By Lantern Light

Weird Science Powers

in Rules and Tools

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.

GroupElements
CorporealBody, Mind, Time, Space
PhysicalFire, Earth, Water, Air
EsotericLight, Void

Some Elements may only be used at higher character ranks. Element access is as follows:

RankElements
NoviceFire, Earth, Water, Air, Light, Void
SeasonedBody, Mind
VeteranSpace
HeroicTime

Manipulations

Manipulations define what a character does with their Element. All Manipulations are available to all characters — they are not learned or gated.

ManipulationDescription
CreateProduce, generate, summon
DestroyDamage, dissolve, break down
TransformAlter form or properties
PerceiveSense, detect, analyse
ControlDirect, compel, bind
ProtectShield, 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.

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.

CostDescriptionExample
0Trivial — nudges natureA breeze shifts a loose paper
1Minor — bends natureA flame burns hotter than it should
2Significant — breaks natureAir solidifies briefly to move an object
4Extreme — defies realityTime 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.

RangeCost
Base0
Base × 21
Base x 32
Base x 43

Duration

Effect durations are one of:

Targets

Number of TargetsCost
10
21
42
84
166

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.

DamageCost
Base0
Base x 22
Base x 34
Base x 46

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.

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
1–2Addled — Blasted eyebrows, chattering teeth, singed coat. Dud casting, no mechanical effect.
3–4Kickback — Caster is Shaken.
5–6Backlash — Caster suffers Fatigue. All active powers end immediately.
7–8Blowback — Effect triggers on caster or nearest ally instead of intended target.
9–10Catastrophe — 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

ParameterValueCost
Base costMinor1
Targets21
Damage×1 (d8)0
Range×3 (24″ / 48 yards)2
Total4

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

ParameterValueCost
BaseSignificant2
Targets1 (self)0
DamageN/A0
DurationSustained0 up front, +1 cost while active
Total2

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.