TEXT: ETA
  
  Dedication
  Created and written by Patrick Taylor
  Edited by Ray Duell
  Cartography and maps by Joe Sweeney
  Layout and design by Kascha Sweeney & Patrick Taylor
  Interior art by:
  Joe Pykett (sangheil117.deviantart.com)
  Sandro Rybak (qikalain.deviantart.com)
  DEDICATION BY PATRICK TAYLOR: TO EVERYONE WHO SUPPORTED 
  ME OVER THE YEARS, FAMILY, FRIENDS, AND COLLEAGUES. A SPECIAL 
  MENTION TO MY FELLOW STORYWEAVERS WHO HELPED ELEVATE 
  HIGH-SPACE TO NEW HORIZONS!
  This game references the Savage Worlds game system, available from Pinnacle 
  Entertainment Group at www.peginc.com. Savage Worlds and all associated 
  logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with 
  permission. Pinnacle makes no representation or warranty as to the quality, viability, 
  or suitability for purpose of this product.
  
  Contents
  The way the future was meant to be 
  4
  Characters 
   
   
   
   
   
  8
   
  Character Creation at a Glance  
  9
   
  Character Creation  
   
   
  13
   
  Cultural Edges  
   
   
   
  15
   
  Background Edges  
   
   
  17
   
  High-Space Skills 
   
   
   
  21
   
  New Hindrances 
   
   
   
  27
   
  Savage World Edges 
   
   
  28
   
  Synthetics 
   
   
   
   
  32
   
  Glanding & Drugs 
   
   
   
  34
   
  Maintaining your Equilibrium 
   
  37
  Technology 
   
   
   
   
   
  40
   
  Future Tech 
   
   
   
   
  41
   
  Computers 
   
   
   
   
  42
   
  Arms & Armor  
   
   
   
  47
   
  Equipment 
   
   
   
   
  51
  Vehicles  
   
   
   
   
   
  52
   
  Core Vehicle Rules  
   
   
  53
   
  Transonic (XS+) vehicles   
   
  55
  The Lantern 
   
   
   
   
   
  62
  
  The way the future was meant to be
  4
  Welcome to High-Space — a fast, furious, 
  fun, futuristic game, with world-spanning 
  and mind-expanding combat and exploration 
  using the Savage Worlds rules.
  Hi-tech weaponry, vehicles, and sentient 
  computers – just some of the things that are 
  at the heart of futuristic games, and High-
  Space makes it easy for Players and GM’s (aka 
  Game-Masters, Marshals, StoryWeavers, etc.) 
  to bring it all to life.
  The way the future 
  was meant to be
  In High-Space, technology is not a new way 
  of doing things – it is described in terms of 
  how it interacts with characters. Computers 
  are integrated into the game in a way that 
  makes them easy to relate to and utilize. 
  Powered-armor and Augmentic technologies 
  are not a new set of rules that side-track you 
  from normal character development, rather 
  they are enhanced options that fit in with 
  everything else that is… Savage!
  
  The way the future was meant to be
  5
  Dice
  High-Space uses all 6 standard dice utilized in the 
  Savage Worlds rules: 4-sided, 6-sided, 8-sided, 
  10-sided, and 12-sided dice. These are available 
  from any good gaming store - both the online and 
  bricks-and-mortar variety.
  Like most games that use the Savage Worlds rules, 
  the different dice are abbreviated as d4, d6, d8, d10, 
  and d12 Where you see instructions to make a roll 
  described as ‘3d8,’ that means to roll three eight-
  sided dice and add up the total. Conversely, where 
  you see something asking you to roll ‘d6+d8’ that 
  means to roll one six-sided die and one eight-sided 
  die and total the results obtained.
  Cards 
  Just like the Savage Worlds rules we use a standard 
  deck of playing cards with the Jokers left in to 
  determine combat Initiative. You can also purchase 
  the beautiful, specially designed ‘Action & Adventure 
  Decks’ from Pinnacle Entertainment Group.
  The Lantern in the sandbox
  What you are reading right now is a set of rules. The 
  games they let you play are fast, fun, and furious, but 
  you will need a setting to play them in. A ‘sandbox’ if 
  you like that terminology.
  High-Space offers you that sandbox in a self-
  contained setting called ‘The Lantern.’ – an 
  island nebula of high technology, political and 
  tactical maneuvering, philosophies and religion, 
  all set against a background of vanished ancient 
  civilizations and cataclysmic events, contained in a 
  setting that acts like one giant pressure-cooker!
  However, you and your friends might come up with 
  your own ideas for a setting, taking inspiration of 
  movies or literature. 
  Alternatively, you might decide to buy a setting that 
  has already been detailed and is just ready for you 
  to drop in and start playing. In this regard there are 
  numerous options, including titles released under 
  the Savage Worlds license.
  As with any rules there is a bias in High-Space for the 
  kind of game they are best suited to – High-Space 
  covers a gamut of genres from Augmetic-tech, to 
  space opera, to gritty sci-fi thriller. Even science-
  fantasy is readily accessible when the arcane Edges 
  in the Savage Worlds core rules are included! 
  Ultimately the technology is part of the flavor of the 
  game, and the focus is on the characters and savage 
  action!
  Inspiration!
  Inspiration for High-Space came from some of 
  the following sources:
  • 
  Iain M. Banks the author (his Culture series  
   
  in particular)
  • 
  Larry Niven, Arthur C Clarke, David Brin, and  
   
  many other great authors
  • 
  The Star Wars movies, comics, etc.
  • 
  Starship Troopers book, movie, and  
   
   
  television series
  • 
  The Serenity movie and television series by  
   
  Josh Whedon
  • 
  Infinity war-game by Corvus Belli 
  • 
  Alien franchise of books and movies
  • 
  Orson Scott Card the author (especially his  
   
  Ender series)
  • 
  Halo series of console games
  • 
  Jodorowsky’s Metabarons graphic novels
  • 
  The Star Trek movies and television series
  • 
  The New Space Opera and New Space   
   
  Opera 2 anthologies edited by Dozois and  
   
  Strahan.
  • 
  …and many more!
  
  The way the future was meant to be
  6
  Miniatures and maps 
   
  It is entirely up to each gaming group to decide if 
  it wants to use miniatures and maps as aides to 
  help set the mood and visualize the action.
  If you choose to use miniatures almost anything 
  can and will do, although you could invest in some 
  of quality white-metal or plastic sci-fi lines from 
  numerous manufacturers.
  A reasonably handy scale for human sized figures 
  are the 25mm and 28mm figures common to a lot 
  of table top and war-games. The same scale can 
  be applied to miniatures representing grav-cars, 
  hovertanks, aerospace fighters, or whatever else 
  comes along during a game.
  A good choice for a map is a standard hexagonal 
  ‘battle-map’, preferably one that can be wiped clean 
  – but don’t forget to also buy ‘non-permanent/
  whiteboard’ markers for this! More complex and 
  realistic terrain can be laid down using colored 
  print-outs typically available on DriveThruRPG, or 
  even fully modeled terrain.
  Acquisition levels 
   
  As is the principle in the Savage Worlds rules, 
  just because you may have the currency (dollars, 
  kublars, whatever!) to buy the latest whiz-bang 
  gadget, it doesn’t mean you can automatically 
  use it or even acquire it. Almost everything your 
  character may own or want to own will be a 
  finite resource, equally sought after by others. 
  Even more so in our Lantern campaign setting!
  In High-Space, technological capabilities are 
  described in stepping-scales, and the ability to 
  acquire such items and sometimes access the 
  Edges that allow you to use them is determined 
  by a character’s Rank, which is based on their 
  accumulated Experience. 
  A Novice character has a much lower chance 
  of obtaining the latest super-computer, or full-
  spectrum-warfare power armor.
  Rank based on character experience within your 
  game can be assumed to mean anything that 
  reflects a character’s status and capabilities. 
  
  The way the future was meant to be
  7
  You might take it to mean that the ‘powers that 
  be’ use Rank to arbitrarily assign equipment to 
  characters, such as happens in the military. It 
  might be a representation of the political clout 
  of the characters, or of their ability to build their 
  own equipment, or even steal it!
  The important point to note is that although a 
  character may own a piece of equipment, they 
  do so by virtue of some agency – be it the rule of 
  law, politics, debts, favors, or acquired technical 
  knowledge and manufacturing capability.
  Should the situation arise where characters 
  already possess or newly acquire a piece of 
  technology that has requirements greater than 
  those they can normally meet, then vested 
  interests will deem that equipment fair-game in 
  terms of acquiring it for themselves by whatever 
  means they represent. This goes more so for 
  groups that characters belong to than it does for 
  opposing interests out to steal their equipment – 
  after all it’s easier to demand that someone hand 
  something over to you than it is to steal or take 
  it.
  This is not to say that equipment 
  should be snatched off characters 
  without any recourse. Instead, 
  characters who try to hang 
  onto hardware that is clearly 
  ‘above their station’ will find 
  they have to defend their 
  acquisition more effectively 
  and forcefully. Far from being 
  a problem, this provides 
  for some great adventure 
  hooks, and hanging onto 
  such elite goodies becomes 
  a motivation for all the 
  characters involved.
  Rank and 
  Acquisition
  Experience
  Rank of each 
  individual 
  Individual 
  Acquisition 
  Points
  0-19
  Novice
  1
  20-39
  Seasoned
  2
  40-59
  Veteran
  3
  60-79
  Heroic
  4
  80+
  Legendary
  5
  
  Characters
  8
  Characters
  
  Character Creation
  9
  Once you have an idea about the kind of game 
  you will be playing, players should come up with 
  an idea as the type of character they would like 
  to create. Are they Heroic? Cowardly? Analytical? 
  Empathic? Convivial? Distanced?
  With the seed of this idea in mind, the next thing 
  to decide is the background of the character, and 
  the ‘role’ they play in the game world. Are they 
  professional, amateur, trained, unskilled, or lucky? 
  How did they grow up? Where they outcasts or 
  did they live within society, and if so what role and 
  status did they hold? Where are they now and 
  how did they get there?
  Once you have come up with a concept for your 
  character then the next step is to explore the 
  details. Characters for High-Space follow the core 
  Savage Worlds character-creation process, with 
  the following changes:
  Step 1 - Race
  Although humans are the most common species 
  in most sci-fi settings, theirs is not the only race. 
  These rules could tell you why humanoids are 
  probably ubiquitous across the universe – the 
  ability for complex life to form only on earth like 
  planets, leading to carbon based life forms and 
  energy systems, with up-right, forward looking, 
  hunter-species being dominant – but that just 
  wouldn’t be Savage! If you want to play an alien, 
  one that fits into the world of the game, and the 
  GM agrees with your choice then go ahead. 
  Aliens are very similar to humans in terms of the 
  rules, differing only in a few racial minimum/
  maximum and having a unique Edge or two. 
  See the Alien races section for more details. Of 
  course, while you are considering playing an 
  alien, you may also wish to consider whether 
  you’d like to play a Synthetic (Robot, Android, 
  Bioroid) or even a Computer!
  Write down your Race, your racial trait starting 
  die-types, and your Racial Edges.
  Character Creation
  at a Glance
  
  Characters
  10
  Step 2 - Culture
  Next you select one Cultural Edge that best 
  describes the cultural background of your 
  character, and provides the basic Skills 
  associated with that culture in the world of the 
  game. If the option exists to select a Language 
  of your choice it can be anything that fits with 
  the world and the character.
  Select your Cultural Edge, as long as you meet 
  the requirements, and write down the benefits 
  you gain.
  Step 3 - Attributes
  Your character starts with a d4 in each of 
  the five attributes: Agility, Smarts, Spirit, 
  Strength, and Vigor. Your character now has 
  5 points to distribute amongst these. Raising 
  an Attribute by one die-type costs one point. 
  You may not raise an attribute above d12 
  • 
  Agility is your character’s speed and  
   
  dexterity.
  • 
  Smarts is a measure of general  
   
   
  knowledge, current awareness, and  
       
  intelligence.
  • 
  Spirit represents your character’s inner  
   
  strength and spiritual awareness.
  • 
  Strength is a measure of physical  
   
   
  prowess and raw strength.
  • 
  Vigor represents your character’s   
   
  physical  resilience and level of health
  Starting with d4 in each Attribute, unless 
  modified by Race or Culture, make 5 die-type 
  increases amongst your Attributes.
  Secondary Statistics
  As per the Savage Worlds core rules, characters 
  have secondary statistics that are derived from 
  their Traits, and sometimes altered by their 
  hindrances and Edges. The secondary statistics 
  are:
  Pace
  A measure of how fast your character moves in a 
  Round. Humans have a Pace of 6 and an additional 
  1d6 if they run. Each point of Pace is equal to 1” on 
  the table top, or 2 yards on the human scale.
  Parry
  Parry is a character’s innate self-defense ability. It is 
  the target number (aka ‘TN’) required on a Fighting 
  roll to hit that character in hand-to-hand combat.
  Parry is equal to 2 plus ½ your character’s Fighting 
  die-type (round down), plus any bonuses for 
  shields, effect-fields, and specific weapons.
  Charisma
  Charisma is a measure of your character’s 
  personality, attractiveness, how personable they 
  are, and their general good looks. All characters 
  have a Charisma of 0 unless modified by an Edge 
  or Hindrance. Charisma is added to Persuasion, 
  Streetwise, Taunt, and in any relevant social 
  situation, and is used by the GM to determine 
  the initial reaction of other people towards the 
  character.
  Toughness
  Toughness is your character’s ability to withstand 
  physical damage. Any damage incurred from 
  a weapon or accident that exceeds Toughness 
  causes harm to the character.
  Toughness is calculated at 2 plus ½ your character’s 
  Vigor die-type (round down). Armor is added 
  to this when resisting weapons based damage, 
  usually the torso armor unless the damage occurs 
  to another specific location such as from a ‘called-
  shot.’
  
  Characters
  11
  Equilibrium
  Equilibrium is a new secondary statistic (die-type) 
  in addition to those from the Savage Worlds 
  core rules. Equilibrium is your character’s ability 
  to deal with all the weird, alien, and in-human 
  aspects of the futuristic world they live in.
  The starting Equilibrium for a Novice character 
  is d4 and it increases one die-type per Rank. 
  Most non-Wildcards have an Equilibrium of d4 
  under normal circumstances. The maximum 
  Equilibrium die-type a character can have is d12. 
  As long as a character maintains Equilibrium there 
  are no ill effects. However, when an Equilibrium 
  roll fails the following apply:
  • 
  Penalties to a character’s Charisma  
   
   
  modifier.
  • 
  Penalties for all rolls made in stressful   
   
  situations.
  • 
  Lowered resistance to soft-energy  
   
   
  weapons and to drugs.
  For further information on this key game 
  mechanic see the section on Maintaining your 
  Equilibrium.
  Traits higher than d12
  See the Savage Worlds core rules for details on 
  how to handle and round down Traits that are 
  higher than d12
  Step 4 - Background
  What your character did before they joined the 
  game is important.
  Pick a Background Edge to represent your 
  characters training and vocation. Some of these 
  have Cultural requirements that must be met 
  before they can be selected. Background Edges 
  help starting characters to perform the Skills 
  necessary to get by in the world of future.
  Write down your Background Edge - if you meet 
  the requirements - and write down the Benefits 
  you gain. 
  Step 5 - Skills
  A ‘Novice’ starting character has 12 (twelve) 
  points with which to buy Skills, above and 
  beyond those acquired as part of their Culture. 
  All the Skills in the Savage Worlds core rules are 
  available in High-Space, unless your game group 
  decides that  particular ones aren’t available. For 
  example, if you wish your character to be able to 
  control and manipulate Computers then you will 
  need to look at buying the Programming Skill.
  Raising a Skill one die type costs 1 point if the 
  current die type is no higher than the Attribute 
  to which the Skill is linked. However, the cost 
  increases to 2 points for one die type when 
  raising a Skill above its linked Attribute.
  The 12 points to spend on Skills in this step are 
  spent after both Cultural and Background Edges 
  are chosen. Thus, it may be the case that some 
  Skills are already known to some degree, in 
  which case they can be increased at this step.
  Note that when purchasing a Knowledge or 
  Language skill, the specialized area of Knowledge 
  or Language also needs to be recorded.
  Spend up to 12 points on Skills, and note any 
  specializations or Languages.
  Step 6 - Hindrances
  No one survives in High-Space without being 
  influenced by their surroundings. How their 
  environment marks a person helps to shape 
  their character and personality.
  
  Characters
  12
  You can choose one Major Hindrance and up to 
  two Minor Hindrances for a starting character. A 
  Major Hindrance is worth 2 points, and a Minor 
  Hindrance is worth 1 point, and these points can 
  be used to buy extra Skills and Edges in Step 5, if 
  the character can meet their requirements.
  All the Hindrances in the Savage Worlds core 
  rules are available in High-Space, as well as those 
  in the section on New Hindrances, unless your 
  group has decided that they do not belong in the 
  game world.
  Buy the Hindrances you want and note the 
  number of Edges they allow you to purchase. 
  Make sure you meet all Racial Edge requirements.
  Step 7 - Edges
  The points a character gains from buying 
  Hindrances can be spent to acquire Edges. For 
  example, if you wish your character to have access 
  to Computers you will need to look at buying the 
  Hacker Edges.
  All the Edges in the Savage Worlds core rules are 
  available in High-Space, unless your group has 
  decided that they do not belong in the game world, 
  as well as those in the section on New Edges.
  For 2 points you can:
  • 
  Gain one Edge
  • 
  Raise an Attribute one die-type
  For 1 point you can: 
  • 
  Gain one Skill point (see Step 4)
  Buy the Edges you can afford, and make sure you 
  meet all Racial Edge Requirements.
  
  Character Creation
  13
  Alien Races
  Although the bulk of characters in sci-fi games 
  are human, mainly because it is easier for human 
  players to relate to human characters, there 
  is still scope for players to play ‘other’ types of 
  characters.
  Aside from Synthetics and Computers (detailed 
  in their own sections further on) there are also 
  several basic Alien ‘types’ that can be tweaked 
  to represent just about any near-humanoid Alien 
  species. And if that isn’t enough, you might want 
  to play an Alien-Synthetic, an Alien-Computer, or 
  even an Alien-Starship!
  The Racial Edges and Hindrances listed below 
  must be bought if indicated – they represent the 
  key elements that distinguish that alien species 
  from humans.
  Water Alien type
  Whether it lives in the water or not, this alien can also 
  breathe air – albiet with some difficulty - and usually 
  has ready access to water-breathing apparatus for life 
  on land. This is represented by a Hindrance, such as 
  Anemia from the core rules, or even something more 
  severe at the GM’s discretion? Water Aliens are similar 
  and usually friendly to Elemental Alien (water) types.
  • 
  Starting Agility d6
  • 
  Racial Edge: Water Breather
  • 
  Racial Hindrance: Anemia (when not able to  
        
  breathe it’s natural environment)
  Alien Edge - Aquatic: 
  The alien cannot drown in the liquid of its native 
  environment (water, or otherwise); always moves at 
  full Pace while swimming; starting Swimming d6.
  Character Creation
  
  Character Creation
  14
  Flying Alien type
  Flying aliens are a common sci-fi theme – 
  they can be bat like, bird like, or even floating 
  creatures. Their Strength is reduced to 
  represent the fragility of their bodies in order 
  to be light enough to fly.
  • 
  Starting Agility d6
  • 
  Racial Edge: Flyer
  • 
  Racial Hindrance: Weak (Strength requires 
  two points per step to raise during character 
  generation)
  Alien Edge - Flyer: 
  The alien can fly with a Pace of 6, and can 
  even fly an extra 1d6” as if running. It costs 2” 
  of Pace to gain 1” of height.
  Bestial Alien type
  One of the most interesting alien types, they 
  can range from barely thinking monsters to 
  noble savages! Bestials are usually equipped 
  with natural weapons, but often subject to a 
  low-tech background.
  • 
  Starting Strength d6
  • 
  Racial Edge: Natural Weapons
  • 
  Racial Hindrance: Low-tech
  Alien Edge - Natural Weapons: 
  This alien is always considered to be ‘armed’ 
  with a natural weapon that matches the die-
  type of either its Strength or Agility (choose 
  at character creation), and this is added to its 
  Strength die-type when calculating damage.
  Psychic Alien type
  Although ‘psychic’ Edges in general are not 
  common to all sci-fi games, sometimes it is 
  common for the aliens to be the masters of such 
  abilities.
  • 
  Racial Edges: Arcane Background  
   
    
  (Psionics), and Mentalist from the core  
   
  rules
  • 
  Racial Hindrance: Weak (Strength requires   
    
  two points per step to raise during   
     
   
  character generation)
  Elemental Alien type
  The rarest of all aliens, this type borders on 
  the mystical and is always difficult for others to 
  comprehend. It is not a ‘magical’ being, although 
  it may seem so to those who do not understand 
  it’s nature. Elementals of water/air are similar 
  and usually friendly to Water/Flyer Alien types. 
  The nature of an Elemental is literally ‘set in 
  stone’, and they tend towards stubbornness.
  • 
  Starting Spirit d6
  • 
  Racial Edge: Elemental (various)
  • 
  Racial Hindrance: Stubborn
  Alien Edge - Elemental (various):
  The alien continuously and automatically 
  manifests the Elemental Protection Edge 
  from the core rules, with no need to make 
  rolls or spend power points, and can move 
  through that element at their normal Pace. 
  The element in question is chosen during 
  character creation.
  
  Cultural Edges
  15
  Cultural Edges are free and every character has 
  one. They provide access to the basic abilities 
  common to all people living within a specific 
  spectrum of society.
  The Cultural Edge a character has learned is 
  determined by the cultural group that had the 
  biggest impact on their upbringing and the 
  formulation of their personality through all 
  stages of development. It will not necessarily 
  be the social group they were surrounded by as 
  they grew up - although for most people these 
  are one-and-the-same.
  Aspiring
  Requirements: Part of the bulk of the society 
  that the character lives in, and striving for 
  improvement of their situation through success 
  within the system.
  Benefits: Knowledge (specify) d4, Language 
  (specify) d4, Medicine d4
  Aristocrat
  Requirements: Lucky enough to be born into 
  a life of inherited luxury and privilege. Often 
  this includes improved genetic filtering and the 
  elimination of any exisiting congenital defects. 
  Characters with this Cultural Edge should not 
  start the game with Hindrances that include 
  physical disabilities or impairment.
  Benefits: +1 die-type to one Trait under d12, 
  Language (specify) d4
  Beyonder
  Requirements: Born and raised on the fringe of 
  normal society, and sometimes on the fringe of 
  known world(s).
  Benefits: Knowledge (specify) d4, Language 
  (specify) d4, Survivial d4
  Cultural Edges
  
  Cultural Edges
  16
  Militant
  Requirements: Born and raised within the 
  military or a military-family, and trained from 
  birth to serve in the armed forces. Usually 
  specialized in one aspect of the military – 
  land, air, sea, or space operations.
  Benefits: Fighting d4, Language (specify) d4, 
  Shooting d4
  Technocrat
  Requirements: Either politically or technically 
  gifted or able to rise above the masses by 
  virtue of a superior access to or understanding 
  of technology.
  Benefits: Investigation d4, Language (specify) 
  d4, Programming d4
  Theocrat
  Requirements: Usually not born into, but 
  at least educated by a powerful segment of 
  society that derives power from a moral and/
  or philosophical superiority that is admired by 
  society.
  Benefits: Knowledge (specify) d4, Language 
  (specify) d4, Persuasion d4
  Underworld
  Requirements: Born and raised in a depressed 
  section of society where the only chance of 
  advancement is through criminal activity.
  Benefits: Fighting d4, Language (specify) d4, 
  Streetwise d4
  
  Background Edges
  17
  Background Edges
  Background Edges describe what a character 
  was doing before they entered the game. In 
  some cases the Benefits may indicate that 
  the background provided a character with an 
  ‘other Skill.’ In this case the player is allowed 
  to select one die in a Skill of their choice that 
  fits in with the world of the game. Any time 
  that a word is shown it italics it indicates that 
  there is the possibility of the player choosing 
  an appropriate option. Where Background 
  Edges specify a Requirement, this must be 
  purchased as part of character creation.
  Purchasing a Background Edge is mandatory 
  and free, and must be done during character 
  creation.
  Bounty Hunter
  Requirements: Strength d8
  Benefits: +2 to Fighting and Tracking rolls
  From the overcrowded hives of a future 
  megalopolis, to frozen ice worlds on the fringe 
  of humanity, there are more places than ever 
  for criminals to hide, and more need than 
  ever for people to hunt them down and bring 
  them to the law. Few people really like bounty 
  hunters, but most people will admit, if only to 
  themselves, that there are times when they 
  could really use one.
  
  Background Edges
  18
  Colonist
  Requirements: Beyonder, Vigor d8
  Benefits: +2 to Knowledge (Navigation), 
  Notice, and Survival rolls
  The hard and often dangerous work of 
  colonizing a new world and stamping the 
  mark of civilisation onto a planet is only for 
  the tough and hardy. Colonists are not just 
  engineers, farmers or ranchers; they also 
  need to be pioneers. Some colonists live 
  moving from planet to planet as contractors, 
  while others work for a slice of land to be able 
  to settle down and start a dynasty.
  Criminal
  Requirements: None
  Benefits: +2 to Security and Stealth rolls
  No matter how utopian the future, there will 
  always be those with either the need, or a 
  preference for opting out. This may make 
  them criminals automatically, it could be 
  a political statement, or just an economic 
  necessity. Regardless of how they arrived 
  in the situation, being a criminal is neither 
  easy nor glamorous, and this lifestyle is 
  often unnaturally short. Improvements in 
  technology always seem to be focused against 
  you, and while anyone can join the ranks of 
  the criminals, leaving is another matter...
  Entrepreneur
  Requirements: Spirit d8, Smarts d6
  Benefits: +2 Charisma
  While others are distracted by the functions 
  of advanced technology, entrepreneurs focus 
  right on the bottom line – how can it be used 
  to turn a profit? By ignoring the details and 
  trying to include people around them in ‘the 
  big picture,’ entrepreneurs often drive events 
  around them as they try to get ahead. They 
  don’t want to haggle over the price of a drink, 
  but they do have plans for buying  a moon!
  Explorer
  Requirements: Smarts d8
  Benefits: +2 to Piloting (Starships), Knowledge 
  (AstroNavigation), and Survival rolls
  Explorers combine aspects of pilots and 
  colonists. They need to be able to move 
  around the game, and at the same time they 
  are expected to take risks and get their hands 
  dirty to verify their finds. Explorers typically 
  operate in the void of space, but are equally 
  sought after in the depths of oceans, planets, 
  and gas giants. Being an explorer means being 
  smart, independent, and willing to take the 
  risks from which others shy away.
  
  Background Edges
  19
  Merchant
  Requirements: Smarts d6, Spirit d6
  Benefits: +2 to Knowledge (business-specify), 
  Persuasion, and Streetwise rolls
  Everyone needs the bare necessities, and wants 
  a little luxury, and merchants know where those 
  markets are and how to supply them. Because of 
  the vast differences between systems, and even 
  planets within systems, there is a huge selection 
  of opportunities for profit. Merchants differ 
  from Entrepreneurs in that the former are more 
  practical, driven by tactics rather than strategy, 
  and are often better at dealing with people than 
  plans. 
  Peace Officer
  Requirements: Agility d6, Strength d8
  Benefits: +2 to Fighting and Investigation rolls
  The ability for a colony or a culture to survive and 
  prosper in a sometimes disparate, sometimes 
  over-crowded environment requires a firm had 
  to police and enforce the rules and regulations. 
  Because it is all too easy to slip back into chaos, 
  peace officers often err on the side of being 
  overzealous in their duties, even going so far as 
  to make themselves less-loved than the criminal 
  element they seek to control. Peace officers are 
  usually tasked with policing fixed jurisdictions, 
  and outside of being transferred to another area 
  it is not a mobile long-term career choice.
  Philosopher
  Requirements: Smarts d6, Spirit d6
  Benefits: +2 to Notice, Philosophy, and 
  Knowledge (specify) rolls
  The ability to influence the multitudes, as well 
  as other influencers, makes philosophy a potent 
  force for change. Whether it’s the ability to 
  reach out through mass-media, or sway a pivotal 
  individual, although rarely driving the action, 
  philosophers can be highly influential. Because 
  they follow a calling more than a job description, 
  philosophers come from diverse backgrounds 
  and bring different skills to their vocation, yet all 
  are typically skilled at reading and understanding 
  people.
  Physician
  Requirements: Smarts d8
  Benefits: +2 to Medicine and Investigation rolls
  While an obvious choice for a support role, 
  Physicians also make great investigators because 
  they are used to making observations and 
  deductions. Typically a physician will have very 
  good general training, and will also specialize in 
  an area of knowledge that interests them. In sci-
  fi settings, the role of a physician covers all the 
  areas of medicine typical to the setting – Retro-
  viral DNA treatment, augmentics, glanding, 
  and radiation illness to mention a few. Areas of 
  specialization that do not fall into the normal 
  scope of medical training might include alien 
  medicine, illegal treatments, and type-specific 
  experimentation.
  
  Background Edges
  20
  Pilot
  Requirements: Agility d6, Vigor d6
  Benefits: +2 to Notice and Pilot (craft-specify) 
  rolls
  Pilots fulfill a distinct niche in sci-fi games. As 
  the operators of transportation they impact on 
  the story by being able to influence the scope 
  of the game, and they provide opportunities for 
  escaping danger or confront enemies in space 
  itself.
  Qualified
  Requirements: Smarts d8
  Benefits: +2 to Knowledge (specific), Notice, and 
  Repair rolls
  Qualified is a general catch-all term for people 
  employed or technical, design, or service work 
  requiring levels of training and knowledge that 
  can’t be picked up through incidental exposure 
  to the profession in question. Qualified are good 
  all-rounders, but also specialized in a particular 
  field, and with good information gathering skills. 
  Rarely the movers and shakers in a sci-fi setting, 
  they do make good protagonists and advocates 
  for others to build upon.
  Scientist
  Requirements: Smarts d10
  Benefits: +2 to Investigation, Knowledge 
  (general-specify), and  Knowledge (obscure-
  specify) rolls
  Scientists specialize in whatever general or 
  obscure areas of knowledge take their interest. 
  The advantage of understanding a general area 
  of knowledge is that you are widely useful. The 
  advantage of focusing on an obscure field of 
  expertise is that you are indispensable. Most 
  scientists can cover both bases. The intellectual 
  demands on a scientist are great but the rewards 
  are evident, although often it is not the scientist 
  themselves that is as important as the things 
  that they discover. A scientist who publishes 
  widely is highly respected but little sought after, 
  while a scientist who hoards their knowledge is 
  unknown, but often sought after with extreme 
  prejudice.
  Soldier
  Requirements: Strength d6, Vigor d6
  Benefits: +2 to Shooting and Survival (specify) rolls
  It is rare that in a setting that spans planets, 
  systems, and even galaxies there is not a war 
  going on somewhere. Eventually the rule of 
  law can get stretched to the limit in even the 
  most peaceful of cultures, which can lead to 
  an escalation in violence and broader conflicts. 
  Soldiers often play a support role in zero-conflict 
  environments, but veteran soldiers learn to 
  become proactive at preventing conflicts as well 
  as ending them. As such they can be agents for 
  change, albeit often with less influence than 
  philosophers and entrepreneurs.
  
  High-Space Skills
  21
  Below are Skills available in High-Space, some 
  taken from the Savage Worlds rules with an 
  explanation as to how they apply in a futuristic 
  setting, and some unique to High-Space. Skills are 
  not as generic as they are in the Savage Worlds 
  rules – for example, you need to specify the craft 
  for which you learn the Piloting Skill. The same 
  applies to Boating and Driving. However, Shooting 
  and Fighting remain generic in that they apply to 
  all firearms and melee combat weaponry.
  Boating (Sail, Power, 
  Submarine, Carrier) (Agility) 
  Characters with this skill can handle one type of the 
  many boats common to the setting, power boats and 
  particularly yachts being typical pleasure-craft of the 
  future. They know how to perform the skills of ship-
  based crew, and how to sail and/or drive a boat. It is 
  important to note, that most boats in sci-fi settings 
  have at least a rudimentary ability to go from point 
  A to Point B, and this Skill is only used to over-ride the 
  boat when manual control is required. If a character 
  does not have the Skill to handle a specific type of 
  boat they can use a different boating Skill at -2.
  Climbing (Strength)
  Little changed for use in the future, people have 
  been climbing in and out of trees since recorded 
  history, and they still do. Climbing in the future 
  includes knowledge of how to use sophisticated 
  climbing equipment and how to climb in urban 
  environments. Characters about to ascend a difficult 
  surface must make a Climbing roll every 10” on the 
  table top (20 yards). Characters engaged in combat 
  while climbing can ascend at half their Strength per 
  round if using ropes or hand/footholds. See the 
  Falling rules should a character suffer a mishap. The 
  skill roll is modified by the following conditions:
  Climbing Modifiers
  Situation
  Modifier
  No climbing equipment
  -2
  Basic climbing equipment
  No modifier
  Qualified climbing equipment
  +4
  Scarce or thin handholds
  -2
  Wet or slippery surface
  -2
  Rough or uneven surfaces
  +2
  Driving (Motorbike, Car, 
  Truck - Ground, Hover, 
  Walker) (Agility) 
  Driving allows your character to drive one of the many 
  combinations of vehicles common to the setting – for 
  example Hover-Cars, Ground-Bikes, even Walker-
  Trucks! Rules for driving are included in the Savage 
  Worlds core rules. It is important to note, that most 
  vehicles in sci-fi settings have at least a rudimentary 
  ability to go from point A to Point B, and this Skill is 
  only used to over-ride the vehicle when manual 
  control is required. If a character does not have the 
  Skill to drive a specific type of vehicle they can use a 
  different driving Skill at -2.
  Fighting (Agility) 
  Fighting covers all hand-to-hand (melee) attacks 
  regardless of weapon type. The Target Number (TN) 
  to hit an opponent is their Parry score, unless they 
  have declared their previous action as a Full Defense, 
  in which case the TN becomes their own Fighting roll. 
  High-Space Skills
  
  High-Space Skills
  22
  Fighting encompasses the use of weapons from hand-
  fashioned shivs to vibro-knives and power-swords.
  Gambling (Smarts) 
  Gambling is a popular past-time in the future, 
  a common excuse for meeting to exchange 
  information, and even place competitive bets on 
  the outcomes of dangerous and sometimes illegal 
  actions. The gambling skill can be used to estimate 
  the known odds of a bet, but not to cheat at games 
  like poker (that requires the Sleight of Hand skill). 
  Gambling rolls often start out representing several 
  ‘rounds’ or ‘hands’ of a game, until the stakes become 
  significant, in which case a Gambling roll may be 
  required for each play. In the future the stakes can be 
  astronomical – but the important thing to remember 
  is that memorable gambling is not about the money.
  Never the cash
  For a really good ‘savage’ story the gambling 
  stakes need to be more significant than just 
  cash. People rarely gamble for money, not even 
  gambling addicts; they may gamble for the rush 
  of winning, the feeling of power, or the thrill of 
  beating others, but ultimately the stakes involved 
  are more human than just cash alone.  Space 
  ships, mercenary contracts, leaked information, 
  illegal technology, the rights to a planet, and the 
  old staple of gambling-for-your-life are common 
  propositions to make the game more interesting.
  Intimidation (Spirit) 
  The art of coercing information or action from 
  an unwilling person has not changed much in 
  High-Space. This is an opposed roll between the 
  character’s Intimidation skill die-type and his 
  target’s Spirit die-type.
  Investigation (Smarts) 
  A character skilled in Investigation knows how 
  to identify patterns in information, whether 
  trawling databases and information networks, 
  or even scanning or reading old fashioned paper 
  records or ‘flimsies.’ Obtaining information by 
  talking to people and evaluating their statements 
  uses Streetwise instead.
  Knowledge (specify) 
  (Smarts)
  Knowledge spans a specific area of expertise. 
  Examples of Knowledge skills in High-Space 
  include: 
  Astronavigation, 
  Nano-medicine, 
  Spaceship tactics, Law, Journalism, Politics, 
  Navigation, and History. Knowledge in the future 
  is specialized and generic areas are discouraged.
  Language (specify) (Smarts)
  Language determines the ability the speaker has 
  in communicating in that specific language (see 
  following).
  Languages
  In most sci-fi settings there is a common tongue 
  that is the most commonly spoken language 
  of humanity, being a mixture of several other 
  ancestor languages. GMs and players are 
  encouraged to decide the details of this language 
  to suit their own game and their tastes.
  A character is considered fluent in a Language 
  when they have a d6 for that Language, a native 
  speaker when they have a d8, a virtuoso when 
  they have a d10 or above, and an authority on 
  the language when they have a d12.
  
  High-Space Skills
  23
  Medicine (Smarts) 
  Medicine (also known as Healing in the 
  Savage World core rules) is one of the most 
  often used Skills in High-Space. It includes 
  advanced nano treatment, viral alteration, and 
  augmentic surgery. Characters with the low-
  tech Hindrance will definitely have reduced 
  Medicine rolls, unless they rely on alternatives 
  such as in a futuristic/magic setting. Medicine 
  cannot be used to remove the effects of 
  Hindrances that effect a character’s health or 
  wellbeing.
  Notice (Smarts) 
  Notice is a character’s alertness and ability to 
  search for items or clues (but not information 
  searches; that comes under Investigation). 
  Notice includes rolls using normal and 
  enhanced 
  senses, 
  detecting 
  ambushes, 
  spotting implanted weapons, and even 
  scrutinizing other characters to determine if 
  they’re lying, frightened, angry, or infatuated.
  Persuasion (Spirit) 
  Persuasion is the ability to convince others to do 
  what you want them to do. Persuasion rolls are 
  made against a Target Number defined by the 
  listener’s Spirit die-type. Non-player characters 
  start at one of five different attitudes: Hostile, 
  Uncooperative, Neutral, Friendly, or Helpful. A 
  successful Persuasion roll improves the NPC’s 
  attitude one step, or two with a raise. Failure 
  decreases that attitude by a step, or two if a 
  1 is rolled on the Persuasion die (regardless of 
  the Wild Die). Persuasion is always modified by 
  a character’s Charisma.
  Philosophy (Spirit)
  Philosophy is the ability to argue ideas 
  and concepts properly. It is different from 
  Persuasion. In a Persuasion test the character 
  is testing themselves against their opponent to 
  influence that opponent – while in philosophical 
  arguments they test themselves against an 
  opponent to appeal to a third-party audience. 
  Philosophy rolls are made against a Target 
  
  High-Space Skills
  24
  Number defined by the opponent’s Smarts 
  die-type. Philosophy is not subject to negative 
  Charisma modifiers, but the maximum die-type 
  that can be rolled is limited to the maximum 
  die-type of the character in the Knowledge 
  they are arguing.
  Piloting (Personal, Aero, 
  Starships) (Agility)
  Depending on the specialty purchased, 
  Piloting (specify) covers one type of flying 
  craft in the spectrum of aircraft or spacecraft 
  normally available in the world of the game. 
  ‘Personal’ flyers are jetpacks and the like. 
  The ‘Aero’ specialty includes all aerofighters, 
  thermal gliders,  jets and helicopters, subsonic 
  or transonic (able to move Mach 1 or faster). 
  ‘Starships’ includes space fighters, capitol 
  ships, trade ships and cruise ships. 
  The skill is used when the piloting is done either 
  by remote link or hands-on control. It is important 
  to note that most flyers in sci-fi settings have at 
  least a rudimentary ability to go from point A to 
  Point B, and this Skill is only used to over-ride 
  the vehicle when manual control is required. 
  Unlike Boating and Driving, only the specific Skill 
  type is required for each type of flyer.
  Psychiatry (Spirit)
  Treatment of the body is the realm of Medicine, 
  but treatment of the mind is the realm of 
  Psychiatry. Characters with this skill are able 
  to diagnose and treat mental disorders. With 
  a successful roll they can also gain a +2 bonus 
  to assist or perform Notice rolls to scrutinize 
  a person. On a difficult (-4) roll they can help 
  a person to balance their Equilibrium for the 
  duration of a scene.
  Programming (Smarts)
  Computers are usually so integrated in life in 
  the future that there is no concept of ‘using’ 
  them, but the need to program or alter them 
  still exists. See the section on Computers, as 
  well as the Programming related Edges in the 
  section on New Edges.
  ‘Hex’
  Note that all Programming in High-Space is 
  done using the language/system called Hex, 
  so called because some of the odd character 
  sets it uses give it the appearance of an arcane 
  script!
  Repair (Smarts)
  Repair is the complex practice of fixing 
  sophisticated gadgets, vehicles, weapons, 
  computers, armor, and just about anything 
  else in the world of the game. Repairs are not 
  automatically long lasting, and the skill does 
  not cover the fabrication or manufacturing of 
  an item. Characters suffer a -2 penalty if they 
  don’t have access to the appropriate tools. 
  Riding (Agility) 
  Riding is the ability to ride animals as steeds. 
  It is a common luxury sport of the future, 
  and still very much gambled upon where it 
  is permitted. Riding allows you to mount, 
  control, and ride any beast common to the 
  world of your game. Note that the Fighting or 
  Shooting die-type of a character is limited by 
  the maximum of their Riding die-type when 
  mounted.
  
  High-Space Skills
  25
  Security (Smarts)
  Security involves by-passing everything from 
  sophisticated pheromone-locks, to electronic 
  keypads, or just complex lock-and-tumblers 
  and electronic sensor, whichever is relevant 
  to the world of the game.
  Shooting (Agility) 
  Shooting covers all attempts to hit a target 
  with a ranged weapon, regardless of the 
  technology level of the weapon. The basic 
  Target Number to hit is 4 as per the Savage 
  Worlds core rules, though there are a number 
  of important modifiers such as range that 
  frequently come into play.
  Spacewise (Smarts)
  Spacewise is the accumulation of common 
  operational knowledge and experience to keep 
  a person alive in the dangers of zero-gravity, 
  vacuum, and high radiation. It does not substitute 
  for Survival, but it does give a character the 
  knowledge to understand what is happening to 
  them or their ship in space. It is also used to move 
  around in zero-gravity.
  Stealth (Agility) 
  Sneaking around has advanced to the point where 
  it includes the knowledge of how to negate and 
  avoid motion detectors, infrared, x-ray, and micro-
  sonar sensors. It includes the ability to both move 
  silently and to hide. The Savage Worlds core rules 
  contain rules for using Stealth, which are expanded 
  upon here.
  The Last Step: Note that using Stealth to approach 
  to within melee distance of a foe requires an 
  opposed Stealth roll versus the target’s Notice, 
  whether the target is active or inactive, additional 
  to any other roll to reach that distance.
  The following table provides standard modifiers to 
  Stealth checks in High-Space:
  
  High-Space Skills
  26
  Modifiers to stealth
   
  Situation
  Modifier 
  Crawling
  +2
  Running
  -2
  Dim light
  +1
  Darkness
  +2
  Pitch black
  +4
  Light cover
  +1
  Medium cover
  +2
  Heavy cover
  +4
  Vacuum
  +2
  Steam and vapor clouds
  +2
   
  Streetwise (Smarts) 
  Streetwise is the knowledge and experience 
  required to operate in urban and criminal 
  environments. It includes the ability to grill a 
  person for information and scrutinize their 
  responses, looking for signs of stress or 
  deception, and is always modified by Charisma.
  Survival (Terrestrial/
  Space) (Smarts)
  Survival (specify) allows a character to find 
  food, water, or shelter in hostile environments. 
  The player must note the specialty, although it 
  can be purchased for more than one specialty. 
  Characters make one roll per day.  A successful 
  roll finds sustenance for one person; a raise 
  finds food and water for up to five adults. 
  Those who benefit from the roll do not have to 
  make Fatigue rolls for the day for food, water, 
  or shelter (see the Savage Worlds core rules).
  Swimming (Agility)
  Swimming is a popular leisure sport in the 
  future. A roll can determine if a character floats 
  or sinks in water, or any other material that 
  provides buoyancy, such as the dense, inner-
  layers of gas giants. Under normal conditions 
  a character’s swimming Pace is equal to half 
  their Swimming die-type.
  Taunt (Smarts)
  Taunting is a potent weapon when opponents 
  can be tricked into instigating the wrong sorts of 
  action by attacking their pride. This is an opposed 
  roll against the target’s Smarts. See Test of Wills 
  in the core rules for the effects of a successful 
  Taunt. Some futuristic societies strongly regulate 
  violent behavior and in these societies taunting 
  becomes an effective method for dealing with 
  enemies.
  Throwing (Agility)
  Regardless of the level of technology involved, 
  the ability to throw things is a common and 
  useful skill. Throwing works just like the Shooting 
  skill, and uses all the same modifiers.
  Tracking (Smarts)
  Tracking allows following the tracks of one or 
  more individuals in any type of terrain, and is 
  commonly used by bounty hunters when their 
  quarry goes to ground ‘off the net.’ It covers 
  following specific trails and determining the 
  direction and composition of a trail and those 
  who made it.
  
  New Hindrances
  27
  As well as providing points that can be spent 
  on starting Edges, Hindrances are a great way 
  of adding character and some background to 
  a character. The Hindrances listed below are 
  available, as well as all those in the Savage 
  Worlds core rules.
  Hindrances sometimes have a cost involved 
  other than the effect of the Hindrance itself.
  Cryo-psychosis (Minor)
  Requirements: Not available to Computers.
  Cost: None
  The character has previously used a Cyro-sleep 
  facility and it has not worked out well – they 
  arrived after weeks of nightmares and bad 
  dreams and will avoid the experience again at 
  all costs. If forced into cryo-sleep they will be 
  at -1 for all actions for one week upon revival, 
  and angry with whoever put them under!
  Implant-rejection (Minor)
  Requirements: Not available to Synthetics or 
  Computers.
  Cost: None
  The character has an over-active immune 
  system which reacts to any foreign technology 
  inserted into their body.  This results in them 
  being unable to accept any implants. They 
  can still use technology, as long as it is not 
  attached to an implant or augmentic.
  Retrovirus (Major)
  Requirements: Not available to Computers.
  Cost: None
  Over the course of their life the character has 
  been accidentally or deliberately exposed 
  to a retro-virus and it has permanently 
  altered their DNA composition. Whatever 
  the ultimate nature of the retro-virus, its 
  effects makes it difficult for the character 
  to pass biometric scans by way of a -2 
  modifier on all such tests to confirm their 
  identity, and they suffer -2 to Medicine 
  rolls for any treatment requiring a blood 
  transfusion or organ transplant.
  Low-tech (Major)
  Requirements: Not available to Computers.
  Cost: None
  While on the surface, being exposed to a 
  lower degree of technology may sound like 
  it would mean that character had been less 
  affected by new and radical technology, it 
  has also precluded them from all the modern 
  benefits and treatments to help improve 
  the human condition. Characters with this 
  Hindrance suffer a -2 on Programming 
  and Computer related rolls, and are more 
  prone to testing their Equilibrium when 
  they encounter ‘super-tech’.
  New Hindrances
  
  Savage World Edges
  28
  Savage World Edges
  The following Edges from the Savage Worlds rules are 
  available:
  Ace(specify), Acrobat, Alertness, Ambidextrous, 
  Arcane Background (Psionics), Arcane Resistance, 
  Attractive, Very Attractive, Beast Bond, Beast Master, 
  Berserk, Block, Improved Block, Brawny, Champion, 
  Charismatic, Combat Reflexes, Command, Common 
  Bond, Connections, Danger Sense, Dead Shot, 
  Dodge, Improved Dodge, Fast Healer, Fervor, First 
  Strike, Imp. First Strike, Fleet-Footed, Florentine, 
  Followers, Frenzy, Imp. Frenzy, Gadgeteer, Giant Killer, 
  Hard to Kill, Harder to Kill, Healer, Hold the Line!, 
  Inspire, Investigator, Jack-of-all-Trades, Level Headed, 
  Imp. Level Headed, Luck, Great Luck, Marksman, 
  McGyver, Notice, Mentalist, Mighty Blow, Mr. Fix 
  It, Natural Leader, Nerves of Steel, Imp. Nerves of 
  Steel, New Power, No Mercy, Power Points, Power 
  Surge, Qualified, Expert, Master, Quick, Quick Draw, 
  Rapid Recharge, Imp. Rapid Recharge, Rock and Roll!, 
  Scholar, Sidekick, Soul Drain, Steady Hands, Sweep, 
  Imp. Sweep, Strong Willed, Thief, Lockpick, Tough as 
  Nails, Imp. Tough as Nails, Trademark Weapon, Imp. 
  Tr. Weapon, Two-Fisted, Weapon  Master, Master of 
  Arms, Woodsman.
  The following Edges from the Savage Worlds rules not 
  are available:
  Arcane Background (other), Holy/Unholy Warrior, 
  Noble, Rich, Filthy-Rich, Wizard.
  New Edges
  The majority of High-Space character Edges revolve 
  around the ability to utilize technology above and 
  beyond the norm. 
  Most people in the world of the game can use 
  technology to achieve amazing things - but a select 
  few go down the route of mastering that same 
  technology and being able to achieve the seemingly 
  miraculous with it.
  The trappings associated with each Edge should be 
  obviously sci-fi in nature, and this also applies to Edges 
  from the core rules. For example, ‘Attractive’ could be 
  based on an exotic biosculpt job, while ‘Quick’ may 
  be the result of advanced medical treatments, or an 
  implanted combat-computer.
  In addition to these Edges, players interested in 
  alternatives should also see the sections on Synthetics, 
  Glanding, and Computers for more Edges.
  
  Savage World Edges
  29
  Well-Balanced
  Requirements: Seasoned or above
  Cost: None
  After acquiring this Edge the character gains a 
  bonus of +1 to all Equilibrium rolls. The GM may 
  rule that downtime is required to reflect healing, 
  meditation, or self-introspection before the 
  bonus takes effect, and the GM has the final say 
  on whether or not this has happened.
  Synergy
  Requirements: Novice
  Cost: Equilibrium -1
  Synergy is a state of harmony with technology 
  achieved through rigorous meditation training 
  and surgical treatment of the frontal lobes of the 
  brain. When using Synergy, a person becomes 
  un-empathetic towards those around them. 
  Synergy grants the user an additional +1 to all 
  rolls that use directly interfaced computers, 
  vehicles, equipment and weapons.
  Submersion
  Requirements: Veteran, Synergy
  Cost: Equilibrium -1
  Submersion is a state of attuning one’s self with 
  technology that is so advanced that the personality 
  is all but removed during the time of submersion, 
  and 
  such 
  individuals 
  become 
  borderline 
  sociopathic. The state is achieved through intensive 
  training, brainwashing, and surgical alteration of 
  the brain’s cerebral cortex. Submersion grants the 
  user an additional +1 on top of Synergy to all rolls 
  that use directly interfaced computers, vehicles, 
  equipment, and weapons.
  Hacker
  Requirement: Novice, Programming d8
  Cost: Charisma -1
  Not only is the character a proficient programmer, 
  but they ‘possess’ the rudimentary instincts for 
  hacking and obtaining control of computer systems 
  by subversion. Characters add +2 to attempts 
  to override or directly damage computers and 
  systems.
  
  Savage World Edges
  30
  Elite-Hacker
  Requirement: Veteran, Hacker, Programming 
  d10
  Cost: Charisma -1
  The character can combine their programming 
  expertise with a cultivated ruthless approach 
  to the hacking and control of computers and 
  systems. Characters add +2 to attempts to 
  override or directly damage computers and 
  systems in addition to the bonus for Hacking.
  Computer Implant
  Requirement: Seasoned
  Cost: Equilibrium -1
  The character is implanted with a portable 
  Micro computer (see the Computers section) 
  that is only detectable on a very-difficult (-4) 
  Search roll. The Equilibrium cost recovers 
  slowly over d4 months if the implant is 
  removed.
  Tech Implant
  Requirement: Seasoned
  Cost: Equilibrium -1
  The character is implanted with an item of 
  technology beyond glands and other medical 
  implants. Such implants are typically weapons, 
  armor, or bits of personal equipment. The 
  item is restricted in Weight equal to half 
  the Vigor die-type of the character. If the 
  character wishes the implant to be discreet 
  then it is only detectable by a normal Search 
  roll. The Equilibrium cost recovers slowly over 
  d4 months if the implant is removed.
  Super-Tech Implant
  Requirement: Veteran
  Cost: Equilibrium -2
  The character is implanted with an item 
  of advanced technology beyond what can 
  normally be implanted. A super-tech item 
  typically grants the user a +2 bonus with 
  regards to whatever the function of the 
  device is – the GM has the final say on what 
  these bonuses are. The item is restricted in 
  Weight equal to 2 plus half the Vigor die-type 
  of the character. If the character wishes the 
  implant to be discreet it is only detectable by 
  a difficult (-2) Search roll. The Equilibrium cost 
  recovers slowly over d4 months if the implant 
  is removed.
  Sec-comm’s
  Requirement: Seasoned, Programming d8
  Cost: None
  The 
  programmer’s 
  use 
  of 
  secure 
  communications in ingrained in them, and 
  they are able to use connected computer 
  systems as gateways for communicating in a 
  safe and securely encrypted manner. With this 
  Edge, Programming checks to decode the files 
  of a protected computer accrue a +2 bonus. 
  Similarly, checks to decrypt files or break 
  systems belonging to someone with this Edge 
  incur a -2 penalty.
  
  Savage World Edges
  31
  Wealthy
  Requirement: Novice
  Cost: None
  This Edge increases the equivalent Rank of 
  the character with regards to acquiring new 
  equipment, vehicles, and spaceships, making it 
  effectively 1 Rank higher. However, it does not 
  help the character to retain such items, in that it 
  does not deter people from trying to take those 
  acquisitions off them. Even a wealthy character 
  can be considered a rich upstart!
  Super-Wealthy
  Requirement: Veteran, Wealthy
  Cost: None
  This Edge is the same as Wealthy, except that the 
  increase in effective Rank for acquisitions is +2 
  instead of +1.
  Accessing Arcane Edges
   
  Magic and miracles do not usually exist in 
  a typical sci-fi setting, but the final call on 
  whether these are allowed in your game 
  should be decided by your gaming group. If 
  magic is allowed it could simply be a form of 
  ‘supertech’ that is not understood and simply 
  works like magic, or it could be the real, spirit-
  fuelled deal! 
  Mentalist powers are more common that 
  magic, but any Arcane Edges should probably 
  be treated as radically secret and prone to 
  scare and alarm anyone who witnesses it, 
  probably imposing an Equilibrium test the 
  first time.
  
  Synthetics
  32
  Not every man, woman, and child in the future 
  is human. Bioroids. Androids. Synthetics. 
  Replicants. Robots. All of these qualify as 
  ‘synthetic’ or ‘artificial’ people. They are usually 
  wrapped in a synthetic skin that is an amalgam 
  of living and non-living tissue almost identical to 
  human skin. They are so ‘life-like’ that Synthetics 
  are even subject to normal Charisma and 
  Equilibrium rules.
  In game terms, Synthetics are identical to normal 
  characters except that they replace their Smarts 
  Trait with the Computer Trait, and they receive 
  the Positronic core Edge free of charge. Synthetics 
  can purchase other Edges normally only available 
  to Computers, but they must buy them with 
  experience points. They can also purchase 
  Synthetic Edges and Hindrances, Glanding Edges, 
  and other Edges from the rules.
  Because they are computers, the ‘brain’ of a 
  Synthetic can be overridden – although their 
  Computer is usually isolated to prevent this. The 
  flavor of the world of the game dictates the degree 
  to which a Synthetic can isolate their computer-
  brain. For instance, they may be required to make 
  themselves accessible and traceable at any time, 
  or they may be allowed complete autonomy. 
  The degree of their autonomy usually reflects the 
  legal and political status of both Synthetics and 
  self-aware computers in their society. At worst, 
  Synthetics are considered dangerous or illegal, 
  and even hunted or used for ‘sport.’
  The similarities between Synthetics and normal 
  characters are many – they are programmed to 
  experience pain and other physical sensations, 
  their biological systems require oxygen and 
  nutrients (although this does not need to be food 
  and water), they need to remove wastes, and they 
  can contract human diseases that would effect 
  their remaining organs. They heal at the same 
  rate as humans. Their bodies can be repaired 
  with Medicine, their Computer components by 
  Repair, and they are affected by Psychiatry and 
  drugs/hormones that effect human behavior.
  Androids, 
  Robots, and 
  Cyborgs
  Mechanical and metal constructs such as robots 
  and androids (aka droids) use the same rules as 
  Synthetics, except that they must take the Metal 
  body Hindrance. Because cyborgs are a mix of 
  metal and flesh, whether they are mostly human, 
  mostly synthetic, or a full synthetic with a metal 
  body is a matter of which material constitutes 
  their make-up to the greatest degree. The player 
  should indicate to the GM the classification of 
  any cyborg character they create and the GM will 
  have the final say.
  Synthetic Hindrances
  There are some specific Hindrances available 
  only to Synthetics. Like the other High-Space 
  Hindrances, there may also be a cost involved 
  beside the general effect of the Hindrance.
  Heavy (Minor)
  Requirements: None
  Cost: None
  Although 
  designed 
  in 
  normal 
  human 
  proportions, the character is constructed of 
  components that are heavy enough to make a 
  substantial difference between their apparent 
  and actual weight. The character cannot swim, 
  and weighs three times as much as a normal 
  human of the same size.
  Synthetics
  
  Synthetics
  33
  become immune to physical pain/sensory confusion, 
  and as a result suffer no penalties for Wounds. Any 
  other sense can also be turned on and off at will.
  Blood-sucker
  Requirements: None
  Cost: Equilibrium -1
  The ability to heal Wounds by ingesting and 
  converting large amounts of blood is arguably a 
  Hindrance as much as it is an Edge. After drinking 
  the equivalent of 1 Wound worth of blood from 
  a warm-blooded animal with iron-based blood, 
  the character can convert this over the course 
  of d4 Rounds into enough material to restore 1 
  Wound of its own. At the GMs discretion this may 
  be the only way that this Synthetic character can 
  heal, other than through techno-surgery.
  Hyperflexibility
  Requirements: None
  Cost: Equilibrium -1
  The character was designed with a greater range 
  of mobility that normal. Limbs can bend at un-
  natural angles without suffering permanent 
  damage, although this Edge provides no defense 
  against the pain of physical torture. This Edge 
  grants a +2 bonus to Fighting and Climbing rolls, 
  and is fun at parties!
  Mechanical strength
  Requirements: None
  Cost: Charisma -1
  The character was constructed with superior 
  materials and drive motors that allow them to exert 
  greater physical strength. Increase the die-type of 
  their Strength Trait by one. The Charisma penalty 
  they suffer is a result of frequently underestimating 
  their own strength.
  Inhumane (Minor)
  Requirements: Spirit maximum d8
  Cost: Charisma -1
  Despite the character looking identical to a normal 
  human, their personality is closer to that of an iceberg, 
  or a cold-blooded reptile! The character suffers a 
  penalty to their Charisma, and has a tendency to want 
  to analyze everything, and often ‘dissect’ it when the 
  opportunity arises. This hindrance could be a flaw 
  in the programming of the synthetic, the result of 
  damage (although not psychological trauma, that is a 
  different Hindrance), or the deliberate programming 
  common to combat units.
  Unreal body (Major)
  Requirements: see below
  Cost: Equilibrium -1
  The character’s body is completely inorganic 
  – in physical form, clearly a machine/android/
  robot instead of a living being. The trappings for 
  this Hindrance range from a smooth chromed 
  finish, to industrial metal plating, to something 
  as extreme as transparent diamond scales. The 
  character cannot heal, and Wounds can only be 
  fixed using the Repair skill. The character is no 
  longer able to gland or perform any function that 
  requires biological components.
  Synthetic 
  Edges
  Painless
  Requirements: None
  Cost: Equilibrium -1
  The character can elect to turn-off their sensory 
  inputs. The most practical application is that they 
  
  Glanding & Drugs
  34
  The key to control of the human body is 
  control of the hormones and enzymes that it 
  can produce or metabolize. Glands are organs, 
  such as the liver, the thyroid, and the pituitary 
  gland, that secrete hormones that regulate 
  bodily functions.
  The act of artificially generating and delivering 
  a hormone is known as ‘glanding.’ The type of 
  hormones legally available may vary between 
  systems, as well as between countries and 
  organizations. Some governments may ban 
  the use of artificial hormones in sport, others 
  may ban the implantation of the artificial 
  organs that generate hormones, while yet 
  other governments may have no restrictions.
  New glands can be implanted, and existing 
  glands altered or removed by virtue of 
  advanced Medicine. The game mechanics 
  for this is to represent these changes and 
  enhancements as Edges.
  Only a single artificial hormone can be glanded 
  at any one time, and because it takes a toll 
  on the body the enhanced gland does not 
  produce such hormones all the time – only 
  when specifically triggered by the implanted 
  host.
  Glanding Edges
  Gland Implant
  Requirements: None
  Cost: None
  A gland implant is computer managed stimulator/
  pump that delivers hormones into the body, from 
  a vat grow organ cloned from the users own cells.
  The Computer trait for the system is only a d4, but 
  the only connection it has is to the users language 
  center in their brain. A key word is used to trigger 
  the production of each hormone produced by 
  the gland; it can be spoken or simply triggered 
  with a thought.
  Serotonin-A
  Requirements: Gland Implant
  Cost: None
  Serotonin-A controls the mood of the character. 
  It can be used to resist the effect of any social Skill 
  or manipulation based on Persuasion or Taunt by 
  providing a +4 modifier to resistance tests.
  Glanding & Drugs
  
  Glanding & Drugs
  35
  Serotonin-B
  Requirements: Gland Implant
  Cost: None
  Concentrated Serotonin-B can efficiently put 
  a person to sleep. A character glanding ‘Sara’ 
  must make a Vigor roll or fall into a gentle 
  sleep. They can be roused from the sleep as per 
  normal, but must continue making Vigor rolls, 
  one each hour for d4 hours, or fall back to sleep. 
  Good for people with cryo-phobia. As well as 
  being glanded, Serotonin-B is often delivered 
  by injection to subjects that need to be kept 
  compliant or sedated.
  Platelets
  Requirements: Gland Implant
  Cost: None
  Platelets are delivered by the blood stream to 
  wounds, where they stop bleeding which allows 
  the healing process to start. Characters glanding 
  Platelets at the time of receiving treatment via 
  the Medicine skill add +4 to that Skill roll.
  Encephalin
  Requirements: Gland Implant
  Cost: Equilibrium -1
  Encephalin (en-cef-a-lin) stops pain by blocking 
  the pain receptors. It can turn a bullet wound 
  into the mildest pin-prick. Characters glanding 
  Encephalin ignore all Wound penalties while 
  glanding. If delivered by an injector, the sting of 
  the needle will not even be felt after the injection.
  Histamine
  Requirements: Gland Implant
  Cost: None
  Histamine can be released into the body that 
  is attached to proteins that attract toxins 
  and poisons. The binding proteins allow the 
  Histamine to nullify the poison/toxin. Characters 
  glanding Histamine gain +4 to resist poisons/
  toxins encountered while glanding, and tend to 
  have really healthy looking skin!
  Cortisol (aka ‘Cort’)
  Requirements: Gland Implant
  Cost: None
  Cortisol has revolutionized the military of the 
  future. The way it suppresses nervous reaction 
  makes it great for combat. Characters glanding 
  Cortisol improve all negative modifiers for 
  Shooting rolls in actual combat by +2 points 
  (except for Range penalties). They also gain a +2 
  bonus on combat-based Equilibrium rolls.
  Prolactin
  Requirements: Gland Implant
  Cost: Equilibrium -1
  Prolactin stimulates the pleasure center of the 
  brain. It does not block pain; rather it creates a 
  feeling of well-being. The practical applications 
  are somewhat limited but it is an extremely 
  popular recreational hormone with a high 
  frequency of psychological dependency, hence 
  the Equilibrium penalty. Characters glanding 
  Prolactin gain a +4 bonus to Equilibrium rolls and 
  will enjoy whatever they are doing.
  
  Glanding & Drugs
  36
  Orexin A/B
  Requirements: Gland Implant
  Cost: Equilibrium -1
  Characters glanding Orexin feel energetic and 
  wakeful and gain a +1 bonus to all Agility and 
  Strength based Skills. They are also unbearable 
  peppy while doing so! This hormone has a 
  tendency to be over-used and can lead to a 
  dependency.
  Dopamine
  Requirements: Gland Implant
  Cost: None
  Dopamine can stabilize the heart 
  rate and induce a physical state 
  akin to calmness, and it is often 
  deliberately 
  administered 
  during surgery or the 
  treatment of injuries or 
  wounds. 
  Characters glanding Dopamine gain a +2 bonus 
  to Driving and Piloting rolls and Equilibrium rolls 
  at the time of glanding. They will also act calmly 
  in any situation, so calm that their attack rolls are 
  reduced by -2 for the first round of any combat 
  they start while glanded.
  Gland-injector
  Requirements: None
  Cost: Equilibrium -1
  The gland-injector allows the character 
  who is glanding to collect a glanded 
  hormone from their body and inject it into 
  the body of another. 
  They require close skin-to-skin contact with 
  the target of the action. Because glands 
  are located in quick-to-release locations 
  throughout the body, the usual mechanism for 
  injecting is via surgical needles implanted in the 
  human canine-teeth. Sometimes the injector is 
  located in the fingertips and on rarer occasions 
  in even more exotic locations.
  Injected delivery of a hormone requires a 
  successful Stealth roll. 
  For the injection to be performed unnoticed 
  it requires instead either an opposed Stealth 
  Notice roll (no modifiers), or an extremely 
  distracted target.
  
  Maintaining your Equilibrium
  37
  It’s not easy keeping a grip on reality in the face of 
  cryo-sleep time dilation, on-demand hormones, 
  bionic implants, and incomprehensible alien 
  species. In a universe of almost infinite possibilities 
  ‘Equilibrium’ is not just a buzz-word, it is a widely 
  recognized metric for assessing the human 
  mental condition. However, the terminology 
  used is qualitative, applying terms such as ‘sub-
  optimal,’ or more encouragingly ‘supra-stratum’, 
  or at worst ‘non-existent.’ It is the goal of everyone 
  from politicians, to philosophers, to psychiatrists 
  to ensure that people maintain a positive and 
  healthy Equilibrium. The effects of drugs and 
  other artificial control agents can also boost or 
  lower the results of Equilibrium rolls.
  Flipping out!
  There are a variety of stimuli that can impact on 
  a character and cause them to question their 
  beliefs.
  Close Encounters
  Any first face-to-face contact by a Character with 
  a sentient, self-aware alien species will require an 
  Equilibrium test. If the encounter is also a first-
  contact (the species has never been recorded 
  before) then the Character will require a raise 
  in order to hold onto their Equilibrium. Really 
  horrific alien species may also impose penalties 
  on the roll, while exceptionally humanoid or 
  mammalian species may actually give a bonus to 
  the roll. This Equilibrium test will have to be made 
  on every such contact with that alien species until 
  the Character can learn to maintain their balance.
  Technology overload
  As characters acquire the various computer, 
  hacking and tech related New Edges they may 
  receive penalties to Equilibrium rolls as stated in 
  the description of that Edge. Additionally, any roll 
  of snake-eyes when testing Programming under 
  stressful conditions will impose an Equilibrium roll.
  Energy weapons
  When resisting the effects of soft-energy 
  weapons an Equilibrium roll is required. A failed 
  Equilibrium roll against soft-energy weapons is 
  enough to put a character unconscious for as 
  many rounds as they fail the roll.
  Psychotropics
  Most recreational drugs of the future are actually 
  designed to trigger a temporary loss of Equilibrium. 
  Upon taking such a drug a character should roll a 
  die-type that reflects the strength of the drug (GM’s 
  choice) and make an Equilibrium roll with a penalty 
  equal to the points of the first roll. Lost Equilibrium 
  will be restored after d4 hours, or immediately upon 
  taking the correct de-toxification agent.
  The vastness of space
  Upon realizing that they have reached uncharted 
  space, a character must make an Equilibrium roll.
  Unearthly discoveries such as new planet types, 
  uncharted black holes, and even the discover of 
  ancient ruins for the first time can modify this roll.
  Maintaining your 
  Equilibrium
  
  Maintaining your Equilibrium
  38
  Supertech
  Regardless of the level of technology in the world 
  of the game, in sci-fi there is always room to go 
  one step further. 
  When a character first encounters a new form 
  of technology (not just a new individual item) 
  that is so beyond their comprehension that it 
  seems more like ‘magic’ than science, they must 
  make an Equilibrium roll. The more obscure 
  and unearthly the technology, the higher the 
  penalties on the test. Characters with the Low 
  tech Hindrance are more susceptible to this type 
  of disorientation than others, and this is usually 
  represented by an extra penalty on their roll.
  Combat
  Any time a character is ‘ambushed’ they must 
  make an Equilibrium roll. Special weapons can 
  also impose Equilibrium tests.
  Testing 
  Equilibrium
  Whenever a character encounters an unnerving 
  stimulus, such as one of the above that threatens 
  their view of reality, then they must roll a die 
  (plus any Wild die) that reflects their Rank: 
  Equilibrium Rank-dice
   
  Novice
  d4
  Seasoned
  d6
  Veteran
  d8
  Heroic
  d10
  Legendary
  d12
   
  The TN is 4 as for a normal roll, and if they fail 
  the roll then the character ‘loses their balance.’  
  They become Shaken, incurring a -2 penalty on 
  all rolls for the duration of the encounter, or until 
  the negative stimulus is removed or negated. 
  The player  should also roleplay their unbalanced 
  state. An Equilibrium penalty also stacks with a 
  character’s Charisma modifier in social situations. 
  If the roll succeeds then the character is Shaken, 
  and although the reaction is observable there 
  are no serious changes in their behavior beyond 
  this. Shaken lasts until the character passes a 
  Spirit roll as per the core rules.
  If the roll succeeds with a Raise then there is no 
  penalty and no impact on their behavior.
  A normal, well-adjusted person will have no 
  Equilibrium penalties.
  A person with Edges such advanced tech implants 
  will incur penalties to their roll, as described by 
  that Edge.
  
  Maintaining your Equilibrium
  39
  Typically, a published adventure will let the GM 
  know when to ask for Equilibrium rolls, otherwise 
  the GM should use their own judgment.
  Some of the shocks a character might encounter 
  may be so powerful that they will impose their 
  own negative on the Equilibrium roll, and the 
  effect of shocks from different factors inducing a 
  loss of Equilibrium will stack while in effect.
  Restoring the balance
  There are various Edges that can add bonuses to 
  Equilibrium rolls, and there are even drugs that 
  can temporarily grant Equilibrium bonuses. If all 
  else fails, radical surgery can sometimes remove 
  implants and glands that might be causing 
  problems.
  
  Technology
  40
  Technology
  
  Future Tech
  41
  In the world of the future the invisible use of 
  technology has become the standard by which 
  civilizations are measured. In High-Space, there 
  are no Edges such as ‘Technology (Military)’ 
  because anyone who can shoot a gun already 
  understands the technology involved and it is 
  second-nature to them. The only distinction in 
  technologies is the degree of sophistication of 
  a system, as measured by the Acquisition level 
  of the item.
  Whether the technology of the world of the 
  game is computer-based, bioware, or light-
  based-field technology is a matter of prose. It is 
  not important to game play with respect to the 
  mechanics used, although the trappings and 
  side-effects will be different. However, some 
  technology may be so specific that it acquires 
  Hindrances that reflect the fact that is has a 
  singular way of being used, or that it only works 
  for a defined racial/species type, but that is the 
  exception rather than the rule.
  Future Tech
  
  Computers
  42
  In High-Space there is no longer any concept of 
  a ‘computer user’ or even a ‘computer operator’ 
  for that matter – computers and software have 
  developed to the point where using them is no 
  longer an obvious factor. Conversely, a person 
  may use a ‘program’ running on a computer, 
  even be an expert in it, but that does not mean 
  they know anything about software or how a 
  computer works.
  For example, consider a contemporary graphics 
  manipulation program. The developers who 
  wrote the code for that program are not world-
  renowned artists, and those world-renowned 
  artists who use the software understand nothing 
  about how the software was written or how the 
  computer shuffles the electrons around in its 
  CPU. Everyone in the future uses computers, but 
  there are no ‘computer users.’ However, there 
  are ‘programmers’ and ‘hackers,’ and in High-
  Space they are the experts on software. They do 
  not ‘operate computers.’ They write code that 
  performs computer operations.
  There are 3 distinct types of computers:
  • 
  Microcomputers (‘micros’)
  • 
  Minicomputers (‘minis’)
  • 
  Mainframes (‘mains’)
  The names are not an indication of the size of 
  the computer – they are terms used to describe 
  the complexity in the innards of the beast – their 
  capacity to compute. Microcomputers have one 
  or more CPU cores, but usually no more than a 
  dozen, and each one is capable of independent 
  processing and handing off and receiving work 
  from the others.
  Minicomputers are a leap ahead of micro-
  computers. They are basically the same 
  components but the extra investment in their 
  construction links the CPU cores in ways that 
  allow spontaneous concurrent operations across 
  as many cores as are required to perform a 
  function quickly and efficiently.
  Mainframes are a totally different beast altogether. 
  Although built from the same components as 
  other computer types, the CPU cores are linked in 
  a fundamentally different way. While micros and 
  minis are about adding more cores and linking 
  them together better, in a mainframe all the CPU 
  cores are effectively a single core, capable of 
  dividing up and managing its own work.
  Because of the different levels of complexity it 
  is typical that programmers start learning on 
  micros, progress to minis and then mainframes, 
  because the way of writing programs is different 
  for each, and progressively more complex. 
  What has changed in High-Space is the ability of 
  programmers to develop code faster. Additionally, 
  that code is written in languages that can adapt the 
  very code itself to suit the circumstances in which 
  it is working. For example, a running program 
  doing graphics manipulation can identify when it 
  comes under threat and can adjust itself. It may 
  start encrypting its data and instructions, and start 
  firewalling or monitoring commands looking for 
  anything suspicious. This may impede its normal 
  operation (graphic design) but it is a necessary 
  thing to do at the time, and as soon as the threat is 
  gone the program will re-optimize itself.
  This has led to the situation where programmers 
  interact with the programs written by themselves 
  and others, in a real-time fashion. Programming 
  is hacking. Hacking is programming. The terms 
  are synonymous and used interchangeably.
  Computers
  
  Computers
  43
  When anyone in the future uses the word 
  ‘computer’ they are not actually referring to 
  the hardware (although it logically follows that 
  somewhere deep in the background there is a 
  machine running some code). In common terms 
  what they are really talking about is the ‘program 
  that runs the computer.’
  Ignore the rules!
  The computer rules represented here would 
  be equally at home in a cyberpunk setting as 
  in an Asimov-style setting, but probably out of 
  place in a game based on the Star Wars setting. 
  The group should decide the extent to which 
  computers play a role in the day-to-day of the 
  game world and how much they look after things 
  in the background, requiring no intervention.
  One approach is to retain the rules but skip over 
  them unless needed if none of the characters are 
  programmers – this keeps them out of the way 
  but leaves then accessible if new players to the 
  game are interested.
  Computer 
  Traits and Skills
  The material construction of a computer limits 
  the capacity of the software that runs on it. 
  Computers have a single Trait, and matching 
  Skill that is used as a default. Both the Trait and 
  Skill are simply called ‘Computer,’ and both have 
  a die-type from d4 to d12. This value will tend 
  to be lower on cheaper, poorly made, or out of 
  date computers, and higher on more modern 
  and better constructed computers, although the 
  die-type maximums will always apply.
  In terms of size there are only 2 distinctions – 
  portable or placed. Even the extremely powerful 
  computers of the future are miniscule by today’s 
  standards. The main limitation in their design 
  is in cooling and power distribution. Generally 
  speaking, portable computers are toned down 
  in capacity to handle their poorer cooling and 
  power systems.
  Portable systems can be carried around, 
  sometimes strapped to an arm or leg, on a belt 
  or in a carry bag. Fixed computers usually have a 
  larger-than-required chassis, and are connected 
  to fixed power and cooling conduits. Portable 
  computers are usually more expensive than fixed 
  computers of the same capacity.
  Computer die-type maximum
  Capacity
  ‘Portable’
  ‘Fixed’
  Micro
  d6
  d8
  Mini
  d8
  d10
  Main
  d10
  d12
  
  Computers
  44
  Encryption and security
  It should be assumed that all data files and 
  communications in High-Space are encrypted and 
  intelligible only to the people for whom they are 
  intended. Attempts to crack this encryption require 
  a normal Programming success for static files, or 
  a raise for live data communications. However, if 
  the programmer has authorization/control of the 
  computer data in question, or the Sec-comms 
  Edge, the GM should assign a modifier to their roll.
  Failure to decode the details of a file or into crack 
  the communications of a computer will send a 
  warning to the controller of that system if possible, 
  and the computer will often try to send such 
  emergency messages via unexpected routes 
  if their normal gateway is blocked. On a roll of 
  ‘snake-eyes’ the file owner/communicator will 
  pick up the attack and be immediately alerted.
  Systems
  A computer, or any other program, cannot really 
  accomplish anything on its own. It needs inputs 
  to make decisions or to receive data, and outputs 
  to affect the world around it and to provide data. 
  These are called ‘systems.’ When a computer 
  acts on its own, or a person uses a computer 
  to do something, or a programmer changes 
  running code, the end result will be apparent on 
  the relevant system.
  For example, a computer looking after the 
  security of a home has motion detectors, voice 
  stress analyzers, biometric readers (inputs), as 
  well as alarms, high-voltage deterrents, and 
  self-defense guns (outputs). The nuts and bolts 
  of it is unimportant, and all together this would 
  be called a ‘home security system.’ Each system 
  can only operate once per round, although a 
  computer can operate as many systems as it is 
  connected to, their main virtue being that they 
  can do many operations in parallel.
  Control
  The most important factor when using a 
  computer to manipulate a system is to be in 
  control of it, which is achieved by controlling the 
  computer. When a computer or a programmer 
  wishes to affect the systems of another 
  computer they must roll higher than the value of 
  the Computer die-type of the target computer. 
  An aggressor computer operating under orders 
  would use its own Computer Skill to do this, and 
  a programmer would use their Programming 
  Skill. If successful the aggressor gains as much 
  control of that system as the target computer 
  had, until they relinquish control or it is taken 
  from them. Once control of a computer has 
  been established the controller can either direct 
  the computer to manipulate one of its systems 
  using the computer’s own Computer Skill, or 
  manipulate that system themselves using their 
  own Programming Skill.
  Overrides
  If a programmer or a foreign computer has 
  control of a computer that comes under attack, 
  then they can elect whether or not to direct the 
  attacking inputs to their manual control (rather 
  than let the host computer deal with them by 
  itself). This is called a manual-override.
  In this case, the target number for the attacker 
  becomes the computer die-type of the 
  programmer’s Skill, or the Computer die-type 
  of the controlling computer. Similar to the way 
  Parry is used, the controller can also use an action 
  to make a Programming/Computer roll which 
  becomes the new target number and which 
  can never be lower than the automatic target 
  number. This lasts until the controller’s next 
  action and must be repeated if the controller 
  wishes to maintain the override. Obviously this 
  only works if the controller can do this before the 
  incoming attack.
  
  Computers
  45
  Direct damage
  Instead of taking control of a computer, an 
  aggressor can alternatively attempt to damage it 
  and permanently reduce its Computer Skill. 
  The aggressor must declare this as their intent 
  before they act, and they must succeed against the 
  target number with a Raise. If they can achieve this 
  they permanently reduce the Computer Skill by one 
  point. The Computer Trait is unaffected, and given 
  time, parts, and a successful Repair roll the Skill can 
  be restored back up to the value of the Trait.
  Computer 
  Edges
  Computers have Edges that are factored into 
  the cost of their production. Where a Rank is 
  stipulated as a ‘Requirement’ in the Edge, this 
  indicates the Rank of the owner of the system 
  (including the rank of the computer if it is actually 
  a player character) for purposes of acquisition 
  and retention (see the section on Acquisition).
  Remote
  Requirement: Veteran, Computer d10
  Remote provides the computer with the 
  ability to move independently, in the sense 
  that it is ‘remote’ from connection to any 
  other system except wireless systems – no 
  power cords, data cables, no input cables, 
  etc. Their main sensory input is via an array of 
  optical cameras, microphones and extendable 
  manipulators.
  Computers usually have several options as to 
  how they can move about. Typically this may 
  means that the computer can fly on tiny jets or 
  fans, roll on tracks or wheels, or walk around 
  on legs. More exotic options also exist, and 
  wings and tentacles are not uncommon.
  The power source of a Remote is designed 
  for the operational lifetime of the material 
  chassis, typically some kind of quantum 
  device. However, remotes tend to run a little 
  ‘hot’ and attempts to spot them using modern 
  technology/scanners have a +2 bonus.
  Because 
  of 
  their 
  independent 
  nature, 
  computers with the Remote Edge suffer a 
  -1 penalty when attempting to affect other 
  computers and systems.
  Positronic core
  Requirement: Seasoned, Computer d10
  Most computers can store information and carry 
  out self-optimization, but only those with a 
  Positronic core can actually ‘learn’ in the human 
  sense of the word.
  At the end of each session Players may choose to 
  allocate a maximum of 1 Experience Point from 
  their character towards any computer-system 
  with a Positronic core that their group used or 
  interaced with.
  A side-effect of this learning is that the computer 
  will start to develop an apparent ‘personality’ – 
  the personality will be most affected by those it 
  learns the most from. 
  However, whether the new personality is aligned 
  with or is inimical to the person it learnt the most 
  from seems to be completely random.
  Note that Positronic computer cores lose 
  their accumulated experience when they are 
  transplanted into new computers.
  
  Computers
  46
  Expert systems (Skill)
  Requirement: Computer d8
  The computer is fitted with databases of 
  knowledge and specific algorithms that enable 
  it to operate one designated system with a +2 
  bonus. This bonus is not included if the system 
  is over-ridden by a manual operator.
  Security suite
  Requirement: Computer d8
  Any external attack to override or directly 
  damage a computer must first overcome the 
  Security Suite. Part of the Security suite is a 
  delay mechanism that delays execution of 
  the override/damage by 1 round, allowing 
  the operator to intervene to respond before 
  it occurs – including shutting down the 
  computer.
  A successful Security roll (or equivalent) can 
  overcome the Security Suite on that round for 
  the Programming action it is combined with 
  (and thus both actions will have the -2 extra 
  action penalty apply). A raise is required to 
  also overcome the delay mechanism and have 
  the damaging action go off that round.
  
  Arms & Armor 
  47
  What about 
  big guns?
  Advanced combat equipment is a staple of 
  futuristic genres, and ranges from sophisticated 
  x-ray guided multi-warhead micro missiles, to 
  improbable reality bending weapons that work 
  more like special-effects machines. Smaller 
  weapons are popular too, not just big guns. 
  Most small weapons have a ‘Notice’ modifier 
  which is a modifier to spot them, when they 
  are either concealed or disguised.
  Shock weapons
  Any successful hit by a shock weapon will 
  automatically set the target’s state to Shaken. 
  Damage that normally results in a Shaken roll 
  has no extra effect.
  Plasma melee weapons
  Assuming that a defender is parrying with 
  a Plasma weapon and elects to use Defend 
  or Full Defense, if the attacker then fails by 
  4 or less points then the attacking weapon 
  is automatically destroyed unless it is also a 
  Plasma or Effect-field weapon.
  For example, if an attacker is fighting an 
  opponent who is using Defend with a TN of 
  7, then a result of 6, 5, 4, or 3 will see the 
  parrying plasma weapon destroy the attacking 
  non-Plasma/non-Effect weapon.
  Effect-field melee 
  weapons
  These are hefty melee weapons with internal 
  ‘effect field’ generators – they setup energy fields 
  with edges sharper than a sub-atomic particle, 
  but are susceptible to field-generators. Against 
  normal armor they have an AP of 4, but against 
  field-generators they have an AP of 0. Because 
  of their heft and weight, effect-field weapons are 
  typically such items as shields, axes, maces, mauls, 
  polearms, or even a heavy-cestus – requiring a 
  significant amount of space to house the advanced 
  generators that create the effect-field.  An effect-
  field weapon will never be destroyed if it fails to 
  hit a defender who is Defending with a Plasma 
  weapon.
  High-tech rounds (HTR)
  With the exception of energy weapons, futuristic 
  weapons are just better ways of propelling a hunk 
  of metal at a person. The end result is usually the 
  same because there is only so much damage 
  a body can take. If a bullet travels so fast that 
  goes straight through muscle, bone, and exits on 
  the other side it is actually less effective when 
  compared to a slower round that expends its full 
  energy inside a body.
  Arms & Armor 
  
  Arms & Armor 
  48
  The most useful advances in modern firearms 
  are in terms of their weight, magazine size, 
  accuracy, and penetration of armor. Because 
  of the millennia of research and development 
  that backs firearms (gun-powder based or 
  otherwise) they remain the most prolific of all 
  terrestrial weapons systems.
  Hard-Energy (HNRG) 
  weapons
  Hard energy weapons take advantage of 
  the ‘particle’ properties of light, directing 
  energized atomic and sub-atomic particles at 
  a target in an effort to ‘ablate’ any armor and 
  rupture the person beneath it.
  In effect, HNRG weapons are akin to high-
  tech (HTR) firearms, except that they are 
  more accurate but have a lesser range in 
  atmosphere. In non-atmospheric conditions 
  their ranges should be doubled.
  Soft-Energy (SNRG) 
  weapons
  Soft energy weapons focus energy at a target 
  in spectrums that typically ignore hard cover 
  short of a bunker! The drawback is that this 
  energy is prone to pass right through a human, 
  alien, computer, or Synthetic without doing 
  much damage.
  The accuracy of SNRG weapons can be greatly 
  disturbed by electro-magnetic fields, and 
  thus they are rarely used in environments 
  where the enemy has access to wearable and 
  vehicular ‘field-generators.’
  A major benefit of soft-energy weapons is 
  that the frequency of the energy they emit 
  can be tuned to interfere with organic central 
  nervous systems, inducing pain or a knock-
  out effect with little actual damage. A target 
  hit by a soft-energy weapon, even if taking 
  no damage after Toughness and Armor, is 
  still forced to make an Equilibrium roll, with 
  their normal modifiers and this regardless of 
  whether or not they take a Wound. It requires 
  a strong sense of self to handle having the 
  energy patterns in your brain scrambled!
  Shield-generators
  A shield-generator establishes an invisible 
  electromagnetic field that is not strong 
  enough to deflect even the smallest bullet 
  or solid particle weapon, but it will cause a 
  soft-energy weapon to deviate off course – 
  typically directing the attack into the ground or 
  dispersing it in 360-degrees. Field technology 
  is too heavy to be used in balanced melee 
  weapons and is most commonly found in the 
  form of backpacks and carried items.
  Body armor
  The best cut-and-puncture resistant armor is 
  made from polymer chains of one variation or 
  another, usually sewn over impact-stiffening 
  polymer-foam cells. While good against 
  projectile and particle weapons, this offers no 
  defense against soft-energy weapons.
  Notes for page 50:
  *Effective weight when worn. Armor typically weighs more 
  when carried than when worn.
  **Add +1 to all Agility, Strength, and Vigor Trait and 
  related Skill rolls and to Pace, for each ‘mark’ of power-
  assistance, up to a maximum of +3 for ‘Odin’ level armor.
  
  Arms & Armor 
  49
  Type
  Range
  Damage
  RoF
  Cost / Acquisition
  Weight
  Shots
  Penetration
  Notes
  Splinter 
  pistol
  10/20/40
  2d6
  1
  200 /      Novice
  2
  30
  AP 2
  HTR, Semi-Auto
  Assault gun
  12/24/48
  2d6+1
  3
  1000 /    Veteran
  5
  200
  AP 2
  HTR, Auto, 3RB
  High-power 
  Rifle
  25/50/100
  2d8+1
  2
  500 / Seasoned
  7
  50
  AP 2
  HTR, Snapfire, 
  Heavy wpn.
  Handcannon
  12/24/48
  2d8+1
  1
  500 / Seasoned
  3
  6
  AP 2
  HTR, Heavy wpn.
  Las-pistol
  12/24/48
  2d6+1
  2
  200 /      Novice
  2
  50
  AP 0
  HNRG, Semi-Auto
  Las-gun
  12/24/48
  2d6+2
  1
  500 / Seasoned
  4
  400
  AP 0
  HNRG, 3RB
  Particle-gun
  24/48/96
  2d12+2
  1
  500 / Seasoned
  6
  1
  AP 0
  HNRG, Snapfire, 
  Heavy wpn.
  Neutron-gun
  12/24/48
  2d10+1
  1
  1000 /  Veteran
  2
  10
  AP 0
  HNRG
  Airburner
  12/24/48
  2d4
  1
  200 /      Novice
  3
  5
  AP 4
  SNRG,   HE (sml)
  Xcannon
  12/24/48
  2d4
  1
  1000 /     Veteran
  6
  20
  AP 6
  SNRG,   HE (sml)
  HERF-gun
  24/48/96
  2d6
  1
  500 / Veteran
  9
  1
  AP 12
  SNRG,   HE (lrg), 
  Heavy wpn
  Neutrino-rifle
  12/24/48
  2d6-1
  1
  500 / Seasoned
  8
  6
  AP 8
  SNRG,   HE (med), 
  Heavy wpn.
  High-Space Ranged Weapons
  High-Space Melee Weapons
  Type
  Reach
  Damage
  Cost / Acquisition
  Weight
  Penetration
  Notes
  Shiv
  0
  Str+d4
  0 / Novice
  1
  AP 1
  Notice -4
  Combat knife
  0
  Str+d4+2
  5 / Novice
  1
  AP 1
  Notice -2
  Chainsaw’d
  0
  Str+d10
  100 / Novice
  5
  AP 4
  Shockstaff
  1
  Str+d4
  250 / Novice
  4
  AP 1
  Shock
  Electrogloves
  0
  Str
  200
  1
  AP 0
  Notice -2, Shock, Touch 
  attack, Unarmed
  Plasma Sword
  0
  Str+d8+2
  800 / Seasoned
  3
  AP 3
  Plasma
  Field-Axe
  0
  Str+d10
  1000 / Veteran
  20
  AP 4*
  *Field, +1 Parry -1, 2 
  hands
  Shockspear
  1
  Str+d6
  300 / Novice
  4
  AP 2
  Shock
  Mono-whip
  2
  Str+d6
  500 / Seasoned
  1
  AP 4
  Notice -4, Unarmed
  
  Arms & Armor 
  50
  High-Space Armour
  Type
  Armor
  Weight*
  Cost
  Notes
  Flightsuit
  +1
  5
  200 /      Novice
  Integral temperature and radiation shielding, and 
  20 minutes air supply. Can be worn under other 
  armours. -1 to all Agility based Skills while wearing.
  Akrylar flightsuit
  +2
  10
  200 /      Novice
  Peace-force grade protection
  Clamshell
  +4
  20
  500 / Seasoned
  Typical military grade protection. Akrylar and 
  diamond-fiber composite
  ‘Aesir’ mark-1 power-
  assisted armor**
  +4
  5
  2,000 / Veteran
  Non-standard mil-spec protection. Integral power 
  source, needs charging monthly. Heavy armor.
  ‘Zanir’ mark-2 power-
  assisted armor**
  +6
  5
  5,000 /  Heroic
  Non-standard mil-spec protection.  Integral power 
  source, needs charging weekly. Heavy armor.
  ‘Odin’ mark-3 power-
  assisted armor**
  +8
  5
  10,0000 /    
  Legendary
  Non-standard mil-spec protection.  Integral power 
  source, needs charging daily. Heavy armor.
  Personal-shield
  +4
  1
  500 / Seasoned
  AP versus soft-energy weapons only
  Vehicular-shield
  +8
  In vehicle (50)
  5,000 / Seasoned
  AP versus soft-energy weapons only
  Emplaced-shield
  +16
  Emplaced (100)
  10,000 / Veteran
  AP versus soft-energy weapons only
  
  Equipment
  51
  Equipment
  The basic equipment lists for ‘mundane’ and 
  ‘special’ equipment in the Savage Worlds 
  core rules work just as well in High-Space. 
  Simply assume that everything is upgraded 
  to match the level of technology in the 
  game world. A ‘flashlight’ is still a flashlight, 
  although it may be nuclear powered and 
  work on multiple spectrums. Clothing is just 
  as relevant and important, although the 
  materials will be advanced, possibly even 
  self-cleaning. 
  Food is as important as ever, and animals 
  are useful on many planets and available in 
  a wider selection. The computer rules have 
  changed, and availability is based on the rank 
  of the character rather than the money at 
  their disposal at any particular time. Below 
  is an additional list of items typical to sci-fi 
  worlds, but because High-Space allows the 
  imagination to run wild, remain open to letting 
  your players get hold of any equipment they 
  can think of – chances are it exists somewhere!
  High-Space Equipment
  Item
  Weight
  Cost
  Notes
  Jetsuit
  5
  2000 /  Veteran
  Allows wearer to fly at a speeds of XS+ 5 as if a Transonic vehicle.
  Jetboots
  2
  1000 /  Seasoned
  Allows wearer to fly at running pace as if walking.
  Anti-grav belt
  4
  500 / Novice
  Belt worn device allows wearer to rise/fall at crawling pace.
  Plasmacutter
  2
  500 / Seasoned
  A pony-bottle sized cutter that can cut through one foot of steel per 
  round up to several centimeters thick.
  Chameleon 
  suit
  1
  200 / Novice
  Adaptive camouflage adds +2 to Stealth rolls when worn on outer layer. 
  AP +1. Can be worn under other armors without Stealth bonus.
  Ghost suit
  1
  2000 / Veteran
  Predictive adaptive camouflage adds +4 Stealth to rolls when worn on 
  outer layer. AP +2 (+5 AP v. SNRG). Can be worn under other armors 
  without Stealth bonus.
  Whisperer
  1
  500 /  Seasoned
  Waveform cancelling static generator adds +2 to Stealth rolls.
  Medkit
  6
  200 / Novice
  Intelligent medikit allows user to perform a single Medicine roll using 
  their Smarts die-type. Must be replaced afterward.
  Fusion 
  canister
  2
  200 / Novice
  A back-pack power source capable of powering a typical household or a 
  light/medium vehicle for a few months
  Fusion 
  backpack
  10
  1000 / Veteran
  A back-pack power source capable of powering a small/medium 
  building or a heavy vehicle for a few months
  Optovisor
  1
  500 / Seasoned
  A broad-spectrum visor allowing normal vision even in pitch-black lighting
  Microvisor
  1
  1000 / Veteran
  A broad-spectrum visor with the ability to cut through cover under 
  normal lighting, reducing all penalties for cover by 2.
  Multivisor
  1
  2000 / Heroic
  A combination Opto/Microvisor in one unit
  Magclamp
  2
  200 / Novice
  A magnetic clamp with a Strength of d12
  Scanner
  1
  200 / Novice
  Hand held scanner adds +2 to Search rolls
  
  Vehicles
  52
  Vehicles
  
  Core Vehicle Rules
  53
  The technology on which a vehicle operates 
  is not as important as the style/feeling that 
  technology portrays in the game. ‘Hover’ 
  vehicles imply energy and perhaps erratic 
  movement. ‘Floaters’ imply a state of sublime 
  technological grace. ‘Multi-tracked’ vehicles 
  suggest a utilitarian feel with gritty realism. 
  The major implication of the type of propulsion 
  is whether the vehicle is ‘earth-bound’ and 
  falls into the category of the ground cars in 
  the core rules, or whether it is an advanced 
  system that falls into the category of the 
  High-Space vehicle rules (see the section on 
  Transonic combat and chases).
  Acquiring 
  vehicles
  Like other items of equipment, armor, and 
  arms, while the ability to acquire an item may 
  be influenced by the amount of currency on a 
  character’s cred-stick, the ability to hold onto 
  a significant items such as a vehicle is a matter 
  of Rank – see the section on Acquisition. 
  Specific ranks are typically associated with 
  specific vehicle makes and their respective 
  civilian/military/experimental types.
  Where a vehicle is designated as ‘SS’ that 
  means it typically manages only Subsonic 
  speeds. A vehicle marked as ‘XS+’ can manage 
  Transonic and faster speeds.
  By default civilian vehicles are considered 
  to be unarmed, while military vehicles are 
  armed. Arming a civilian vehicle increases the 
  rank required for acquisition purposes.
  Vehicle Acquisition by 
  Rank
  Novice Rank Vehicles
  • 
  Civilian ground car (SS)
  • 
  Civilian hover/floater car (SS/XS+)
  • 
  Civilian personal flyer (XS+)
  • 
  Personal civilian watercraft (SS)
  Seasoned Rank Vehicles
  • 
  Civilian industrial vehicle (SS)
  • 
  Civilian heavy transport (SS/XS+)
  • 
  Civilian submarine craft (SS)
  • 
  Small military unit (SS/XS+)
  Veteran Rank Vehicles
  • 
  Civilian aero-transport (XS+)
  • 
  Medium offensive military unit (XS+)
  • 
  Military construction vehicle (SS)
  Heroic Rank Vehicles
  • 
  Experimental aircraft (XS+)
  • 
  Large offensive military unit (XS+)
  Legendary Rank Vehicles
  • 
  Experimental military unit (XS+)
  Core Vehicle Rules
  
  Equipment
  54
  Subsonic (SS) 
  vehicles 
  For combat and chases that involve subsonic 
  vehicles, the Savage Worlds core rules are 
  used. The GM should keep in mind that 
  even the fastest XS+ aeros will be limited to 
  SS speeds while in obstacle filled or human/
  animal populated areas. Travel and safety laws 
  will also apply, as well as common sense in 
  not moving so fast that you can’t turn quickly 
  enough to make a corner to avoid crashing!
  The basics for vehicles and vehicular combat 
  are described in the Savage Worlds core rules, 
  however, because these rules are better 
  suited to ancient or contemporary ‘terrestrial’ 
  combat, High-Space provides a newer, faster 
  way of fighting!
  
  Transonic (XS+) vehicles 
  55
  Speed/Range 
  increments
  Vehicle
  Speed / 
  Range inc.
  Steed/Ground car
  As per core rules
  Subsonic
  Hover/floater car
  Mach 1/1
  Transonic
  Civilian Aero
  Mach 5/5
  Supersonic
  Spaceship*
  Mach 10/10
  Hypersonic
  Militarised Aero
  Mach 25/25
  High-Hypersonic
  *Spaceships, specifically in the High-Space rules for 
  Starships, are capable of travelling at relativistic speeds 
  but only when in the void of space. Their main limitation 
  when travelling within atmosphere is the piloting reaction 
  time and the super-heating of the air being pushed in front 
  of them which can vaporize them! They are also not as 
  streamlined or well-constructed for atmospheric flight as 
  purpose-built Aeros.
  Transonic 
  (XS+) 
  vehicles 
  Its all abstract
  Transonic combat in High-Space is abstracted, 
  not just the Chase scenes. This makes good 
  sense in settings where ‘cars’ typically 
  perform more like jet fighters than chariots. 
  Initiative and speeds are just as important as 
  before, but velocity (facing and direction) and 
  weapon arcs are abstracted.
  In play-testing the Transonic rules we worked 
  out fairly quickly that maps did not add a lot 
  to the action, and if anything they slowed it 
  down, although they do add some clarity for 
  complicated multi-vehicle scenes.
  Initiative
  XS+ vehicles move on the Initiative of their 
  driver/pilot, as per the core rules. However, 
  the initiative for all XS+ vehicles (and starships) 
  is always resolved before the initiative for 
  normal/SS vehicles due to the sheer speed 
  with which they operate.
  Speed and 
  Range-increment
  The Speed and Range-increment of a vehicle 
  will fall within one of the following brackets, 
  although specific vehicles may add/subtract 
  individual modifiers to this. For example, an 
  ‘improved’ military jet may have Speed = 
  Militarized Aero + 2.
  The ‘Mach’ value of the vehicle is used for its 
  movement in Kilometers each chase/combat 
  round. Kilometers are also used to record 
  range-increments between objects in a scene.
  The following are additional alterations 
  from the core rules, specifically for adapting 
  existing vehicles for High-Space, and also for 
  highlighting the differences in the flavor and 
  mechanics of these new vehicle rules.
  
  Transonic (XS+) vehicles 
  56
  Unlimited fuel
  Fuel is rarely a problem in the fusion-driven 
  future. Additionally, advanced solar power 
  and other technologies can continuously 
  recharge a laser weapon or an electric engine.
  Improved handling
  Although vehicles still have to make handling 
  rolls when travelling at Transonic speeds, the 
  rolls have a +2 bonus.
  Go anywhere!
  Usually the ‘Difficult Terrain’ rules are ignored 
  – or replaced for XS+ ground vehicles (cliffs 
  and open water become difficult terrain, 
  instead of just uneven ground and slippery 
  roads).
  Starships
  Although the basic rules for Capital ships 
  could be used, the full spaceship rules in the 
  High-Space Fleet Manual are a much better 
  choice for running a space combat.
  Common sense!
  There are some maneuvers that just don’t 
  make sense at Transonic speeds, such as 
  ‘close quarters’ and jumping between moving 
  vehicles – at such velocities even a speed 
  difference of 1% means a 100km per hour 
  relative speed difference!
  Vehicle 
  Capabilities
  All XS+ vehicles have the following capabilities; 
  otherwise they are similar to SS speed vehicles 
  in the Savage Worlds rules of the same size 
  and function.
  XS+ Maneuver
  Specialized jets and thrusters are required 
  to maneuver craft at XS+ speeds. For most 
  vehicles this value is 0. Badly designed or 
  constructed vehicles may incur a -2 penalty, 
  while those of superior design or construction 
  may grant a +2 bonus to maneuvers and 
  stunts.
  Firing Arc
  Whether the vehicle is studded with fixed 
  guns, or sports a turreted aiming system, a 
  better firing arc helps the crew to gain the 
  required attack angle. Again the typical value 
  is 0, with penalties or bonuses based on 
  design within a +/-2 range.
  
  Transonic (XS+) vehicles 
  57
  Weapon load
  Transonic vehicle weapons all have 3 descriptors:
  Weapon range
  The range in kilometers for which the weapon is 
  effective. For Direct weapons this is usually equal 
  to the Rank required to acquisition the vehicle, in 
  kilometers. For example a Novice is Rank 1 so the 
  range of the weapons they can acquire is 1km.
  For Indirect weapons the range is usually three times 
  the Rank required to acquire the vehicle. For example, 
  the weapons on a vehicle that a Seasoned character 
  could acquire would have a range of: 2 (Seasoned) x 3 
  (multiplier) = 6km.
  Weapon load
  How many shots the weapon holds before needing to 
  be reloaded, which usually involves landing or docking. 
  This is usually equal to the Acquisition Rank for Indirect 
  weapons, and 10 times this for Direct weapons.
  Firing type
  Direct or Indirect firing. Indirect weapons can hit 
  hidden targets as long as the attacker or an ally has a 
  current attack angle on the target. Direct fire weapons 
  must have a direct line of sight to the target.
   Changing weapon  
   ranges & Acquisition
  If a civilian vehicle is outfitted with weapons the 
  acquisition rank is increased by one. If a vehicle has 
  customized weaponry the direct weapon rank can be 
  increased by +1 kilometer by dropping the indirect 
  weapon range by one multiplier, and vice versa.
  Setup 
  The first thing the GM must do is to describe a 
  clear outline of the environment for the chase/
  combat area. The benefit of using abstract 
  rules is that this description could be quite 
  simple – at most it needs to be able to state 
  ranges to other vehicles, major obstacles, and 
  major navigational markers (cities, shorelines, 
  mountains, etc.).
  The size of the chase/combat is important and 
  it should cover an area at least 250km radius 
  from each participant to allow for high-speed 
  maneuvering. However, the most important 
  thing is that the description of the area 
  contains the critical elements of the combat/
  chase – the starting point, the destination, 
  targets, safe zones, political borders, etc. 
  Drawing this as a map may be useful to all 
  involved, but the chase/combat does not 
  actually take place on the map.
  For every participant in the chase/combat 
  you should note their approximate position 
  and their starting XS+ speed in terms of Mach 
  values, which will typically be half of their 
  maximum speed for vehicles ‘on patrol.’ Bear in 
  mind speed restrictions will usually apply over 
  inhabited areas and this is not only because of 
  the sonic shockwaves such vehicles generate. 
  Given sufficient altitude this speed limit can 
  be ignored, but such vehicles may well be 
  operating with zero cover while doing so.
  If all the characters are in large vehicles 
  you should have them decide on their crew 
  positions – not just the driver/co-driver, 
  but gunners, engineers, navigators, etc. 
  Particularly every crew member that operates 
  a vehicle weapon needs to be noted.
  
  Transonic (XS+) vehicles 
  58
  Angle for attack
  During its turn a pilot/co-pilot can attempt to bring 
  their vehicle’s weapons to bear on the enemy. The 
  TN for this is based on the relative vector of the 
  attacking vehicle, modified by its firing arc. Angling 
  must be done in the same turn that any attack is 
  attempted, and a successful attack angle is held 
  only for that round, and will be lost and the end of 
  the round regardless of whether or not the vehicle 
  attacked.
  Note that a successful attack angle can be shared 
  amongst allied vehicles for Indirect weapons, 
  assuming secure and clear communications, for as 
  long as it is held. The character doing the angling 
  action must be a pilot or co-pilot, but they can be a 
  different character in the vehicle from those doing 
  any other actions.
  If the target’s engines have been disabled and/or 
  it is not moving, the attacker will gain an attack 
  angle unless they roll snake-eyes, which indicates 
  a failure.
   Target Numbers
   for Angling
  Vector
  TN
  Attacker is moving towards the 
  defender (head-on)
  4
  Attacking is moving between 45 
  and 135-degrees of the defender 
  (side-on)
  8
  Attacker is moving greater than 
  135-degrees 
  away 
  from 
  the 
  attacker (rear-facing)
  6
  Ranging
  Now we have determined the scope of the 
  fight, we assign ‘Ranges-increments’ in 
  kilometers. Remember that unique models 
  of vehicles can have specific Speed/Range-
  increment modifiers that affect this value.
  Dice should be used to track the range 
  increments between important participants. 
  In matters of dispute, the GM’s estimations 
  trump the range-increment markers or any 
  map. Percentile (100%) dice are useful for this 
  given that some ranges can be quite large.
  Actions
  During the pilot’s or crew’s turn to act they may 
  make one, but usually more actions – with the 
  standard -2 penalty to all rolls for two actions, 
  and -4 penalty to all rolls for three actions, etc.
  For all of these actions the Skills of the characters 
  involved play the largest role, modified by the 
  capabilities of the vehicle.
  Moving
  By declaring a move on a pilot’s action the vehicle 
  moves as many kilometers as its Mach speed value 
  in the desired direction. The character doing the 
  move action must be a pilot or co-pilot but can 
  be a different character in the vehicle from those 
  doing any other action. The vehicle can only make 
  one move per round.
  The vehicle cannot turn while moving, but it can 
  start moving in any direction regardless of it’s 
  previous direction.
  
  Transonic (XS+) vehicles 
  59
  Attacking
  In the same round that a vehicle attempts to gain 
  an attack angle on a target it will likely also attempt 
  to fire its weapons. However, attacks can only be 
  made if the attack angle is successfully gained. If 
  an attack is attempted but the attack angle is not 
  gained, the attack will automatically fail, and it still 
  imposes a multiple action penalties to all die rolls 
  that round performed by the same crew member. 
  Attacks can be performed by the pilot, co-pilot, and 
  gunners. For an attack to be successful the target 
  must be in range, and the TN is 4 as per usual. Each 
  weapon-load on the vehicle requires its own to-hit 
  roll, and each roll is an attack action.
  Defensive fire
  When targeted by an indirect weapon, the 
  targeted vehicle may react by firing one or more 
  direct weapons. Either a pilot or a gunner can 
  attempt defensive firing if they have a held action. 
  A hit by defensive fire automatically destroys the 
  incoming indirect weapon. The weapon declared 
  as being held for defensive firing mode cannot be 
  used to attack that Round. If it is used to attack 
  first it also cannot be used for defensive firing.
  Stunts
  There are several stunts that can be performed 
  to gain an advantage in Transonic combat. 
  Stunts are designed for specific effects and 
  a vehicle can perform only one stunt each 
  round. Stunts can be performed at the same 
  time as other non-stunt actions, and usually 
  by a pilot, co-pilot or even a navigator. The 
  GM should encourage the development of 
  additional Stunts by the characters - or even 
  have an NPC show the players a few new ones!
  Hide engine signature
  By selecting a defensive position relative to any 
  attackers, the vehicle can make it harder for attackers 
  to gain an attack angle on them. On a successful 
  Piloting check, all attackers will suffer a -2 penalty 
  to gain an attack angle until the vehicle’s next turn. 
  Increase the penalty to -4 with a raise.
  Angle for deflection
  By angling the vehicle to take a hit, it can sustain 
  one successful attack against it until its next 
  action without having to roll on the Vehicle 
  Destruction Table. This requires a Piloting check, 
  and the number of hits is increased +1 attack for 
  each raise. This action can be performed by the 
  pilot, co-pilot, or navigator.
  Nape-of-earth
  Flying at very low Nap-of-earth (NOE) 
  altitudes - or extremely close to structures - is 
  one way of avoiding detection. The character 
  performing this maneuver sets their own TN 
  for their Piloting check, which reflects how low 
  they will risk flying. If successful, this TN also 
  becomes the TN for any attacks against the 
  vehicle until its next action. If the roll fails the 
  vehicle must roll on the Vehicle Destruction 
  Table. This action can be performed by the 
  pilot, co-pilot, or navigator.
  Using social skills
  Just like Starship combat (see the High-
  Space Fleet Manual), if there are open 
  communication channels with other vehicles, 
  then it is possible to make Taunt and 
  Intimidation rolls against their occupants.
  
  Transonic (XS+) vehicles 
  60
  Obstacles
  Only extremely large obstacles, such as 
  mountains affect Transonic chases/combat. 
  Such obstacles are fairly easy to move behind 
  if within range of a vehicle and the vehicle 
  declares a move to do so. Obstacles block direct 
  weapon fire, but not indirect weapon fire.
   
  Damage
  If a vehicle is hit while travelling at Transonic 
  speeds it will invariably be destroyed. A 
  vehicle travelling at such speeds that has 
  taken a single hit must roll on the Transonic 
  Vehicle Destruction Table. 
  Each hit is the equivalent of 1 Breach using the 
  High-Space Fleet Manual. Only starships are 
  constructed with the integrity to sustain more 
  than a single Breach. A starship class vehicle 
  that has taken more hits than it can endure 
  must roll on the Ship Destruction Table in the 
  Fleet Manual.
  Additionally, any vehicle hit by a direct or 
  indirect weapon from a vehicle travelling at 
  XS+ speeds must also roll on the table.
  Unless specifically stated, all High-Space 
  SS and XS+ vehicles possess auto-ejection 
  systems that will automatically trigger unless 
  first destroyed. The type of ejection system 
  deployed is usually an ejection seat with a 
  drogue chute and integrated micro-jets that 
  ignite before impact. The systems usually 
  carry enough air to survive a decent from 
  near-orbit as well as a landing in water with 
  enough time to exit the system.
  Vehicular Armor and SS 
  speeds
  In instances where XS+ vehicles are attacked 
  while at SS speeds, their vehicular armor 
  should be considered to be the same as that 
  of comparable SS counterparts, if not clearly 
  specified otherwise.  
  
  Transonic (XS+) vehicles 
  61
  Sample 
  Transonic 
  Vehicles 
  Sturmian ‘zephyr’ class 
  Aero [Seasoned]
  • 
  Militarized Aero +0 (XS+, Mach 25)
  • 
  XS+ Man: +2 
  Firing Arc: +0
  • 
  15mm HTR cannon (2km, 10 shots, Direct)
  • 
  ‘Divine’ Mark-7 Floater
  Roll
  Result
  Description
  1
  Disabled
  Vehicle intact but systems failing. All future actions except bailing out will 
  suffer a -2 penalty. This penalty is cumulative with others. Distress beacons 
  activated.
  2
  Crippled
  Vehicle intact but systems dead. All future actions except bailing out will 
  suffer a -2 penalty. This penalty is cumulative with others. Distress beacons 
  activated.
  3
  Devastated
  Vehicle falling apart and starts crashing. Distress beacons activated. Repair 
  roll required to trigger the ejection system.
  4
  Splintered
  Vehicle falls apart at high speed and all within are exposed to 1d6 damage 
  per Mach speed of the vehicle. Distress beacons activate. Repair roll 
  required to trigger the ejection system.
  5
  Disintegration
  Vehicle falls apart at high speed and all within are exposed to 1d6 damage 
  per Mach speed of the vehicle. Distress beacons fail. Repair roll with -4 
  penalty required to trigger the ejection system.
  6+
  Destruct
  The vehicle’s fuel and payload ignite and explode along with any 
  anti-capture devices. All of the vehicles occupants are vaporized.
  Transonic Vehicle Destruction Table
  Armed high-performance 
  civilian floater (Seasoned)
  • 
  Civilian floater +2 (XS+, Mach 3)
  • 
  XS+ Man: +1 
  Firing Arc: +0
  • 
  10mm HTR cannon (2km, 5 shots,  
   
   
  Direct)
  St.Cloud BL-484 Heavy 
  Lifter (Veteran)
  • 
  Civilian Aero -1 (Mach 4)
  • 
  XS+ Man: +0 
  Firing Arc: n/a
  • 
  Unarmed
  
  The Lantern
  62
  The Lantern
  Islands in the clouds...
  The character-based rules contained in this book are intended for 
  play in the Lantern, a pressure-cooker of a setting that forms the 
  third part of the High-Space rules.
  Every rule, edge, and hindrance in this book can be used in the 
  Lantern, as can the starship rules covered in the High-Space Fleet 
  Manual.
  The Lantern’s is an island-nebula on the fringe of Human-space. 
  Though cut off from the bulk of the galaxy, FTL travel has opened 
  up the Lantern to exploration, as it did for previous civilizations that 
  rose and fell throughout history.
  The Lantern had been reluctant to give up it’s secrets, but now those 
  very secrets are set to change humanity forever. Will human-kind 
  endure, or be relegated to the sands of history like the species that 
  came before it?
  Your actions might just tip the blance, one way or the other. Choose 
  wisely.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Science Fiction/Savage Worlds - High Space - Character Analects (Beta Final).pdf