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“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 AttributionNonCommercialShareAlike 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.
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
Something
Roll 1 2 3 4 5 6 7 8
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Location
Roll 1 2 3 4 5 6 7 8
2 Office Mine Military Base Mansion High Orbit War Zone Corporate Backwater
Building HQ
7 Desert Island Nightclub Primitive Pleasure Core World Trade Zone Secret
World Planet Location
Opposition
Roll 1 2 3 4 5 6 7 8
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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.
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.
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.
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.)
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
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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.
1 Observe
2 Investigate
3 Smuggle
4 Move
5 Meet
6 Find
7 Manipulate
8 Seize
1 Observe
2 Investigate
3 Reveal
4 Encounter
5 Activate
6 Meet
7 Locate
8 Chase
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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
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
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.
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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