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Science Fiction Companion (Savage Worlds, S2P10504) Perfect Paperback – July 14, 2014
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Top Customer Reviews
This SF Companion has some good races, edges, and gear (although they don't seem exactly consistent with those in the core book). I think you could use this and the core rules to drive a roll-your-own Star Wars or Star Trek campaign, maybe even a Mechwarrior-type setting. In that regard, it's very flexible (although I feel like it's not very deep, and, being generic, of course does not have any of the lore which is so implicitly important in such campaigns). I think the cyberware section is fairly disappointing (again, no real depth) and I feel like the androids, robots, cyborgs, and powered armor sections all seem somewhat repetitive but also have enough differences to make interchangablility impractical. So, I think you might be able to run a Starship Troopers sort of campaign with this, but most Cyberpunk settings would probably fall short.
All in all, it delivers what it says -- sci-fi into Savage Worlds. I just feel, although it's a quite workable expansion, it missed a lot of opportunities to be a great supplement.
Each subsystem in this book is very well put together, covering a lot of ground with little effort, a low page-count, and low-complexity rules that have a definite impact on the game (As I've come to expect from Savage Worlds).
The cybernetics system is unique to Savage Worlds from the other ones I've seen, but also syncs well with the majority of how cyberpunk fiction and rpgs handle implants and functional prosthetic limbs. Robot/Android construction is very detailed and well put together, spaceship, mecha, and vehicle construction is excellent, power armor construction is extremely detailed despite the low amount of pages used, and the systems relating to zero gravity and other conditions in space are very easy to include in play.
Easily one of the best sourcebooks for an amazing RPG system.
The race creation rules are the best is all of the Savage Worlds lines.
Note: You still need the basic rules found in Savage World Deluxe, the explorers edition can be found for $10!
The bulk of the book is dedicated to equipment. From cyberware to mechs (called walkers in the companion), this book has most everything you need to populate your universes with all manner of hi-tech stuff. The Companion doesn't handle equipment just like a list of toys to play with (though it has some of that). It is a system of designing and modifying your own equipment.
The basic idea is that you start with a core piece of equipment (i.e. a basic program, weapon, suit, craft, etc.) and then you add mods to this to construct the particular item you want. Each core has a certain number of mod points that you can fill with various mods. A lot of the mods across the different items are similar, such as heavy armor, armor piercing, etc. These are reprinted in each section so you don't have to flip back and forth while designing different equipment. The system is simple and easy to use, while being flexible and easily customized for an individual campaign.
The way I see the companion books is that they provide a sound format and system for designing your own genre-specific elements. They also provide a wide array of examples for those who don't care to do the extra work of customizing the system to their own particular worlds. The Science Fiction Companion does this exceptionally well.