Humans

Humans can be anything from a random civilian selling you a coffee to a battle-hardened veteran in power armor shooting at you with a rocket launcher. However, you can use the following guidelines to create NPCs.

Average people:

Professionals:

Elites:

Space Pirates

In space, piracy is an everpresent danger - especially out in the Rim. Pirates come in many shapes and sizes and fly a variety of ships, depending on how successful they are and who they’re targeting. Below are some common examples of pirate ships.

Fighters:

Scouts:

Corvettes:

Cruisers:

Robots

Most robots are controlled manually by an operator, and use the operator’s relevant skills to perform tasks - usually Driving/Piloting, Notice and Shooting. As such, the robots below have not been given skills, although a robot with autonomous sytems can operate itself.

Robots can be found pretty much anywhere in the Firmament; though they’re a little pricey, the utility of having a machine to do things humans can’t or won’t do is easily worth it. More complex robots are rarer, and are most commonly found in the Foundation, or in the hands of the wealthy and powerful - or the army.

Surveillance Drone

A miniature anti-grav drone, about the size of your head. Cannot be outfitted with guns, though some police units are outfitted with electroshock prods or pistols. Drones intended for scanning or searching are often provided with a sensor suite for target identification.

Typical cost: 1000 credits.

Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d4, Vigor d6
Pace: 0; Parry: 2; Toughness: 4 (2)

Electroshock Prod: No damage. Has the effect of a stun baton.
Anti-grav: Flight 18”.
Size -3: Reduces Toughness by 3. Reduces Scale to “Very Small”.
Armor +2: Thin metal plating.
Construct: +2 to recover from Shaken; ignore 1 point of Wound penalties; don’t breathe or eat; don’t Bleed Out and Wounds are removed with Repair.

Heavy Drone

A larger, heavy-duty drone with an antigravity module and four miniature boosters. Can be stowed in a suitcase, but unfolds when in operation. Used for surveillance in dangerous environments where being shot at is likely, but can also be outfitted with a small weapon - usually a submachine gun.

Typical cost: 5000 credits.

Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d4, Vigor d6
Pace: 2; Parry: 2; Toughness: 7 (3)

Submachine Gun: 2d6 damage, range 12/24/48. No Unsteady Platform penalty.
Anti-Grav: Flight 12”.
Size -2: Reduces Toughness by 2. Reduces Scale to “Small”.
Armor +3: Heavier plating to protect critical components.
Construct: +2 to recover from Shaken; ignore 1 point of Wound penalties; don’t breathe or eat; don’t Bleed Out and Wounds are removed with Repair.

Tool Bot

A small wheeled and tracked robot, often used in environments hazardous for humans. Most commonly outfitted with tools for repairs, bomb disposal, or medical aid.

Typical cost: 2500 credits.

Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d6, Vigor d6
Pace: 6; Parry: 2; Toughness: 6 (3)

Cutting Tool: Str+d4 damage.
Tracked: Ignores movement penalties for Difficult Ground.
Size -2: Reduces Toughness by 2. Reduces Scale to “Small”.
Armor +3: The tool bot’s stout construction allows for heavier armor.
Construct: +2 to recover from Shaken; ignore 1 point of Wound penalties; don’t breathe or eat; don’t Bleed Out and Wounds are removed with Repair.

Vehicle Robot

Vehicle drones are basically just ordinary vehicles - like a speeder, hovercar or even a military vehicle - which have been fitted with remote or autonomous capabilities. Treat these machines as ordinary vehicles, using the relevant rules from the Savage Worlds rulebook.

Most vehicle drones are simple remote-control affairs, and must be manually controlled by an operator. However, some also contain their own autonomous modules that can identify threats, drive themselves and even operate weapons. Assign skills to an autonomous vehicle as appropriate.

Vehicle robots typically cost no more than the vehicle itself. If you want them to still be driveable by a human, add 10% to the cost.

Humanoid Robot

Highly versatile but also expensive and relatively fragile, these robots are often used in situations that call for the flexibility and maneuverability provided by articulated limbs. “Hospitality” robots are also popular with the wealthy.

Typical cost: 10,000 credits.

Attributes: Agility d6, Smarts d6(A), Spirit d6, Strength d10, Vigor d8
Pace: 6; Parry: 4; Toughness: 8(2)

Fists: Str damage.
Armor +2: Thin metal plating.
Construct: +2 to recover from Shaken; ignore 1 point of Wound penalties; don’t breathe or eat; don’t Bleed Out and Wounds are removed with Repair.

Heavy-Duty Robot

Towering above a human, these machines have a humanoid torso but roll along on treads like a tank. These robots are used in heavy industry, riot control and private security, but aren’t good in tight spaces. One or both of their manipulators can be replaced with weapons.

Typical cost: 50,000 credits.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d8
Pace: 4; Parry: 5; Toughness: 12 (4)

Mechanical Manipulators: Str+d4 damage.
Tracked: Ignores movement penalties for Difficult Ground.
Size +2: Reduces Toughness by 2.
Armor +4: Heavy plates of advanced alloys.
Construct: +2 to recover from Shaken; ignore 1 point of Wound penalties; don’t breathe or eat; don’t Bleed Out and Wounds are removed with Repair.

Automechanical

These enormous humanoid robots are squat and immensely heavy; they stand almost 20 feet tall and weigh several tons. They can be piloted remotely, but many models also have space for a human pilot. Primarily used for military enforcement, the basic model comes with a shoulder-mounted machine gun.

Automechs that will be used in warzones often have their firepower upgraded significantly. The shoulder mount can take any vehicle-mounted weapon, and one or both manipulators can be replaced with infantry-grade guns. It is possible for multiple operators to control the robot’s weapons independently.

Typical cost: 2 million credits.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d10
Pace: 4; Parry: 5; Toughness: 17 (4)

Mechanical Manipulators: Str+d6 damage.
Medium Machine Gun: 2d8+1 damage, AP 2. ROF 3, range 30/60/120.
Size +5: Increases Toughness by 5. Increases Scale to “Large”. One extra Wound.
Armor +4: Heavy plates of advanced alloys.
Heavy Armor: Cannot be hurt by ordinary weapons.
Construct: +2 to recover from Shaken; ignore 1 point of Wound penalties; don’t breathe or eat; don’t Bleed Out and Wounds are removed with Repair.

Meta-Terrans

These creatures aren’t aliens, but they’re not quite ordinary animals either. When humans colonised the Firmament, they brought countless embryos and genetic samples of Earth’s flora and fauna with them. Some of these have persisted without changing too much, but others have been engineered to fit ecological niches and help humans to terraform new worlds. As a result, there are quite a few “meta-terran” species derived from the animals of Old Earth. Some of the changes are relatively minor - for example, dogs and cats come in every shade of the rainbow these days - but others vary significantly from their ancestors, or even combine traits from multiple different animals.

Broadly speaking, there are 3 categories of meta-terran creatures:

  1. Spliced animals. The simplest type of manipulation to perform, these creatures are combinations of two species and have beneficial traits from each. Most creatures found in human biospheres fall into this category to some degree, and splicing to make animals more useful or to assist terraforming is a common practice.
  2. Mutated animals. These meta-terrans are animals that have been genetically modified with capabilities and traits that they would not otherwise possess. Difficult to do right; examples often have drawbacks and defects. When done right, the result is an “elevated” creature with exceptional capabilities.
  3. Xenomorphs. The rarest meta-terrans of all, these are animals that have been spliced with alien DNA, usually in an attempt to create something that can survive in human biospheres. Very dangerous, difficult and expensive to make. They can have abilities completely unheard of in terrestrial animals - like the ability to withstand molten lava, or to spit radiation.

Canid

Take DNA from a modern dog, and also from the enormous direwolves of the Pleistocene. Mix them together in just the right proportion, and you get a huge guard dog that is loyal to humans and loves to play fetch, right? Well, turns out when you release them in the wild they regress to a more… primal state. This is why canids are one of the greatest nuisance species in the Firmament.

Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d10, Stealth d8
Pace: 10; Parry: 6; Toughness: 6
Edges: Alertness

Bite: Str+d6 damage.

Cyber Hound

The canid is ideal as raw material; strong and fast, but remembering all of the ingrained loyalty and affection for humans that has been instilled into the domestic dog. As such, they’re popular candidates for cybernetic enhancement, particularly amongst crazy scientists and megacorporations. Outfitted with armor plating, a mechanically enhanced bite, and prosthetic legs, they are a swift and terrifyingly resilient predator. With specialised hardware installed in the canine brain, their natural instincts and impulses allow them to be controlled almost as precisely as a drone.

Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d10, Stealth d8
Pace: 12; Parry: 6; Toughness: 9 (3)
Edges: Alertness

Bite: Str+d8 damage.
Armor +3: Metallic plates grafted onto the skin and skeletal structure of the canid provide it with excellent protection against small arms fire.
Leg Enhancement: In addition to being as fast as a horse, cyber hounds can jump 1” higher than a canid.
Vision Enhancement: It’s typical for cyber hounds to be fitted with active night vision and thermal. They ignore penalties for Dim or Dark Illumination, and halve all other vision penalties.

Inevitable Lizard

Made by unknown parties for unknown purposes, this six-legged lizard monstrosity is slightly smaller than a man. They are utterly fearless predators, and with good reason - their name comes from the fact that they are extremely difficult to kill. Glancing blows and flesh wounds are shrugged off completely, but even mortal damage doesn’t last long. They can regenerate from any wound within seconds, making them a nigh unstoppable killing machine. Hunting (and regenerating) uses up a lot of energy, so Inevitables spend a lot of time resting in torpor between hunts.

Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d10, Fighting d8, Notice d6, Stealth d8
Pace: 7; Parry: 6; Toughness: 7 (1)

Bite: Str+d6 damage.
Armor +1: Scaly hide.
Hardy: A second Shaken result doesn’t cause a Wound.
Regeneration: The Inevitable makes a Natural Healing roll every round, even if Incapacitated. Its brain must be destroyed to prevent regeneration.
Improved Frenzy: The Inevitable rolls an extra Fighting die with up to two Fighting attacks in the same turn.
Wall Walking: The Inevitable can move on all but the smoothest vertical surfaces with ease, and can move upside down with an Athletics roll.

Plasm Cat

These feral, genetically engineered felines are striking to look at. They have unusually long legs and two pairs of eyes, and are usually a glistening silvery color. Though they are the size of a bobcat and they can be dangerous to humans, they are generally shy and secretive animals.

The real danger from a plasm cat is not the cat themselves, but the parasite they host and live in symbiosis with. The plasmasis parasite can be found in the air throughout a plasm cat’s territory, and is easily picked up by humans. Those who are affected by it exhibit changes in behaviour, and often refuse to see the plasm cat as a threat.

The plasm cat has the ability to identify humans under the effects of the parasite through a mechanism not currently understood; it will fearlessly approach them. Though it usually just tears up their equipment and eats their food, there have been reports of plasm cats killing humans.

Attributes: Agility d8, Smarts d6(A), Spirit d10, Strength d4-1, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8
Pace: 8; Parry: 6; Toughness: 3

Bite/Claws: Str+d4 damage.
Pounce: Plasm cats can make a leaping pounce to best bring their mass and claws to bear. If they can leap at least 1” and make a Wild Attack, they add +4 to damage instead of +2.
Size -2 (Small): Plasm cats are about the size of a bobcat. This reduces their Toughness by 2.
Plasmasis Disease: A plasm cat’s territory covers about 2 square miles, and is contaminated with airborne parasites. Each hour spent in a plasm cat’s territory requires a Vigor roll to avoid contracting the disease. Those who are affected suffer no symptoms, but will refuse to recognise plasm cats as a threat or nuisance, and will not attack them under any circumstances. This spell is only broken if they or an ally is physically harmed by a plasm cat. After leaving the area, the disease generally runs its course after 2 weeks.

Razorflies

Insects are a vital part of the terraforming process, and necessary to build a stable atmosphere and biosphere. Razorflies were originally various species of genetically engineered insects, designed to survive extreme conditions. On many planets, however, a genetic throwback caused them to mutate into a dangerous pest.

Razorflies are large, menacing insects that grow up to 2 inches in length and can string repeatedly. Though a deep purple in color, they behave similarly to wasps, building nests that teem with hundreds of members. They tend to build them out of mud, meaning that they very often blend into the surrounding landscape (-2 to Notice checks). Anyone who gets too close to a razorfly nest is in for a nasty surprise, as they are aggressively territorial.

Attributes: Agility d10, Smarts d4(A), Spirit d12, Strength d8, Vigor d10
Skills: Notice d6
Pace: 10; Parry: 4; Toughness: 7

Sting: Automatically inflicts 2d4 damage to anyone caught within the template. Damage is applied in the least armored location.
Swarm: Parry +2. The swarm fills a Small Blast Template and attack everyone within it every round. Cutting and piercing weapons do no real damage. Area effect weapons work normally, and the swarm is foiled by total immersion in water.

Twintail

A so-called “spliced animal”, the twintail was meant to combine the strength of an ox with the intelligence and eagerness to please of a domesticated dog. The results were successful, from a certain point of view. Mutations were minimal besides a split tail, though a bovine head with a mouth full of fangs has a distinctly unsettling aspect. More importantly, the twintail is smart, fast and terrifyingly strong.

Unfortunately, the twintail is also insane - it acts like a deranged springer spaniel that has no idea that it weighs 2000 pounds. Wild twintails kill a lot of people each year - and more often than not they weren’t even trying to hurt anyone.

Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d12+3, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
Pace: 10; Parry: 5; Toughness: 11

Bite: Str+d4 damage.
Size 3: The twintail weighs just under a ton.
Alertness: +2 to Notice rolls made to sense the world around you.

Aliens

Sapient alien life has never been discovered in the Firmament - or at least, it has never been publicised. Urban legends about Foundation cover-ups and ancient ruins in the distant systems beyond the Rim have been around for as long as interstellar civilisation. Nonetheless, for most people aliens are animals, nothing more.

Some alien life is miscible with humanity, meaning that people can eat them - and, in some cases, that they can eat people. Others are immiscible. This can mean anything from “incompatible with the human digestive system” to “a single spore can kill an adult human”.

Every now and then, a human-miscible alien will be transported to other systems. If the value is high enough to be worth keeping them alive, even an immiscible alien might leave its homeworld. This is rare, though. You’re generally unlikely to see an alien outside of a zoo or a rich eccentric’s collection unless they’re native to your system.