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Savage Worlds RPG LEG Savage Features #3 They Came From Beyond Space
Savage Worlds RPG LEG Savage Features #3 They Came From Beyond Space
L E G I O N P U B L I S H I N G P R O U D LY P R E S E N T S
T H E Y CA M E F R O M
B E YO N D S PAC E
F E A T U R I N G
KLAATU BORADA
NIKTU ROBOT
LEG1203
T H E Y CA M E F R O M B E YO N D S PAC E
Published by
TM
www.legionpublishing.co.uk
C R E D I T S & AC K N O W L E D G M E N T S
Written by
Paul Wade-Wiliams “Wiggy”
Additional Material Illustrations by
Simon Lucas Matthew Tito Cuenca
Editing & Layout Graphic Design
K. Crabb & S. Lucas Robin Elliott
Legion Publishing, the Legion Publishing logo, Active Ebooks, Legionnaire, and all related characters and elements are
trademarks of Legion Publishing.
Wildstar Digital Arts and its logo are trademarks of Wildstar Digital Arts.
Snake Eyes Studio and its logo are trademarks of Snake Eyes Studio.
Active Ebook TM
Savage Worlds is a trademark of Great White Games and is used under license.
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to the characters, focusing energy from a “Earth time: Fall, 1954. Approaching
tiny atomic power source into a focused dusk.
beam of light. Ray guns have two settings—
stun and disintegrate. Switching between “Commander Klaatu, recent Earthling
broadcasts have brought to light a
the two is a free action.
most worrying matter. It seems a tribe
of Earthlings known as Americans is
Stun damage is nonlethal. Victims must developing an atomic bomb far more
make an opposed Vigor roll against the powerful than anything they possess
damage inflicted or fall unconscious for 2d6 so far.”
hours. After this time, they awaken with no
wound penalties. “Although primitive by our standards,
the weapon is far more destructive
Victims who fail an opposed Vigor roll than the Earthlings realize. Should it be
used, even in tests, in would vaporize
against damage caused by the disintegrate
Earth’s atmosphere and kill all life on
setting glow bright red for a few brief sec- the planet.”
onds, then simply vanish from existence,
along with any gear they carried. Ray guns “Earthlings may be aggressive and
set to disintegrate are powerful enough to primitive, but their species has the
destroy vehicles—the vehicle is vaporized potential to achieve great things in
if the damage causes at least a Shaken time. You and your colleagues must
result. find Professor Alfred Mortimer, the
designer of the bomb, and persuade
him to abandon his research before it is
Ray Gun: Range: 12/24/48; Damage
too late.”
2d6+1; RoF 1; Weight: 3; unlimited
ammunition; AP 10 “Because Earthlings are not
advanced, they would have great
STRANGE NEW WORLD difficulty accepting we come in
peace. You must operate covertly
The adventure begins high above Earth, and avoid attracting attention.
in a flying saucer crewed by three aliens and Above all, do not use your ray gun
their robot servant. Give the players a few disintegration beams unless there
minutes to get into character as they orbit is no alternate course of action.”
the blue-green planet on the monitor.
“We have narrowed down the loca-
tion of the scientist’s home to an
V O YA G E TO E A RT H area around the habitation center
Soon, the team receives a message from known as Woodridge. Land in the
their homeworld and gather around a screen, woods near the town and begin
on which an image of their leader is displayed. your search immediately.”
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Have the characters make a Common What happens next depends on the char-
Knowledge roll to see what they can learn acters actions.
about Professor Mortimer from the ship’s
library banks. On a success, they learn he WAIT AND SEE
is an expert in the field of atomic power Unless the characters leave the road
and works at Woodridge College. With a immediately, the patrolmen spot figures in
raise, they discover he has a single child, their headlamps and decide to stop and
Mary-Lou, who works at the all-night question them. When the police car gets
diner in Woodridge. No specific location within 20 yards, the occupants realize the
details are available for either place. figures in the road aren’t quite normal and
hit the car ’s siren. Anyone making a
Woodridge itself is a small town of Common Knowledge roll recognize the
6,500 souls located in the American siren as warning device. Characters who fail
Midwest. Primary industry consists of a believe they are under attack from some
light aircraft manufacturing facility locat- kind of sonic weapon.
ed on the east side of town. Several small
farms dot the surrounding countryside.
The woods indicated in the message are
two miles from the west side of town.
The area is only sparsely populated.
WELCOME TO E A RT H
The flying saucer touches down in the
wood two hours after dusk. Unbeknownst
to the characters, a farmer out hunting rab-
bits saw the craft streak through the sky
and reported it to the police. Unsure
whether the fiery object is an airplane or a
shooting star, the police dispatch a patrol
car to investigate the incident.
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Regardless of how the characters act, the Where does he live? Can they see some
patrol car screeches to a halt and the occu- identification?
pants leap out. If the characters run off, the
police give chase, calling on them to stop. Good roleplaying can still save the situa-
They fire into the air as a warning, but do tion, but don’t let the player get away with
not shoot at the characters. acting too human. If in doubt, ask him to
make a Common Knowledge roll to see how
Should the characters wait to see what much he knows about ‘Earthling habita-
happens, the patrolmen shine flashlights at tion” or “identification.” Strange answers or
them and get their first clear view of what refusal to cooperate leaves the patrolmen no
they are dealing with. Make a Guts roll for choice but to arrest the character and take
the police. On a success, the patrolmen call him to the station for further questioning.
on the characters to raise their hands and This is not a good idea—the shapechange
stay where they are. With a failure, they power has a limited duration.
panic and try to get back in the car and
drive off. The characters should realize that Assuming the character makes it through
allowing these Earthlings to escape jeopard- the questioning, the patrolmen ask if he
izes their mission. saw any strange lights in the sky this
evening. This is the aliens’ chance to divert
QUESTIONING THE POLICE attention away from the saucer. If they fail
Quick-thinking players may decide to use to allay the policemen’s suspicions regard-
this as an opportunity to question some ing the UFO, the two officers start looking
locals. The combination of Borada’s for signs of the saucer.
shapechange device and the speak language
gizmo—or Niktu’s ability to speak Questioning the patrolmen does reveal
English—allows one of the characters to some useful information. Rather than go
assume human form or converse with the into a lengthy monologue, a series of typical
earthlings. Of course, unless the others questions and answers are provided below.
hide, this plan is foiled by their strange If your heroes wander off the point, bear in
appearance and events go as above. mind that the police are likely to get suspi-
cious if pressed or asked too many ques-
The patrolmen, Ernie Davies and Bert tions. The aliens can’t expect to get all their
Dewberry, approach the character cautious- answers in the same place!
ly and ask what they are doing in the mid-
Q: Do you know Professor Mortimer?
dle of nowhere so late at night. Any reason-
able answer is accepted. Should the answer A: “I’ve heard of him. He lecturers at
raise suspicions, the patrolmen question the college, when he isn’t working with
the character further. What’s his name? the military. What do you want with
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FINDING THE
PROFESSOR
Eventually arriving in
Woodbridge, the characters
can begin searching for the
professor. Depending on
how much intelligence they
already have gathered, the
two obvious starting points
are the college and the all-
night diner. Other options
include stopping citizens in
the street or checking the
phonebook.
A character scoring a
raise on a Common
Knowledge roll under-
stands that the “phonebook” is a listing of
Tonight’s feature is They Came From all Earthlings capable of communicating
Beyond Space, and on the large screen as with each other through electrical signals.
the characters arrive is a scene of a space- Problem is, the characters have no idea
ship flying to earth. If the aliens have alert- where to find a phonebook. Woodbridge
ed the police to their presence, a police offi- isn’t exactly a technology center—the only
cer is searching the steamy cars for any sus- public place open with a phonebook is the
picious looking characters. all-night diner.
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skin that does show, or ignore the character no one here this time of night.
completely. Fortunately most Earthlings are Everyone but me went home ages ago.
unobservant of their surroundings. How can I help you?”
Wearing full bandages is another option, If treated well and given a plausible story,
but four accident victims wandering around Henry is quite happy to show them to
together definitely arouses suspicion! Professor Mortimer’s office. He has no idea
where the professor lives, however. As the
Of course, the aliens must acquire their dis- group walks to the office, Henry continues
talking.
guises from somewhere. Where the characters
find such items is up to them, but it should “You scientists as well? You look foreign
make for some interesting roleplaying. to me. Japanese or something, eh? The
professor won’t be in, you know. He’s
WOODBRIDGE got some important dinner with the
military at his house tonight. Yes sir,
COLLEGE told me about it hisself.
Woodbridge College is a single building
campus specializing in physics. During the Professor Mortimer is an important
man in these here parts. Old Henry
day the corridors and classrooms are full of
here don’t have a clue what he does,
students, but at night there is only the jan- but it looks mighty fascinating stuff.
itor, an old Earthling by the name of Henry. Kind of like Flash Gordon, eh? Good
old Flash gives them aliens a good butt-
Breaking in is easy—there are no alarms kicking every time! I’d like to see them
and no campus police. Finding the profes- try to invade Earth with him on our
sor’s office is not so easy, however. No mat- side. Ah, here we are.”
ter how hard they try, the characters simply
can’t find the office before bumping into Henry unlocks the door and shows the
Henry. Fortunately for them, Henry is very characters inside. He then excuses himself.
shortsighted and refuses to wear glasses. “Well, I got more floors to mop. Just
close the door when you’ve finished. I’ll
As you round the corridor you bump lock up before I leave.”
into an old male Earthling with dark
skin. He is carrying a container of water
Searching the office requires a Notice roll.
and a long stick with short strands of
rope at the end. He staggers back slight- With a success, the characters find one of
ly before catching his balance. the Professor’s calling cards, which gives
“Sorry, didn’t see you,” he says, squint- his home address. On a raise, the characters
ing heavily at you. “Old eyes ain’t what discover of mathematical formula for the Z-
they used to be. Didn’t expect to find Bomb.
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A character making a successful A: “In that case, sugar pie, she lives on
Knowledge (Atomics) roll or Smarts (–4) Oak Drive. A big ol’ house with a
roll, quickly spots a fatal flaw in the profes- walled garden—you can’t miss it. Are
sor’s math. If the bomb explodes, it will you wanting to order anything?”
ignite all the oxygen in Earth’s atmosphere,
Q: Where is your phonebook?
instantly incinerating all life on Earth.
A: “In the corner, honeybunch right by
ALL-NIGHT DINER the phone. Help yourself.”
The all-night diner is the only establish-
ment in Woodbridge open between dusk Q: What is coffee?
and dawn. It has a staff of two waitresses
A: “Where are you from, sweetie? The
and a cook. When the characters arrive, the
North Pole?”
only customers are four students discussing
politics in earnest tones and two policemen
Using the phonebook without raising
catching a coffee break. Mary-Lou
suspicions requires a Common
Mortimer is not on duty tonight.
Knowledge roll. On a failure, the police-
men become interested and suspect the
When the characters enter, a waitress
characters of being Communists—the
walks over to take their order. Depending
army has warned them that foreign
on disguises, there is a chance she has to
agents might try to kidnap the professor.
make a Guts roll. Failure instantly alerts
They approach and ask what the charac-
the two policemen, who draw their guns.
ters are doing in town. Their reaction
depends on the characters’ answers, but if
Again, possible questions and typical
the alien is not in a good disguise some
answers are given to help the Games
fast-talking is required.
Master. The waitress, Patti, is friendly, but
doesn’t like timewasters when she has cus-
Professor Mortimer is listed in the
tomers to serve.
phonebook along with his address. Patti can
Q: Where is Mary-Lou Mortimer? give directions to the street if asked, other-
A: “She ain’t working tonight, honey. wise a successful Smarts roll locates the
Her boyfriend is coming over for dinner. correct street, aided considerably by the
He’s one of them army types.” human’s predicatable grid system of town
Q: Where does she live? planning.
A: “What business is that of yours,
sugar?” H E Y, E A RT H L I N G !
Q: I’m a friend of her father’s (or some Depending on how the characters
other plausible excuse). approach an Earthling in the street deter-
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mines their reaction. Walking up and open- Savage Worlds rulebook. Assuming the
ly asking is certainly a viable option, but characters get over the dog problem without
unless the characters pick an area with low zapping it, the lady knows Professor
ambient lighting they are in serious danger Mortimer lives on the north side of town,
of causing panic. but is not sure where exactly.
Citizens failing their Guts rolls attract Mother & Child: The woman has never
attention—either by screaming or running heard of Professor Mortimer. She is nervous
off and fetching the police, or by starting a of the characters and calls for help if she
brawl. Unless otherwise stated, two police- feels threatened.
men arrive on the scene 1d6 minutes later.
Student: What fortune! The student is
Assuming the heroes use their brains one of Mortimer’s pupils and has visited
when approaching people, roll a d6 to see his house several times. He asks why the
what type of Earthling they encounter. Roll characters want to see Professor Mortimer
on the Savage Worlds Reaction Table to (he knows Mortimer conducts sensitive
determine the Earthling’s initial behavior work for the military). If convinced the rea-
toward the characters. son is harmless, he gives them directions.
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Entrance to the grounds can be achieved by more visitors and she is naturally suspi-
climbing the surrounding wall or simply cious of the characters. Due to her suspi-
walking through the gate. Either way, when cious nature and protectiveness toward
the characters near the front door they spot a Mortimer, treat her as having a d6 Notice
vehicle parked outside. A successful Common for the purposes of seeing through a dis-
Knowledge roll reveals it to be a jeep with mil- guise. Otherwise, she is a standard inno-
itary markings. On a failure, the aliens know cent Earthling.
only that it is some sort of fossil fuel-powered
personal conveyance. The markings are She refuses to let the visitors into the
meaningless to them, however. house without a very good reason. You
can roleplay this or let the characters
The jeep belongs to Captain Lance make a Persuasion roll—they require at
Peterson, Mary-Lou’s boyfriend and scien- least a raise. Martha presents no physical
tific liaison officer serving with the US threat, but if she has to raise her voice
Army Atomic Weapons Corps. He is inside Captain Peterson comes to investigate.
the house having dinner with the professor His reaction depends on the characters’
and Mary-Lou. attitude toward him and how they have
treated Martha.
Gaining access to the house can be
achieved one of three ways—by knocking at
BREAKING IN
the front door and bluffing (or forcing) their
Quietly entering the house requires a
way inside, breaking in through a window,
Stealth roll from every character. With a
or disintegrating a hole in the wall.
success, they reach the dining room unop-
Alternately, the characters may decide to
posed. On a failure, the sounds alert the
listen for sounds of conversation. All four
diners. Captain Peterson comes to investi-
options are covered below.
gate—his pistol is drawn and he is not
A lot could go wrong here. The rest of afraid to use it. Army intelligence
this scene is written as if the characters informed him Communist agents may try
have gained access to the dining room with- to kidnap the professor and he is taking no
out raising the alarm. The Games Master chances.
will have to handle any other eventuality.
Mortimer is much less likely to believe the
DISINTEGRATING THE WALL
Well, it’s quick and painless for all par-
characters’ story if they have killed Mary-
ties. Unless the characters specify other-
Lou or Captain Peterson.
wise, they disintegrate the wall leading into
THE FRONT DOOR the study. The dining room lies across the
Martha, the cook, answers the door. hall. This is one of the best ways of gaining
Professor Mortimer is not expecting any access unobserved.
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“I forget myself! What do you want for his daughter. He berates the characters
with us? I know you’re not here for the for using cowardly tactics by threatening a
bomb. An advanced race such as yours woman and scorns their supposed superior
must have put an end to wars and suf- culture.
fering. Tell me what you want.”
Convincing him of his error requires a
Telling Mortimer his bomb is about to
successful Knowledge (Atomics) roll. If the
end the world does not go down well. Like
characters found his research papers in his
many great men of science, Mortimer has
office and brought them along, the roll is
an unswerving faith in his own abilities. He
made at +2. The roll may be attempted sev-
refuses to accept the flaw in his bomb, dis-
eral times, but each roll takes one hour. A
missing the possibility that his invention
success reveals the error and proves to
could bring about global devastation.
Mortimer beyond doubt the Z-Bomb will
“I do not doubt your species has unrav- destroy the Earth if it is detonated. Keep
eled many of the universe’s greatest track of the time, as the heroes are against
secrets, but you are wrong about the Z- the clock!
Bomb. I agree it is powerful, but it can-
not destroy the Earth. I designed it At some point during the first hour of
myself and I do not make mistakes. problem solving, Mary-Lou asks to be
excused, claiming she is tired. Cautious
“The very scenario you propose is pre- players are unlikely to allow her out of their
posterous. No such weapon could ever
sight. She begs her father to let her go to her
be built. I shall prove it to you. Lance,
room—Mortimer in turn begs the charac-
fetch me the blackboard and some
chalk. I shall go through my equations ters to allow her to rest.
with you and prove my calculations are
“She is just a child, she cannot harm
correct.”
you. Let her go and rest. I cannot con-
centrate on the problem you claim
Peterson begs the professor not to listen exists if she is unwell. Please. If you are
to the character, calling them “Communist intelligent and caring beings you will
agents” and “alien warmongers who only grant me this request. If what you say
want the bomb to destroy the Earth.” about the Z-Bomb is true, we have no
Peterson does know where the bomb is time to waste arguing.”
located, but has no intention of telling the
characters, even if Mary-Lou is threatened. If a character follows Mary-Lou upstairs,
she does indeed go to her room. Shortly after-
Threatening Mary-Lou does not change ward, she goes to the bathroom—if a charac-
the professor’s mind either—his stubborn- ter tries to follow she insists that on Earth
ness and arrogance override even his love ladies go to the toilet alone. She adds that her
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the characters know is when there is a loud truth. Aliens from another world have
knock at the front door. Mortimer insists taken over his house. They’re trying to
on answering the door himself. steal the Z-Bomb. You must reinforce
the base immediately, sir!”
“Whoever it is, let me talk to them. I
shall tell them I am extremely busy. If Peterson is still conscious after the
Please, you must trust me. I have no characters’ attempts to stop him communi-
wish to see the world utterly destroyed cating their presence, he turns to them and
because of my folly.” says,
If the aliens agree, Mortimer answers the “I’m sorry, Professor, but I don’t believe
door. The characters hear Mortimer try to their story. They’ve brainwashed you.
convince the police nothing is wrong, but The test takes place in 12 hours and
they are too suspicious and barge past him. you’ll never get to the base in time.
As they reach the dining room door, Their plan to conquer Earth has failed.”
Mortimer frantically shouts, “Don’t hurt
them! They have come to help us!” Peterson is actually carrying details of the
test in his jacket pocket, which is draped
How the characters deal with the police- over a chair. Fortunately, Mortimer remem-
men is left to them. Use the statistics on bers this, shouting, “He has the test details
page 7. Mortimer is shocked if the charac- in his jacket! He told me earlier!” Peterson
ters disintegrate them. will not hand them over without a fight,
however—assuming he’s still capable of
“Why did you do that?” he cries. “They fighting, that is.
couldn’t harm advanced beings like
yourselves! You said you were here to PROFESSOR MORTIMER
help us!”
Professor Mortimer designed the Z-Bomb
as the bomb to end all wars. He firmly
Assuming the characters don’t get trigger
believes that once the Russians have seen its
happy, Mortimer convinces Captain
power they will make peace with the West.
Peterson to phone the general in charge of
His arrogance is limited to his specialist
the test site. Peterson’s speech is detailed
fields, but his stubbornness extends to all
below—the characters can interrupt any
aspects of his life. That the Z-Bomb could be
time. Treat them as being on Hold.
a failure is beyond comprehension to him.
“General Drake? Captain Peterson, sir.
Very well thank you, sir. I’m with Attributes: Agility d6, Smarts d10,
Professor Mortimer at the moment. Spirit d8, Strength d6, Vigor d6
Listen very carefully, sir. What I’m Skills: Driving d4, Guts d4,
about to say may shock you, but it’s the Knowledge (Atomics) d8, Knowledge
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(Physics) d8, Notice d6, Persuasion d4 Skills: Driving d6, Fighting d8, Guts
Charisma: 0; Pace: 6; Parry: 2; d6, Notice d6, Shooting d8
Toughness: 5 Charisma: +2; Pace: 6; Parry: 6;
Hindrances: Arrogant, Stubborn Toughness: 6
Edges: Scholar Hindrances: Loyal, Overconfident
Gear: — Edges: Charismatic, Command,
Marksman, Quick Draw
MARY-LOU MORTIMER
Gear: Automatic pistol (Range:
Mary-Lou is the professor’s only child.
12/24/48, Damage: 2d6+1; RoF 1;
Although she tries to be independent, she
feels her father needs her at home since her Mag: 9; AP 2)
mother died. She molly-coddles him at
every opportunity and tries to keep his
RESCUE MY
workload to a minimum. Although she dis- DAUGHTER
likes her father ’s work with atomic
Mortimer collects all his research papers
weapons, she believes the Z-Bomb will
from his study, claiming, “We may need
bring peace to the world.
these to show General Drake the danger the
Attributes: Agility d6, Smarts d6, Z-Bomb poses. We must collect my papers
Spirit d6, Strength d6, Vigor d6 from my office at the college as well.”
Guts d4, Notice d4
Charisma: +2; Pace: 6; Parry: 2; If the characters already have the papers
Toughness: 5 from the college there is no need to go
Hindrances: Loyal there—otherwise the trip and subsequent
Edges: Attractive searching takes another hour. Before heading
Gear: — off to the base, however, Mortimer insists the
characters now help him find Mary-Lou.
CAPTAIN LANCE PETERSON
Captain Peterson is the liaison between “We must get Mary-Lou! The police-
Mortimer and the Atomic Weapons Corps. men who came to the house said she
He has come to know the family well and was at the station. She refused to come
started dating Mary-Lou a month ago. He back while you were still here. I’ve
suspects Communists are going to try to been such a bad father to her, putting
kidnap Professor Mortimer and learn the my work ahead of her needs. It’s not far
from here. We have time.”
secrets of the Z-Bomb, so he is suspicious of
strangers. Although fond of the professor and
Mortimer is desperate and pleads on his
Mary-Lou, his first loyalty is to his country.
hands and knees if he must. While the
Attributes: Agility d8, Smarts d6, characters could stun him and go to the test
Spirit d6, Strength d8, Vigor d6 site alone, it should occur to them that he
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may be required to get in without starting a Mary-Lou having to make a Guts roll.
major military conflict. Should they opt not What happens next depends on her reac-
to rescue Mary-Lou, go straight to Back to tion—screams certainly bring the police
the Saucer on page 19. Either way, running. She certainly believes the aliens
Peterson’s jeep is available to get the char- to have killed her father and taken his
acters to their destination. shape too.
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the patrolmen at the start of the adventure saucer without attracting attention.
found the saucer, its presence has not gone Allow the soldiers a group Notice roll as
undetected. The farmer who saw it land the characters leave the jeep to spot their
may have gone to investigate the site, or the unusual form. Any reasonable distrac-
disappearance of the patrolmen prompted a tion—GM’s call—imposes a –2 penalty to
larger police search. Either way, soldiers the roll. On a success, one or more keen-
now surround the saucer. eyed soldiers raise the alarm and the
guards call on the team to halt—deal out
Battling through them is certainly an Initiative cards.
option, though there is a real risk of the
characters being seriously wounded. A Reaching the safety of the saucer—which
clever option, and one worthy of a benny, is is impervious to bullets—requires each
to use either Mortimer or the shapechange character to move just 10 yards (5”).
gizmo to bluff their way past. It’s still dark
and the jeep’s roof is up, casting deep shad- SOLDIERS (10)
ows over the passengers. Attributes: Agility d6, Smarts d6,
Spirit d6, Strength d8, Vigor d8
Two soldiers flag down the approaching Skills: Driving d4, Fighting d6, Guts
jeep, ask to see some identification and ask d4, Notice d6, Shooting d6
why the characters are here. A plausible Charisma: 0; Pace: 6; Parry: 5;
answer or a successful Persuasion roll from Toughness: 6
“Peterson” or Mortimer convinces the soldiers Hindrances: —
to let them through without scrutinizing the Edges: Combat Reflexes
passengers or any identification. Both men are Gear: M-1 rifle (Range: 24/48/96,
well known locally for their work with atomic Damage: 2d8; RoF 1; Mag: 8; AP 2),
energy and their being present at the landing helmet, uniform
site of a flying saucer is reasonable.
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S AVA G E F E AT U R E S - T H E Y C A M E F R O M B E Y O N D S PA C E
flying saucer fascinates him, and he is eager that you are aliens trying to stop my
to learn as much as he can about the craft. life’s work. We can’t take her with us
Let the players roleplay this as they see fit. into the base. As much as it pains me
to see my own daughter harmed, I sug-
gest you use your ray guns to stun her.
If Mary-Lou didn’t cause a scene getting
She will be safe on the flying saucer
into the saucer and is conscious, she now until we return.”
tries to sabotage the saucer. Although she
remains close to her father, she keeps a ON THE GROUND
careful eye on the pilot. After ten minutes Whether or not the sabotage occurred,
of observation, she approaches him and Mortimer recommends the saucer is set
makes small talk about women on his down outside the base. Flying straight in is
world. Without warning, she lunges for- taken as an act of aggression and seriously
ward and presses several buttons on the hampers attempts to convince General
control panel, causing the saucer to go into Drake to abort the test.
a steep, spinning dive.
What if they try it? Shoot them
Have everyone make Agility rolls to avoid down. They were told to be covert
falling over. Those who fail suffer 2d6 dam- not start an intergalactic war!
age and must make another Agility roll to
stand up. Until they do, they cannot per- As the craft lands, Mortimer spies a dis-
form other actions. There are just three tant solitary truck heading toward the base.
rounds before the saucer crashes.
“That’s our way in!” he urges. “Land
quickly. We should be able to intercept
Bringing the craft back to level flight
the truck before the gate guards see it
requires a successful Piloting (–2) roll. coming. You can hide in the back.”
Should the pilot fail in his attempts, the
saucer skims across the ground several Give the players a few minutes to devise
times before coming to a stop. Everyone on a plan before the truck arrives on the scene.
board takes 2d6+10 damage. Fortunately, Two soldiers are in the cab and a further
the craft is not badly damaged. A successful four dressed in radiation suits are in the
Repair roll and an hour spent tinkering get rear (use the stats on page 20). The full-
it back in operation. body suits give the characters the perfect
Once the craft is level—or has crashed— disguise. Fearing he will be recognized,
Mortimer picks himself up and apologizes Mortimer suggests he go in the back and a
for Mary-Lou’s actions. character in a radiation suit drives the
truck. Assuming the characters are in dis-
“Please forgive her. She doesn’t under- guise, the guards are expecting the truck to
stand what is at stake. All she knows is arrive, so wave it straight through.
20
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21
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Threatening Drake, especially after demon- trained on the front door, waiting for the
strating the power of a ray gun, proves more characters to appear.
successful. Have one character make an
Intimidation roll. Using a ray gun grants a +2 Taking Drake hostage is certainly an
bonus to the roll. On a raise, Drake cracks and option, but the general is far from helpless.
reveals the location of the bomb—it’s in a He goes along with any hostage plan, but as
bunker buried deep beneath the surface some soon as the group is outside he tries to break
fifty miles from the command post. As the free, ordering his men to open fire as he does.
characters head for the door, Drake calls out to
Twenty men surround the entrance (use the
them, “My men are waiting for you. You
soldier stats on page 20). Fortunately for the
might as well surrender to me.”
characters, they don’t have to leave via the
GENERAL DRAKE front door—they can disintegrate a wall and
Drake has been head of the Atomic sneak out the back. Assuming they are quiet—
Weapons Corps since it was founded in Drake calls for help if present—they can make
1947. He is a patriot through and through, it without alerting the guards at the front.
determined to let nothing stand in the way Otherwise, they have a fight on their hands.
of forcing Russia to her knees.
There is an unmanned jeep parked near-
Attributes: Agility d8, Smarts d8, by. Unless the characters have a better plan,
Spirit d10, Strength d6, Vigor d6 Mortimer suggests they steal it and drive to
Skills: Fighting d6, Guts d6, Intimidation the bomb. Trying to reach the saucer is
d8, Notice d6, Shooting d6 futile—the journey back to the saucer
Charisma: 0; Pace: 6; Parry: 5; would take too long. The bomb is fifty
Toughness: 6 miles away over relatively smooth ground—
Hindrances: Delusional (Minor: the they just might be in time to stop it.
Z-Bomb will force Russia to capitu-
late), Loyal (to his men) RACE ACROSS THE
Edges: Brawny, Command, Inspire
Gear: Automatic pistol (Range:
D E S E RT
12/24/48, Damage: 2d6+1; RoF 1; No sooner have the characters set off
Mag: 9; AP 2) when they spy several vehicles pursuing
them. Any hopes of ending the situation
THE GREAT ESCAPE peacefully are dashed as a line of bullets
Drake isn’t lying. As per his previously stitch the grass close to the character’s jeep.
issued orders, all personnel cleared the
command post as soon as Mortimer was Have each character make a Notice roll.
spotted. Soldiers have taken up positions Those who succeed may make a Common
outside the command post, weapons Knowledge check. With a success on this
22
S AVA G E F E AT U R E S - T H E Y C A M E F R O M B E Y O N D S PA C E
roll, the character recognizes the tube one away at full speed. There is no sign of life
of the soldiers is carrying as a primitive on the ground. The bunker housing the Z-
form of explosive weapon called a bazooka! Bomb is a small concrete structure with
only a single metal door for access.
Treat this as a chase with a Range
Increment of 5”. Tree stumps and pieces of Although the door is locked, a single
scrap metal dot the landscape—use the burst from a ray gun disintegrates it. Inside
Sparse entry on the Obstacles Table (see the is a lift with a simple control panel—up and
Savage Worlds rulebook). down. Strangely, the lift is at the bottom of
the shaft. This should give the characters
The aliens’ ray guns can be used against cause for concern—perhaps disarming it is
the jeeps (as detailed on page 4). Remember, not going to be so simple after all.
the jeeps count as Unstable Platforms for
all parties. Waiting for the lift to come up seems to
take an eternity. The five-minute journey to
Two of the jeeps have a driver, a machine- the lower level passes immeasurably slowly.
gunner, and a passenger armed with an M1 Mortimer checks his watch—there are only
rifle. The passenger in the third jeep has a a few minutes to go!
bazooka and four rounds (see the Savage
Worlds rulebook). Treat the occupants as At the bottom, the lift opens into a long
regular soldiers (page 20). tunnel ending in a large chamber.
Suspended in the center is the Z-Bomb.
Jeeps (3): Acc/Top Speed: 15/30; Surrounding it is a group of six soldiers
Toughness: 12 (3); Crew: 1+3 (five at a (page 20) led by General Drake. If Drake
squeeze); Notes: Four Wheel Drive; has been rendered unconscious or killed, a
Weapons: 0.30 cal machinegun (Range US Army colonel by the name of Wayne
24/48/96; Damage 2d8; RoF 3; Mag 250; Malcolm takes his place (use General
AP 2) Drake’s stats for both, page 22).
23
S AVA G E F E AT U R E S - T H E Y C A M E F R O M B E Y O N D S PA C E
minute left to save the Earth!” he shouts, action. With success, he realizes the con-
“Whatever you are going to do: do it now!” sequences of his actions. (Of course, this
may not necessarily stop the player doing
The lift being at the bottom of the shaft it anyway!)
may cause the players to suspect a trap and
take steps to avoid it. One possible way is to Once a character has access to the bomb,
use the shapechange gizmo to become have him make a Repair roll. On a success,
General Drake—assuming they have dealt he realizes the bomb timer was incorrectly
with him already. Alternately, one of them set—there are still two hours left. However,
could try to pose as a human scientist who the bomb has been rigged so that it cannot
has verified Mortimer’s math and revealed be disarmed! Detonation is inevitable.
the flaw.
Of course, the characters won’t know this
Convincing the guards to give the charac- if they don’t reach the bomb in time. If they
ter access to the bomb—regardless of which are still fighting when the countdown
form he takes—requires a raise on a reaches the supposed detonation time, stop
Persuasion (–2) roll. On a success, the char- the action and give a slow, five-second
acter is allowed to disarm the bomb (see count. When you reach zero, restart the
below) but he is not allowed to take it out of action without giving a reason for the failed
the bunker. With a failure, the officer in detonation.
charge refuses to let the character come
anywhere near it. Even if the characters bluffed their way to
get access to the bomb, they still have to over-
DISARMING THE BOMB power the guards to get it out of the bunker.
24
S AVA G E F E AT U R E S - T H E Y C A M E F R O M B E Y O N D S PA C E
mies would simply build their own ver- one of the perimeter fences and make
sion. Before we knew it, we really their way back to the saucer from there.
would have designed a bomb capable of The journey back to the landing site is
destroying the Earth. Humans are not bumpy, but uneventful—the characters
ready to wield such awesome power. have a big head start over the pursuing
soldiers.
“We must get the Z-Bomb into your fly-
ing saucer and dispose of it in space
along with my research papers. There FINAL SHOWDOWN
must be no chance of the military Humans may not have the advanced
recreating my work. No chance. Do technology of the Altairans, but they do
you understand?” have radar. The saucer was detected as it
landed outside the test site, and Drake dis-
Mortimer, of course, has all the necessary
patched soldiers and tanks to secure the
plans to rebuild the Z-Bomb in his head.
area. When the Z-Bomb was stolen, the
Without directly asking, he is giving the troops were placed on high alert.
characters a choice—disintegrate him or
take him with them. Let the players work it A total of 20 soldiers (page 20) and two
out for themselves. tanks surround the saucer. Changing form
and trying to bluff passage to the saucer won’t
Fortunately, the bomb is fitted with work—the troops have been informed of
wheels to allow it to be moved. Carrying the events at the test site and anyone approaching
bomb is possible, but it requires all four the site is to be arrested for interrogation.
characters to assist and is a painstakingly
slow process. Those carrying the bomb If your players are spoiling for a good
move at just 2 yards (1”) per round. fight, they won’t get much better than this.
Their ray guns are powerful enough to take
The failure of the Z-Bomb to explode has out the tanks, but they are heavily outnum-
not gone unnoticed in the command build- bered. Even using good tactics, there is a
ing. As the characters head back to the sur- chance of characters dying if they opt for
face, a fleet of jeeps, trucks, and tanks is the violent direct approach.
headed for the bomb bunker. Their dust
trails are clearly visible from the bunker. M4 Sherman Tanks (2): Acc/Top Speed:
5/12; Toughness: 21/19/19 (9/4/4); Crew:
Trying to drive back to the main gate 4; Notes: Heavy Armor, Stabilizer,
would be suicidal—the soldiers are Tracked; Weapons: 75L40mm gun in tur-
unlikely to be interested in taking prison- ret (50 HE rounds); M2 Browning on top
ers. Mortimer advises against this course pintle mount (300 rounds); 0.30 cal MG
of action, suggesting they head toward in coax (12000 rounds).
25
S AVA G E F E AT U R E S - T H E Y C A M E F R O M B E Y O N D S PA C E
THIS CAN END PEACEFULLY Assuming the characters agree, they are
The situation can end peacefully, but it free to enter the saucer.
requires some excellent roleplaying. A char-
acter giving a impassioned speech about the LOOSE ENDS
perils of escalating atomic stockpiles, the Once inside their saucer, the characters
can set course for outer space and dispose of
futility of armed conflict, the Z-Bombs fatal
their lethal cargo. The Z-Bomb harmlessly
flaw, and such like is allowed to make a
explodes beyond Earth’s atmosphere.
Persuasion roll. Modifiers based on his
Mankind still goes on to create powerful
speech should be determined by the Game
atomic weapons, but nothing with the
Master, but shouldn’t be any higher than
destructive capability of the Z-Bomb. The
+4. He has one chance of success.
mission is a success, and the characters can
return home.
Two raises are required to get the message
across to the soldiers. Should he succeed, Mortimer asks to be taken to Altair to
the soldiers lower their weapons and the learn new ways to use technology for peace-
officer in charge, a colonel, comes over to ful ends. If Captain Peterson is dead, Mary-
the characters. Lou asks to accompany her father to assist
26
S AVA G E F E AT U R E S - T H E Y C A M E F R O M B E Y O N D S PA C E
with his research—otherwise she asks to be Attributes: Agility d8, Smarts d6,
put back in Woodbridge to begin a new life. Spirit d6, Strength d6, Vigor d8
Skills: Driving d6, Fighting d6,
Wait! A non-violent ending to an Intimidation d6, Notice d6, Piloting
adventure? Sure. Many B movies, d8, Repair d4, Shooting d8, Taunt d6
Charisma: +2; Pace: 6; Parry: 5;
especially those involving
Toughness: 9
atomic weapons, had a moral ending—
Hindrances: Clueless (applies to all
atomic weapons are dangerous! Common Knowledge rolls about
Remember the characters are from a Earth), Delusional (Major: humans
peaceful race—by human standards, at are an aggressive species), Stubborn
least. Killing a handful of Earthlings Edges: Brawny, Charismatic,
to save their world may seem a fair Combat Reflexes, Strong Willed
trade, but their example of not using Gear: Silver overalls (+2), ray gun
superior weapons sets a good example to (Range: 12/24/48; Damage 2d6+1;
mankind and shows that diplomacy can RoF 1; Weight: 3; unlimited ammu-
nition; AP 10)
win out over aggression.
BORADA (ENGINEER)
Of course, you know your players better
These primitive Earthlings are about to
than we, and if this sort of ending (how-
destroy themselves by trying to harness
ever true to genre) is going to leave them
powers they cannot begin to comprehend.
feeling flat, just go for the all-action
The knowledge you could teach them
anding!
would revolutionize their world, if only they
weren’t so stupid. Whereas your species has
long mastered space flight and atomic
THE END... power, Earthlings still drive vehicles pow-
ered by burning fossil fuels. Your misunder-
standing that Earth animals can talk is the
KLAATU (MISSION COMMANDER) unfortunate result of watching a television
Trust a primitive, warlike species to bring broadcast called “Mr Ed.”
themselves to the brink of atomic war! You
Attributes: Agility d6, Smarts d8,
are not happy at being given control of try-
Spirit d6, Strength d6, Vigor d6
ing to teach Earthlings the error of their
Skills: Fighting d4, Knowledge
ways and would rather eradicate their (Atomics) d8, Knowledge (Physics)
species altogether. You tried to learn some d8, Repair d8, Shooting d6, Weird
of their ways, but have been unable to get Science d8
past their propensity for war. It is likely, in Charisma: 0; Pace: 6; Parry: 4;
your expert opinion, the Earthlings will Toughness: 7
prove hostile to your presence. Hindrances: Arrogant (scientific
27
S AVA G E F E AT U R E S - T H E Y C A M E F R O M B E Y O N D S PA C E
28
S AVA G E F E AT U R E S - T H E Y C A M E F R O M B E Y O N D S PA C E
choose whether to be literal in your inter- Intimidation d6, Notice d4, Piloting
pretation or more...creative. d6, Repair d4, Shooting d6, Stealth
d6, Throwing d4
This means you can be an incredibly Charisma: 0; Pace: 5; Parry: 6;
frustrating “tool” for them to use as you ask Toughness: 12
for additional clarifications or carry out Hindrances: Loyal, Obese,
tasks to the letter. Have fun making the Overconfident
other players tell you specifically what they Edges: Alertness, Construct,
want you to do! Improved Nerves of Steel
Gear: Armored frame (+4), ray gun
Attributes: Agility d6, Smarts d4, (Range: 12/24/48; Damage 2d6+1;
Spirit d6, Strength d8, Vigor d10 RoF 1; Weight: 3; unlimited ammu-
Skills: Driving d6, Fighting d6, nition; AP 10)
29
KLAATU
CLUELESS (ALL COMMON KNOWLEDGE ROLLS ABOUT EARTH)
DELUSIONAL (MAJOR - HUMANS ARE AN AGGRESSIVE SPECIES) SILVER OVERALLS
SAVAGE FEATURES STUBBORN RAY GUN
ALTAIRAN
NOVICE
BRAWNYY
CHARISMATIC
COMBAT REFLEXES
STRONG WILLED
NOTES:
Description: Trust a primitive, warlike species to bring
themselves to the brink of atomic war! You are not
happy at being given control of trying to teach
Earthlings the error of their ways and would rather
eradicate their species altogether. You tried to learn
some of their ways, but have been unable to get past
their propensity for war. It is likely, in your expert
DRIVING opinion, the Earthlings will prove hostile to your pres-
ence.
FIGHTING
INTIMIDATION
NOTICE
PILOTING
REPAIR
SHOOTING
TAUNT
6
5
9
+2
BORADA ARROGANT (SCIENTIFIC ENDEAVORS)
CLUELESS (ALL COMMON KNOWLEDGE ROLLS ABOUT EARTH) SILVER OVERALLS
SAVAGE FEATURES DELUSIONAL (MINOR - EARTH ANIMALS CAN TALK) RAY GUN
ALTAIRAN GIZMOS:
BARRIER (ENERGY SHIELD)
NOVICE SHAPECHANGE (MOLECULAR RESTABILIZER)
SPEAK LANGUAGE (LINGUISTIC TRANSLATOR)
ARCANE BACKGROUND (WEIRD SCIENCE)
GADGETEER
NEW POWER
POWER POINTS
NOTES:
These primitive Earthlings are about to
destroy themselves by trying to harness powers
they cannot begin to comprehend. The knowl-
edge you could teach them would revolutionize
their world, if only they weren’t so stupid.
Whereas your species has long mastered space
flight and atomic power, Earthlings still drive
vehicles powered by burning fossil fuels. Your
FIGHTING misunderstanding that Earth animals can talk is
the unfortunate result of watching a television
KNOWLEDGE (ATOMICS) broadcast called “Mr Ed.”
KNOWLEDGE (PHYSICS) *The gizmo only allows transformation into
REPAIR human form and costs 4 Power Points to acti-
vate. A successful Smarts roll is required to take
SHOOTING the form of a specific human and then only if
Borada has spent at least 30 minutes in their
WEIRD SCIENCE company. Human clothes are formed as part of
the transformation, but other items, such as
guns, are not. The GM decides the level of detail
included int he transformation.
6
4
7
0
NIKTU CODE OF HONOR
CURIOUS SILVER OVERALLS
SAVAGE FEATURES RAY GUN
PACIFIST (MINOR)
ALTAIRAN
SEASONED
NOTES:
Description: As science officer, it is your task to study
POWERS: the Earthlings and how they interact with each other.
Unlike your male colleagues, you have some under-
ENTANGLE (CONTROL VICTIM’S MUSCLES)
standing of Earth from intercepted radio and television
HEALING (CELULAR REARRANGEMENT) broadcasts, and you believe the species can be
TELEKINESIS (FORCE OF WILL) redeemed. Your craving to learn more about this back-
ward society is insatiable, and you plan on experienc-
ing as much as possible in your short time here.
HEALING
Earthlings are not a particularly advanced race and
INVESTIGATION you suspect they will have trouble adapting to your
KNOWLEDGE (BIOLOGY) existence. Violence is a likely outcome, but you have no
wish to kill anyone to achieve your mission objectives.
KNOWLEDGE (ENGLISH)
NOTICE
PERSUASION
PSIONICS
SHOOTING
6
2
7
0
ROBOT LOYAL
OBESE ARMORED FRAME
SAVAGE FEATURES RAY GUN
OVERCONFIDANT
ROBOT
SEASONED
ALERTNESS
CONSTRUCT
IMPROVED NERVES OF STEEL
NOTES:
Description: You serve the crew as a bodyguard and
menial laborer. A somewhat outdated model by
Altairan standards, you are slow, bulky, and clunky,
though still capable of carrying out your role. By
Earthling standards you are a wonder of science and
are likely to attract much unwanted attention. Your
programming is such that you must obey your “mas-
ters’” commands to the best of your abilities, even
sacrificing your life to save theirs if ordered. You do,
DRIVING however, have the ability to interpret their instruc-
tions and can choose whether to be literal in your
FIGHTING interpretation or more...creative.
INTIMIDATION This means you can be an incredibly frustrating
NOTICE “tool” for them to use as you ask for additional clar-
ifications or carry out tasks to the letter. Have fun
PILOTING making the other players tell you specifically what
they want you to do!
REPAIR
SHOOTING
STEALTH
THROWING
5
6
12
0
TM
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RUN!
DON'T WALK!
THEY CAME FROM BEYOND SPACE!
Beset by obstacles at every turn, you must struggle against the very souls you
are trying to help. If they only knew their salvation comes from Outer Space…
This is the third in Legion Publishing's Savage Features series and includes
everything you need to run a Savage Worlds game based on the B-movies of
the 1950s. Only this movie has a twist-the heroes are the alien invaders!
Will the Earthlings realize they come in peace? Will the visitors' superior
technology amaze or frighten? Will they succeed in their mission?
The fate of the world is in their little green hands!