0 is basically Earth in the early 21st century. There are microwave ovens, electric cars, and cell phones and other portable gizmos that connect to a global internet via satellites. The upper end of TI 0 sees the creation of interplanetary starships, although travel is pretty slow. Moon bases, deep space stations, and asteroid mining may not unheard of, although they’re still risky ventures.

 

TI 1 heralds the emergence of practical energy weapons (pyew! pyew!), semi-sentient robots, common cybernetic enhancements, and cool silver jumpsuits to adventure in. There may be a single planetary government in this Index level, and most likely planetary colonies throughout a solar system. The spaceships are faster and well-armed, and mankind is moving out into neighboring star systems with FTL technology of some sort.

 

TI 2 is the highest development for worlds without “super science”; soldiers stride the battlefields of distant moons in ‘mechs or power armor, while personal energy shields and plasma weapons are common. Highly advanced robots or androids are common in everyday society. Starships travel across galaxy-spanning empires in a few days, and the common cold is cured.

 

TI 3, if you want to head there, offers disintegrator rifles (which sting like a mother!), teleportation technology that makes shopping for groceries a snap, and nanotechnology that gives average humans abilities that appear magical.

 

     This index, and frequent advice from the authors, help you plan what type of game you want before you even sit down to play. Much of the equipment and gear in the Toolkit is lumped generally into these TI classes, so you can get a feel as you read the book what items or sciences your players will have available to their PCs. Something more contemporary will be in the TI 0 level, perhaps a Firefly setting, with automatic projectile weapons and laptop computers and maybe travel between nearby planets and their moons, while a Star Wars type saga will be in TI 3, with pseudo-magical telekinetic abilities and laser swords and battle fleets jumping to hyperspace to zip across the arm of the galaxy.

 

     To flesh out each setting style, the Sci-Fi Toolkit is a veritable menu of goodies. The first chapter describes common combat equipment such as armor, spacesuits, weapons, and force fields. Power armor receives its own chapter. The Toolkit doesn’t forget about the less violent explorers out there, though, with stats for communicators, scanners, translators, motion trackers, and camping goods. Robots are examined in their own chapter as well, with rules for creating your own droids to use as NPCs, or for playing one as a Wild Card character. (“Paging Mr. Deckard…”)

 

     We then get treated to a whole catalog of cybernetic enhancements. Cybernetics may either be treated as a new type of Arcane Background, or it could be incorporated into the current Weird Science Background by treating each cyber-gadget as a new Weird Science gizmo. If you prefer, you can even require players to use Edges to obtain cyberware. Again, you can choose what best fits your setting. No matter which method you adopt, cyberdoohickeys basically provide some upgrade over your generic fleshy organic body, such as giving you the ability to heal quickly, breathe underwater, generate electricity, or interface your brain directly with your Playstation XXIII. Heck, you can even implant weapons like blades and pistols into your body, or repair or replace your more squishy limbs with armored bones and bulletproof-weave skin.

 

     We next explore the other cyber that’s popular in the future: cyberspace. A simple chapter examines teh Intarwebz of the future, including guidelines for computer use, interfacing, hacking, and exploring what amounts to another dimension entirely through the use of a personal digital avatar. (“It is the mental projection… of your digital self.” – Morpheus) This chapter alone could be used to run a Matrix- style campaign, if that’s your preferred sci-fi flavor.

 

     Of course, when I think sci-fi, I’m thinking starships, baby! There’s nothing revolutionary here, but it’s nice to have some basic info on space vehicles for Savage Worlds. There are several starship design methods presented,  geared towards whatever amount of detail you like to mess with. And, you lucky space dog, you, you also get well over a dozen sample ships suited to a plethora of purposes, from fighters to freighters to battleships, in case you don’t want to mess with creating your own at all. Space combat more or less follows the standard Savage World core rules; this chapter just gives you lots of big weapons, defenses and other toys to stick on your ship. There’s a look at onboard computers and specific starship programs as well, with practical notes on their function, use, and benefits to ship crews.

 

     Next up, a whole chapter is dedicated to designing any type of –surface- vehicle you may want to hop on to. Another simple construction system is presented to slap together whatever you may need to get from your starship to the nearest hive of scum and villainy, but more than 15 vehicle examples should give you a lot to work with without even needing to design your own space-minivan. Stats are given for hover tanks, armored personnel carriers, anti-gravity cargo haulers, armored limos, and more. The vehicle construction system is then extended easily into a useful chapter about ‘mechs; towering armed robots or manned vehicles that walk upright and rain death upon their adversaries with torso-mounted heavy lasers, 88mm smoothbore cannons, and racks of guided missiles. Certainly sounds like the makings of a raucous Saturday night on Torrad IV, eh?

 

 
 

 
 

 

     The Toolkit wraps up with a look at Superhero Lairs. The authors admit they aren’t sure whether lairs is a topic more fitting for sci-fi or pulp, but those of us who enjoy a little Flash Gordon/ Buck Rogers-type campy pulp science fiction can use these tables to design villainous or heroic headquarters by choosing the Lair Edge. Each time the Edge is chosen, the player receives points to spend on lair accessories like laboratories, power generators, computer networks, security and defenses, and henchmen or servants. These “lairs” could be space stations, underground caves, undersea complexes, lunar domes, or penthouse apartments, depending on your creative needs.

 

 

 


 

     The Science Fiction Gear Toolkit provides so much useful, fun material that it’s going to be nigh on impossible not to find something you want to use in your games. All the material fits seamlessly into the Savage Worlds mechanics, so there are no messy subsystems to fool with, and nothing keeping your games from jumping straight to warp factor nine. Because the goodness is presented in sections of a few pages each, you can easily pick and choose what ideas you want to try out. There’s very little chaff here, either; the chapters get right to offering the gadgets, powers, and abilities that you’re waiting for. This alone makes the Toolkit quite a bargain for the price. I’m really quite pleased that I picked it up.

 

     So buckle up, little Space Patrolmen! We’re off to explore some galactic savage worlds! Here’s your silver jumpsuit.

 

 

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