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rules:arcane-background-weird-science

Arcane Background (Weird Science)

Arcane Skill Weird Science (Smarts)
Starting Power Points 10 (but see below)
Starting Powers 1

Weird Science is the creation of strange and powerful devices. It differs from regular science in that some element of the arcane is involved. Maybe it's just generic “super-science,” or perhaps it's divinely (or demonically) inspired. Maybe the science itself is relatively sound, but it derives power from an arcane source, such as ghost rock in Deadlands, or some other magical mineral or essence in a steampunk fantasy game.

Weird Science is different in that each new power is actually a new “gizmo.” The player must write down exactly what the device is when he gains the power. An inventor with the invisibility power, for instance, actually has an invisibility belt, cloak, etc. Players are encouraged to give their devices pseudo-scientific names as well (“Dr. Zee's Chromatic Disfibulating Device!”).

Weird Science is the skill an inventor uses when activating most devices, and raises increase the effects of the power as usual. If a device uses a different skill, such as Driving, Fighting, or Shooting, the inventor uses that instead. A ray gun, for example, uses the Shooting skill, while a “vibroknife” (a knife with the smite power) uses Fighting.

Powers that require an opposed roll, such as puppet, also use the scientist's Weird Science skill.

Each device comes with its own Power Points equal to the inventor’s Power Points. An inventor with the bolt power and 10 Power Points, for example, could make a ray gun that fires electrical beams. The gun has 10 Power Points it can use to fire the beams just like a wizard would cast the bolt spell.

More on Weird Science

Weird Science is a little more complicated than other Arcane Backgrounds and requires a bit more explanation. First off, it's important to understand Weird Science isn't used to make mundane devices, even if they are extraordinary. As long as they're possible and aren't too far above the given tech level of the world, they’re just “high-tech.” Only actual weird science, inspired by, created by, or powered by some sort of supernatural force qualifies.

It's also important to remember that Weird Science doesn't allow a character to make anything he wants. He can only make a device that utilizes one of the powers in this book (or an appropriate Savage Setting).

Soul Drain: Weird Scientists cannot take the Soul Drain Edge.

Example: Doctor Gold starts play with a vibroknife (a knife with the smite power) and 10 Power Points. Later on, he levels up and chooses the New Power Edge. With that he invents a ray-gun with the bolt power. Both devices have 10 Power Points.

Savage Worlds Deluxe Edition p. 120

rules/arcane-background-weird-science.txt · Last modified: 2021/03/10 23:23 by 71.80.201.42