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Sci-Fi Random Adventure Generator

“Savage Worlds ” and their logos are trademarks of © Pinnacle Entertainment Group, 2016. All rights reserved.
“Savage Space” is by ​ Marcus “Chaosmeister” Burggraf​ 2011 All rights reserved.

This work (except the artwork)is licensed under the Creative Commons Attribution​NonCommercial​ShareAlike 4.0

International License. To view a copy of this license, visit ​ https://creativecommons.org/licenses/by​nc​sa/4.0/

Notes​:
Much of the tables in this document are taken from a fan made supplement, Savage Space, by Marcus
“Chaosmeister” Burggraf. It’s a great Savage Worlds supplement and well worth checking out.

How to use this generator


This system provides a framework for an adventure. These concepts will need to be fleshed out but it
provides a foundation for a main goal and ideas for obstacles that the players might face. To use the
Sci-Fi Random Adventure Generator, roll 2 eight-sided dice of different colors (one die color for the row
and the other die color for the column), and then cross-reference the entry from the appropriate table.
In some cases further d8 rolls might be needed to fill out other details. There are 4 table categories: Do,
Something, Location, and Opposition. An additional table is provided for optional Complications. A
general structure to an adventure is:

‘The players must [Do][Something] at [Location] against [Opposition].’

In more structured terms, Do provides the PCs with a general task or goal. Something is the object of
interest or target the players are after. These two topics will provide the objective of the adventure for
the players. Location(s) is where the adventure takes place. Opposition details the main source of
conflict for the players during the adventure. Complications are problems that may arise during the
adventure and typically occur if there is more than one location involved with the adventure. Usually
Opposition is linked to Complications, but this is not always the case.

8+8
For some tables there is an 8+8 entry. If an 8 is rolled the GM rolls again, and if another 8 is rolled use
this table value instead of the other listed value for a die roll of 8.

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Do
Roll 1 2 3 4 5 6 7 8

1 Control Assassinate Discover Assist Retrieve Foil Combat Hunt

2 Infiltrate Strike Watch Negotiate Disguise Safeguard Obliterate Seize


With

3 Attack Assault Deliver Guide Liberate Investigate Defend Repel

4 Conceal Destroy Escort Support Move Encounter Fight Chase

5 Ally Kill Reveal Protect Save Shield Battle Locate

6 Build Avenge Find Meet Guard Activate Defeat Oppose

7 Convince Take Manipulate Observe Trade With Contend Beset Locate


With

8 Join Escape Bypass Disguise Trap Control Aid Save


From

Something
Roll 1 2 3 4 5 6 7 8

1 Disaster Bounty Femme Treasure Starship Criminal Soldiers Politician


Hunter Fatale

2 Ally Item Police Scientist Rebels Technician Villain Invention

3 Warrior Merchant Enemy Nobility Primitives Monster Information Discovery

4 Rival Fringer Journalist Murderer Hacker Spy Creature Weapon

5 Scoundrel Technology Diplomat Energy Computer Smuggler Civilian Love Interest

6 Broker Outcast Friend Agent Anomaly Secret Child Captain

7 Mercenary Base Robot Android Rebels Priest Rogue Aliens

8 Ancients Weapons Diplomat Planet Terrorist Corporation Government The


Unexplained

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Location
Roll 1 2 3 4 5 6 7 8

1 Frontier Factory Moon Asteroid Jungle Nexus City Arctic

2 Office Mine Military Base Mansion High Orbit War Zone Corporate Backwater
Building HQ

3 Starport Bank Hideout Outpost Fortress Space Market Quarantined


Station Zone

4 Urban Underwater Underground Junkyard New World Void Museum Colony


Sprawl

5 Laboratory Wilderness Space Wreck Wasteland Skyplex Ocean Ruins Government


Facility

6 Lawless Transit In Transit Hospital Rural Fleet Casino Prison


Area Station Region

7 Desert Island Nightclub Primitive Pleasure Core World Trade Zone Secret
World Planet Location

8 Colony Temple Border Deep Planetoid Neutral Prison Roll Twice


Space Space

Opposition
Roll 1 2 3 4 5 6 7 8

1 Mercenary Agency Military Monster Fringer Government Pirates Ruler


Official

2 Terrorists Soldiers Organization Scoundrel Gang Police Security Enemy

3 Enemy Former Ally Merchant Rebels Android Thief Villain Specialist

4 Veteran Thug Scientist Corporation Stranger Captain Madman Beast

5 Smuggler Environment Agent Outlaw Doctor Bounty Friend Unknown


Hunter

6 Fanatics Criminal Religion Employer Celebrity Creature Horror Merchant

7 Alien Robot Professional Law Empire Puzzle Technology Time


Enforcement Failure

8 Spy Conspiracy Hazardous War Traitor Computer Revolt Roll Twice


Environment

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Number of Locations
There will always be at least one location. However to make things interesting, the GM should use a
table to determine the total number of different locations. These can represent different tasks that are
needed to complete the main objective. The Main Location Distance table indicates relative distance of
the main objective for the adventure.

Opposition Levels and Complications


This is a combination of possible outcomes related to the number of locations for the mission. This also
is an opportunity to add a complication to the adventure. The GM should roll a d8 and consult the
Opposition Levels Table before each task is attempted at a given location. Some outcomes at previous
locations will have an effect on the opposition player’s come across. Also an adventure that has 3 or
more locations will have a greater chance of more opposition for a specific location.

It’s recommended that only one complication come about during an adventure, otherwise the plot can
get a little convoluted. However the GM should use their discretion and can add more complications,
especially if there are several locations for the PCs to visit throughout an adventure.

Lastly, every location should offer some concrete task for the players to undertake during the
adventure. This might mean gaining information, stealing a particular object, creating a diversion,
obtaining specific weapons, etc.. The GM should think of an appropriate task, but alternatively the Side
Task tables can be used. To use these tables the GM should determine the broad class of actions that
the main adventure (Do) falls under and roll a d8. The result a typical task that will be needed to be
completed at that specific adventure location.

Number of Locations
Roll Location Number

1-3 1

4-5 2

6-7 3

8 4

8+8 Special
Location Table Notes: Special may indicate multiple stops over several locations due to complications.

Main Location Distance


Roll Distance to Main Location

1-3 Main System

4-6 Remote System

7-8 Fringe System

8+8 Special

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Distance Table Notes: Main system is likely a jump or two away to a system with high government/legal
authority in the area. Remote systems are three or more jumps away taking a bit more time in travel
with the potential of law enforcement lessened (but the presence of criminals may be increased). A
fringe system is in a backwater location or in unexplored space. Special may indicate multiple distances
over several locations due to other complications.

Opposition Levels Table


Roll Opposition Level or Complication

1 or less There is a Complication or task Opposition is significantly higher (several wild card NPCs, x2 the
number of extras, increased security, etc.)

2-3 There is a Complication or task Opposition is greater than expected (a wild card NPC, more extras,
higher guard presence, no lapses in security protocols, etc.)

4-7 Opposition is typical for the type of task

8 Opposition is less than expected (no wild card NPCs, 2-3 less extras in main opposition force, major
gap in security, etc.)

8+8 Freak Circumstance (A Complication might arise that is beneficial to the PCs or a detriment to both the
PCs and Opposition, an unexpected ally turns up, etc.)
Modifiers for the table:
+1 for each successful task completed prior to the mission (cumulative)
-2 if the total number of locations throughout the adventure is 3 or more
-1 if the previous mission task was a failure

Complications
Roll 1 2 3 4 5 6 7 8

1 Battle Trap Spatial Betrayal Communication Abduction Politics Change


Anomaly

2 Corporation Capture Military Travel Information Malfunction Disaster False


Information

3 Law Unexplained Riot Monster Legal Issues Criminals Barriers Lies

4 Government Mistaken Theft Security Lack of Trust Enemy Insanity Drugs


Identity

5 Manipulation Innocents Exploration Crash Bureaucracy Scientific Double Loss


Issue Cross

6 Disease Diplomacy Invasion Trickery Environment Robot Money Conspiracy

7 Time Sidetracked Mistake Attention Love Interest Press Ambush Vendetta

8 Interested Aliens Lost Abduction Transportation Distractions War Fear


Parties

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Side Task Tables
These are related to the Adventure Do table result. The GM should interpret the overall goal of the
adventure as either Subterfuge, Intrigue, Mercenary, or Odd Job. If the GM is undecided, Odd Jobs is a
fair table to use as a catch all side task.

Subterfuge Side Tasks


Adventure where PCs need to use guile and stealth where violence is not an optimal choice (example
Adventure Do results: Disguise, Manipulate, Foil, Get Past, Steal).
Roll Subterfuge Side Task

1 Observe

2 Investigate

3 Smuggle

4 Move

5 Meet

6 Find

7 Manipulate

8 Seize

8+8 Some special task (may roll again to determine detail)

Intrigue Side Tasks


Adventure might deal with exploration or negotiation. Violence and criminal activity are not common
methods for tackling these type of adventures (example Adventure Do results: Support, Create,
Understand, Encounter, Retrieve, Negotiate With).
Roll Intrigue Side Task

1 Observe

2 Investigate

3 Reveal

4 Encounter

5 Activate

6 Meet

7 Locate

8 Chase

8+8 Some special task (may roll again to determine detail)

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Mercenary Side Tasks
Adventure with straightforward tasks of violence (or the threat of violence). While negotiation or stealth
might be part of these type of adventures, they are not the norm (example Adventure Do results:
Guard, Escort, Destroy, Protect, Oppose).
Roll Mercenary Side Task

1 Observe

2 Locate

3 Negotiate With

4 Manipulate

5 Take

6 Liberate

7 Obtain

8 Meet

8+8 Some special task (may roll again to determine detail)

Odd Jobs
These are open to using a variety of methods for achieving an overall goal that might not fit well within
the other Side Task tables (example Adventure Do results: Join, Chase, Escape From).
Roll Odd Job Side Task

1 Investigate

2 Meet

3 Retrieve

4 Locate

5 Safeguard

6 Deliver

7 Foil

8 Control

8+8 Some special task (may roll again to determine detail)

Example of a simple Adventure:

Several d8 dice are rolled. One for [Do],[Something],[Location], and [Opposition]. For [Do] a 7 and 7 are
rolled. For the [Something] a 1 and 2 are rolled. So the players are tasked with ‘Beset’ and ‘Bounty
Hunter.’ The players need to threaten or harass a bounty hunter. For the [Location] a 6 and 8 are rolled.
This is supposed to take place at a ‘Prison’, and again, some interesting results. Finally for the

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[Opposition] a 7 and 2 are rolled for a ‘Robot’ result. Given it is at a prison, likely this could be
automated security at the facility.

Trying to work a more formulated plot (and possibly work this into a more good-hearted moral compass
for the group), we can envision a patron approaching the PCs asking for their help with stopping a
bounty hunter that is trying to deliver an innocent person to a system prison. They aren’t tasked with
violence against the bounty hunter, just lean on them a little to give up their bounty. This might take
place enroute or at the prison itself before the prisoner is transferred over. The perimeter of the prison
might have automated sentries, or possibly the bounty hunter ship has its own robotic guards to prevent
any hijacking.

Example of a more detailed Adventure:

Several d8 dice are rolled. The results are 7,1 for [Do] and 3,4 for [Something]. So the players need to
convince some nobility. A 4,6 is rolled for the [Location] resulting with a Void. Let’s embrace another
meaning besides empty space, maybe the void of a black hole. Finally a 6,1 is rolled for the
[Opposition], so some type of fanatic is to be pitted against the party.

This is beginning to sound rather epic so some more details are needed. The first decision is to
determine how many locations might be involved with this. A 4 is rolled, consulting the Number of
Locations table we see there should be 2 locations involved with this adventure, with much of the main
plot revolving around a vortex. For the distance to the main location a 1 is rolled. So this will be in a
main system. Not too far away so likely travel will be easy (and in earshot of lots of law enforcement).
The main [Do] for the adventure is convince. Looking over this type of task for a first side-mission,
rolling on the Intrigue Side Task table would likely be a good choice. A 2 is rolled, so the first part of the
adventure should involve some type of investigation.

There is a fanatic involved, maybe some political terrorists. For this mission there should be a
determination how sticky the situation will be for the PCs. A 6 is rolled on the Oppositions Levels table.
As there aren’t many locations and no previous tasks undertaken with this adventure, the result isn’t
modified. It seems whatever the PCs are to investigate, they will run into typical opposition. Maybe a
terrorist cell will get wind that the players are snooping around and decide to put an end to their
investigative efforts permanently.

After the first session, the PCs manage to get some information about a group seeking to alter the drive
of a space station that is orbiting a black hole, collecting scientific data from it. The fanatical group
wants to send the station into the black hole, claim responsibility, and create instability in the region.
Hurling a science station with a hundred beings onboard seems an ideal effort for them. However
during the session, things didn’t quite go the way the players wanted. Their efforts to dig up information
ended up including a firefight with the terrorists in a large administrative building. Lots of noise and
property damage, and the PCs have telegraphed that they are onto the terrorist group.

This could play out as a race against time, with the PCs struggling to contact the system nobility, urging
their help in stopping the terror group before they enact their dastardly plan. It seems pretty good to
insert a Complication to see what could muck up the plans of the PCs. Instead of rolling on the

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Opposition Levels table, the GM decides to roll directly on the Complications table instead. A 4,2 is
rolled resulting in a mistaken identity. Let’s say the group are mistaken as criminals and a bounty
hunter is after them. Now the PCs have to race to the system to persuade a noble that there is a
legitimate threat from this seemingly small group of political insurgents, where they intend to hurl a
science station into a nearby black hole. All the while the PCs are being pursued by a bounty hunter.

While the players were tasked with just convincing the noble, this seems a little anti-climatic. The
adventure is taken further with the PCs successfully thwarting a pursuing bounty hunter and finally
getting a local noble to agree with sending police cutters to the station. The noble will ask for the PCs to
heroically assist with ensuring the terrorists don’t take over the science space station.

To figure out how difficult this might be, a roll is made on the Opposition Levels table. With a 4 result,
the PCs would normally expect a normal level of opposition. However their first side mission task was
botched somewhat so a -1 modifier is used. This now results in a 3 allowing for another potential
Complication or the level of opposition maybe being greater than expected. The latter sounds more
exciting. Even though the PCs are flanked with several police cutters in tow, maybe the expected
shuttle or two of terrorists heading towards the station is really a small group of ships. Not to mention
that pesky bounty hunter lurking about. Maybe the PCs didn’t quite neutralize that threat either and that
individual will show up at the station during the final fight.

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