Weird Science Powers
This is a Powers hack for Savage Worlds Adventure Edition. Rather than selecting from a fixed list of known powers, Weird Scientists construct effects on the fly by combining an Element (what they work with) and a Manipulation (what they do with it), then declaring the mechanical parameters of the effect. The roll penalty is calculated from those parameters.
This system uses the No Power Points setting rule. There are no Power Points to track.
Elements
Elements define the nature of a character’s science. They are narrative permission, not mechanical bonuses — they tell you what a character can attempt, not how well they do it.
Characters choose proficiency in 2 Elements at creation. Additional Elements may be gained via Advances, one new Element per Advance. Characters can only use elements which they have proficiency in.
| Group | Elements |
|---|---|
| Corporeal | Body, Mind, Time, Space |
| Physical | Fire, Earth, Water, Air |
| Esoteric | Light, Void |
Some Elements may only be used at higher character ranks. Element access is as follows:
| Rank | Elements |
|---|---|
| Novice | Fire, Earth, Water, Air, Light, Void |
| Seasoned | Body, Mind |
| Veteran | Space |
| Heroic | Time |
Manipulations
Manipulations define what a character does with their Element. All Manipulations are available to all characters — they are not learned or gated.
| Manipulation | Description |
|---|---|
| Create | Produce, generate, summon |
| Destroy | Damage, dissolve, break down |
| Transform | Alter form or properties |
| Perceive | Sense, detect, analyse |
| Control | Direct, compel, bind |
| Protect | Shield, absorb, negate |
Activation
Declare your Element + Manipulation, then work out the cost (see Modifiers below) and apply it as a negative modifier on the Weird Science roll. Roll Weird Science vs. TN 4, minus the total penalty from the chosen parameters.
- Success: The effect works as declared.
- Raise: Success with additional benefits - see Raises section.
- Failure: The effect doesn’t activate.
- Critical Failure: Roll on the Catastrophe Table (see below).
Base Cost
Before calculating modifiers, the GM assigns a base cost reflecting how much the effect violates the natural order of the world. Causing a breeze to blow a piece of paper off a table into the casters hand is considerably more plausible scientifically than making the table walk across the room.
| Cost | Description | Example |
|---|---|---|
| 0 | Trivial — nudges nature | A breeze shifts a loose paper |
| 1 | Minor — bends nature | A flame burns hotter than it should |
| 2 | Significant — breaks nature | Air solidifies briefly to move an object |
| 4 | Extreme — defies reality | Time reverses locally for a few seconds |
This is a GM call, made quickly before the roll. The total roll cost = base cost + additional costs.
Power Costs
Range
Unit: inches (1″ = 2 yards). Base = Smarts die maximum value in inches / yards.
| Range | Cost |
|---|---|
| Base | 0 |
| Base × 2 | 1 |
| Base x 3 | 2 |
| Base x 4 | 3 |
Duration
Effect durations are one of:
- Instantaneous: The effect is resolved immediately and over.
- Sustained: The effect remains active until dismissed, disrupted, or the caster is incapacitated. Each Sustained effect causes an additional +1 cost to all subsequent Weird Science rolls while they are active. Sustained effects can be dropped at any time.
- Permanent: The effect is an enduring change that does not require maintenance. This is at the GM’s discretion and will incur additional cost.
Targets
| Number of Targets | Cost |
|---|---|
| 1 | 0 |
| 2 | 1 |
| 4 | 2 |
| 8 | 4 |
| 16 | 6 |
These bands are the maximum per band. Arbitrary target counts incur a cost equal to the next band which is larger than the count. For example, 3 targets incurs a cost of 4 targets, or 2 points.
Damage
Unit: Smarts die. Base = one Smarts die, free. Each multiplier step above ×1 costs 2.
Note: Damage is rolled as normal, using the appropriate number of Smarts dice.
| Damage | Cost |
|---|---|
| Base | 0 |
| Base x 2 | 2 |
| Base x 3 | 4 |
| Base x 4 | 6 |
Non-damaging effects (Perceive, Protect, etc.) treat Damage as N/A — no penalty, no benefit.
Raises
On a raise, the caster can choose one of the following benefits. This is declared after seeing the result. Multiple Raises have no additional effect.
- Range: Add one Smarts die to the distance achieved
- Duration: The effect can be Sustained without additional cost to future casting rolls.
- Damage: Add a static +2 Damage
- Target: Double the number of targets
Critical Failure — Catastrophe Table
A regular failure means the effect simply doesn’t activate. On a critical failure, roll d6 and add the total cost. Then consult the table below.
| Roll (d6 + cost) | Result |
|---|---|
| 1–2 | Addled — Blasted eyebrows, chattering teeth, singed coat. Dud casting, no mechanical effect. |
| 3–4 | Kickback — Caster is Shaken. |
| 5–6 | Backlash — Caster suffers Fatigue. All active powers end immediately. |
| 7–8 | Blowback — Effect triggers on caster or nearest ally instead of intended target. |
| 9–10 | Catastrophe — Device destroyed. Caster takes damage equal to a Smarts die roll multiplied by the effect cost. |
| 11+ | Unravelling — Major narrative consequence, GM’s call. The experiment has gone seriously wrong. |
For example, for a casting attempt with a 5 point cost, on a Critical Failure the character would roll 1d6+5 to determine the outcome.
Edges
Signature Method
Requirements: Novice, Weird Science d6
Choose one Element+Manipulation combination. Gain +2 to rolls using that combination.
Overclock
Requirements: Seasoned, Weird Science d8
Once per scene, add one free parameter step to a declared effect with no additional penalty. On a critical failure, add 2 to the Effect cost when rolling for a Catastrophy.
Jury Rig
Requirements: Novice, Weird Science d6
May construct one-time use devices without dedicated materials, using only found objects. Normally this carries a GM-imposed penalty or is impossible.
Refined Prototype
Requirements: Veteran, Signature Method
On a Critical Failure with your Signature Method, subtract 2 from the Effect cost when rolling for a Catastrophy.
Example Effects
Assume Smarts d8 throughout.
Bolt equivalent — Fire/Control
2 targets, standard damage, 40 yards range
| Parameter | Value | Cost |
|---|---|---|
| Base cost | Minor | 1 |
| Targets | 2 | 1 |
| Damage | ×1 (d8) | 0 |
| Range | ×3 (24″ / 48 yards) | 2 |
| Total | 4 |
Roll Weird Science at −4. On a Raise choose a Raise effect from the options above. On a Critical Failure roll on the Catastrophy table with a +4 modifier, ie: 1d6+4.
Disguise equivalent — Body/Transform
Self only, 60 minutes duration
| Parameter | Value | Cost |
|---|---|---|
| Base | Significant | 2 |
| Targets | 1 (self) | 0 |
| Damage | N/A | 0 |
| Duration | Sustained | 0 up front, +1 cost while active |
| Total | 2 |
Roll Weird Science at −2. The caster will have an additional +1 cost on any casting for the next 60 mins. On a raise, maintain the effect for free or choose from the Raise options above. On a Critical Failure roll on the Catastrophy table with a +2 modifier, ie: 1d6+2.
