TEXT: Titan A.E.
  A savage Worlds game setting based on
  the 20th Century Fox/ Don Bluth Film:
  Written by: J.L. Herbert
  Savage Worlds rules copyright 2003 Pinnacle Entertainment Group, Titan A.E. World and artwork
  copyright 2000 20th Century Fox, The following is a work of Fan fiction not intended to infringe upon the
  rights of either entities, and no profit is to be made from either work by the author and is offered for free
  use by any who download or obtain this document. Please do not sell or claim this document as your own
  without express written consent of the appropriate parties owning said works.
  
  Introduction
  “Once in a great while mankind unlocks a secret so profound that our future is altered
  forever. Fire, electricity, the splitting of the atom, at the dawn of the 31st century, we
  unlocked another. It had the potential to change humanity’s role in the universe. We
  called it the Titan Project and it was a testament to the limitless power of the human
  imagination. Perhaps that’s what the Drej feared most. It brought them down upon us
  without warning and without mercy. Kale, that day the day the Drej descended from the
  sky the only thing that mattered, was keeping you safe.” – Sam Tucker 3028 AD
  So begins the story of Kale a young man who is the last hope for a dying race. In
  his trials he must learn to accept a surrogate family of rag tag freedom fighters who are
  searching for his father’s legacy, a chance to give humanity a home. Ever since I first saw
  Titan A.E. in the theatres I had to admit I was convinced it would make an excellent
  universe for roleplaying games. As a fan of such great Sci-Fi games as Traveller, Space
  Master, and West End Games’ adaptation of Star Wars, I was always on the lookout for a
  new angle on the old rockets and ray guns genre, and Don Bluth’s amazing film was
  certainly that, a model of a pulpy modern science fiction universe where humanity is not
  the top of the food chain.  Making a campaign or even an RPG based in this world was
  something I had kinda dreamed of but kept on the back burner, until now.
  After picking up Shane Lacy Hensley’s Savage Worlds, I have to admit I was
  impressed, an RPG system that is easy to employ and a blast to run. Normally I am not a
  fan of one system for everything, but if any system has made me think that there is merit
  to the universal RPG it is Savage Worlds. And to be honest Titan A.E. and Savage worlds
  seem to be a perfect Fit. Savage Worlds Pulpy high-octane system works well with the
  animated action seen in the feature film, and while it may have seemed that the movie
  was one that does not need a sequel there are still a lot of options for adventuring in this
  strange and wonderful universe.
  In these pages you will find a combination of research of the film (director’s
  commentaries liner notes etc.) and extrapolation on my own notes about the Authors’
  intents and ideas. I hope that you enjoy them and that this document brings at least a few
  gamers some of those awesome moments that make this hobby such a joy for so many.
  Anyway enjoy.
  Sincerely J.L. Herbert
  
  Part-1 Character Creation
  “If you intend to hunt humans you should remember, we travel in packs.”- Joseph Korso
  3043
  For those of you who are familiar with the Savage worlds game system, you will
  find little is changed here, Novice characters begin with the same amount of attribute and
  skill points as you would in any other savage setting, of course there are a few new things
  to add in Edges, Hindrances and Skills, as well as of course the myriad of races unique to
  the Titan A.E. setting.
  Races of the Titan A.E. Universe
  GAOUL: An avarian race hailing from the broken moon of Sesharrim, They were one of
  humanity’s only allies, and are as mysterious as they are silent. They have no love for the
  Drej; in fact they are a rather spiritual species.
  Racial Modifiers: Flight (Pace 10)
  AKRENNIANS: a hyena like species, known both for their mercenary attitudes and near
  ruthless combat skills. It is said that Akrennians do not dream, this is due to the deep
  meditative trance they enter during sleep.
  Racial Modifiers: +1 toughness, Low light vision, Heavy sleeper (–4 to notice rolls
  made to wake up)
  SOCOWAN: A peculiar creature with huge legs, the Socowan are deadly hand-to-hand
  fighters, but slow in small spaces. Often seen as Temperamental, the Socowan are loyal
  friends and ferocious foes.
   Killer kick, (Str +3 kicking damage.)  Awkward, ( 1/2 pace in narrow corridors) Leap
  (pace 6, jump 4 inches up avoiding many obstacle)
  GREPOAN: a small reptilian species, they are durable creatures with an incredible sense
  of taste. They are, however, they are regarded as odd by most other species, Often seen as
  in the roles of technicians or mechanics, they are meticulous in their craftsmanship
  Racial Modifiers:  Gourmet  (+2 notice with taste notices.)
  Toughness (+1 toughness )Quirk,( player choice)
  NACREMIAN: An insectoid race of beings from the Abahil System. They can be a bit
  touchy but that exoskeleton that they carry works as a natural armor making them tough
  to kill.
  Racial Modifiers: Carapace (+2 Toughness)  
  HUMAN: Humans are a lost cause, since the Drej destroyed their home world their flame
  has slowly begun to burn out of the galaxy, but do not discount them they are tenacious
  Racial Modifiers: Versatile (gain one free edge), Outsider
  
  LAECORIAN:  A species of technically adept beings hailing from the Epsilon Erandi
  system they are a loyal and spritual species. Racial Modifiers: D6 strength,
  OTHER RACES: The Titan A.E. Universe does have a myriad of other races; it’s pretty
  obvious that by the 30th Century that Humanity has been in contact with more than what
  we see here. These choices were simply the more popular choices, players and GMs are
  encouraged to create additional species for their campaigns (by using the race design
  rules on page 122 of the Savage worlds rulebook) alternately you could also tweak the
  available races found on page 19 of the book by simply altering names and attitudes to
  come up with additional species.
  New Hindrances-
  Atmosphere dependant (Major)- Most species in the known
  systems breathe or can at least tolerate the same Oxygen/Carbon dioxide environments
  that humans enjoy.  However some life forms require a different environment. Either as a
  racial trait or due to a mutation or other genetic trait, your character has different
  atmospheric requirements. Your character must wear a respirator or other atmosphere
  generator. If something should happen to your respirator, you are subject to asphyxiation
  (see page 6 of this document for rules on Asphyxiation)
  New Edges
  Background Edges
  Bench Thump-
  Requirements: Wild Card, Spirit d8, Repair d6
  Some people have an almost spiritual relationship with technology, learning almost by
  instinct how and where to apply shock to a device to put it back into at least temporary
  working order, in effect hitting a device to get it working again. Players with this skill
  must make a successful Spirit Check, to return an old or dilapidated device to working
  condition for a short time. Successive raises increase the time (in days) that the device
  will continue to operate before needing repair or another “love tap”. Bench thumping will
  not work if the device is completely broken or blasted into parts, (there is only so much a
  little love tap can do!) Your GM is always the final judge on which devices can be bench
  thumped back into working order.
  Solidarity-
  Requirements: Novice, A decent back story to back up the Edge
  You belong to a group or culture that has an unofficial common goal, bond or tie such as
  being part of a minority group or a subculture. You gain a +2 Charisma roll when dealing
  with members of that culture or group examples might be being Chinese in the old west,
  or being a gamer during the height of the Anti D&D movement of the 1980s. Members of
  this group feel drawn to aid you in times of need due to this common tie. A movie-based
  
  example of this tie would be Akima having solidarity with the Drifter Colony of New
  Bangkok.
  Part 2-Gear
  “ Apparently I used Gindrogac, very unstable, and I put a button on it.”- Gune
  As in the Savage Worlds core rule, players begin play with $500 for equipment, unless of
  course they take the Rich, or Filthy rich edges. However on the fringes of the galactic
  rim, Barter may be more important than cash and the costs seen here may only be
  honored during the character creation process, there is no guarantee that they will remain
  at that price during game play. Sometimes having things that you can barter for important
  equipment can be as important as cold hard cash.  Please note all of this equipment is in
  addition to that stated on page 44-48 of the Savage Worlds core rulebook.
  Armor
  Type
  Armor
  Weight
  Cost
  Notes
  Reflective vest             +2/+6 (laser) 
      8                        110                       Covers Torso
  Vacc Suit
                 +8
      15
   300
  Covers Full Body
  Powered Armor                +10
      30
  1000
  Covers Full Body,
  Thrusters (Pace 8)
  Riot Shield
    +4                         +4                          60
  Covers Arm/ Torso
  Melee Weapons
  Type
  Damage
  Weight
  Cost
  Min. Str
  Notes
  Vibroblade
  Str+2
  2
  210
  -
  AP 1
  Chainsword
  Str+5
  4
  300
  D6
  A natural 1 on this weapon
  counts as a fumble hitting the
  user
  Arc Cutter
  3d6
  8
  400
  D6
  Range 3”, variable cutting
  torch device
  Ranged Weapon
  Type
  Range
  Damage
  Rof
  Cost
  Weight
  Shots
  Min Str
  Notes
  Energy Mag
  12/24/48
  2d6+1
  2
  150
  2
  20
  -
  Ap-1
  Drej Blaster
  15/30/60
  2d8
  3
  NA
  4
  60
  -
  Ap-2
  Las Rifle
  60/90/180
  2d10
  1
  2000
  7
  20
  -
  Ap-2
  Photon gun
  20/40/60
  3d8
  1
  1200
  6
  20
  -
  Ap-3
  Flamer
  Template
  2d8
  1
  500
  12
  10
  -
  Use Flame
  template
  
  Part 3- new Rules
  “Huh, an intelligent guard, didn’t see that one coming.” -Preed
  Asphyxiation: The void of Space is not a place that most sentients can survive
  without some form of pressurized suit and atmosphere generator. This section deals with
  what should happen to your character if your character runs out of atmosphere. For every
  round your character is deprived of air, he must make a vigor check every minute, for
  every failure, gives the subject a level of fatigue, stopping all activity, will improve a
  player’s chance on the vigor roll by a +1, however if your character gains 4 levels of
  fatigue he will die. If your character ends up back inside a breathable atmosphere he will
  recover fatigue at the rate of 1 level for every 5 minutes of rest within a breathable
  atmosphere.
  Hull Breaches: One of the greatest dangers to a the crew of a space faring
  craft is the chance that their craft’s living quarters could become exposed to the cold
  vacuum of space. Even a hole the size of a man’s thumb can suck out the area’s
  atmosphere in a matter of minutes, and even pull people out in to space in pieces if
  necessary! To simulate this kind of horror in Savage worlds, the GM should first
  determine the size of the breach, to simplify this there are three classes, punctures, rips,
  and gaping holes. Players in a room that has been breached, will be pulled toward the
  breach as will any object that have not been bolted securely to the room’s structure. .
  Place a burst template down based on the size of the breach. Punctures use the small burst
  template, Rips use the medium burst template and gaping holes use the large burst
  template. For every turn that the breach is not closed the players must roll a Strength
  check not to be pulled towards the epicenter of the breach. Raises give the player a
  chance to move 1/2 his pace (round down) away from the breach. If they fail this roll they
  are pulled 1 inch closer to the center of the template. Once the figure touches the
  template, things get hairy. The player must make a Strength roll –4 to stay where he is.  If
  he should fail he is pulled 2 inches toward the center of the template. One he reaches the
  center of the template, he is pulled through the hole, and thrown into space. If the hole is
  a hole is a puncture or a rip, the player caught in the hole is killed by being forced out a
  smaller hole, and the remaining occupants of the room can in initiative order try to
  scramble for safety without penalty. If it is a gaping hole the player pulled to the center is
  thrown outside the vessel instantaneously, and unless protected by a vacc suit or other
  personal environment system, will begin to asphyxiate (see rules above)
  
  The following chart gives further stats on the classifications of breaches:
  Breach type
  Template
  Strength Modifier
  Effect of hitting
  center
  Puncture
  Small burst
  0
  Instant death, as you
  are slowly dragged
  through a small hole
  Rip
  Medium burst
  -1
  Instant death, see
  above
  Gaping Hole
  Large Template
  -2
  Thrown into space
  target is subject to
  asphyxiation (see
  page 6)
  Part 4- The Drej
  The Drej are truly alien even in a galaxy that is full of as many strange species as this one
  is. The Drej are an energy-based life form hailing from an area near the galactic central
  core. This is an area of high radiation, which spawned this fascinating life form. Probably
  the most amazing thing about the Drej is that they are a gestalt entity. From the lowliest
  soldier up to the queen they are not just linked they are connected. The same is true with
  Drej technology. If you try to disarm a Drej soldier by blowing his arm off, he will
  simply reform it, gun intact, and continue his relentless assault. This is important when
  dealing with the Drej.
  History-
  The first sentient beings that came in contact with the Drej found them to be
  incredibly ferocious and territorial. By the time humanity entered the galactic community
  it was already well known that the Drej were a force not to be messed with the first
  Human expedition to contact the Drej was met with hostility and the death of a full
  cruiser and 4 diplomats. However the Drej seemed to be content to be left alone.  That is
  until the Titan Project was about to launch. Speculation is that the Drej saw this as some
  kind of super weapon aimed specifically against their energy based physiology. Because
  after hearing about it they immediately entered the Sol system and destroyed the planet
  Earth. The Titan, however, escaped destruction. This has led to increasing activity of the
  Drej in the rest of the galaxy. Every Kek of the alpha quadrant was covered with Drej in
  3029. The Drej also took a good chunk out of the moon of Sesharrim, which many
  speculate was an assault of the Gaoul for aiding in hiding the Titan from the Drej. Within
  5 years the Drej slowed their search down to a minimum.
  
  Drej soldier
  Attributes- Agility d8 Smarts d6, Spirit d6, Strength, d6, Vigor d8
  Skills- Fighting d8, Shooting, d6, Notice d6, Tracking d6, Pilot d8 Climbing d8
  Pace- 6  Parry-6  Toughness-6
  Special Abilities-   
  Construct Drej soldiers gain a +2 when recovering from shaken checks, and do not
  suffer additional damage from called shots. Piercing weapons do half damage to Drej
  soldiers. Drej soldiers do not suffer from disease or poison
  Fear -1 to fear checks when encountering the Drej soldier.
  Embedded weapon Drej soldiers have a Drej blaster embedded within their arm making
  it impossible to disarm.
  Drej Commando:
  Attributes- Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
  Skills- Fighting d10, shooting d8, Notice d10, tracking d8, Pilot d8, Climbing d8,
  Investigation d8, throwing d6
  Pace- 6  Parry-7  Toughness-7
  Special abilities-
  Construct Drej soldiers gain a +2 when recovering from shaken checks, and do not
  suffer additional damage from called shots. Piercing weapons do half damage to Drej
  soldiers. Drej commandos do not suffer from disease or poison
  Fear -1 to fear checks when encountering the Drej commando
  Embedded weapon Drej soldiers have a Drej blaster embedded within their arm making
  it impossible to disarm.
  Ace +2 to piloting Checks, the Drej commandos are natural pilots
  Rock and Roll Drej commandos can gain the auto fire bonus at a –1 penalty
  
  Drej Tyrant (Wild Card)
  Attributes- Agility d8, Smarts d12+2, Spirit d12, Strength d10, Vidor d12
  Skills- Fighting d 10, Shooting d8, Notice d12, Knowledge (galactic politics) D12,
  Throwing d6, Pilot d8, Tracking d8
  Pace-6   Parry-7  Toughness- 12
  Special Abilities-
  Construct The Drej tyrant gains a +2 when recovering from shaken checks, and do not
  suffer additional damage from called shots. Piercing weapons do half damage to Drej
  tyrants. Drej tyrants do not suffer from disease or poison. The Drej tyrant does not suffer
  wound penalties
  Armor +4 to the Drej tyrant’s toughness
  Fear -2 to fear checks when encountering the Drej tyrant.
  Embedded weapon the Drej Tyrant has a Drej blaster embedded within their arm
  making it impossible to disarm.
  Command The Drej tyrant can rearrange the initiative cards of any troops under his
  command.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Titan A.E..pdf