Category Archives: Savage Worlds

Strange Stars Races- Savage Worlds Style, Baby- Neshekk

A bit further in the fantastic voyage with Savage Worlding the awesomeness of Strange Stars.



The neshekk banking and investment clans are the financial backbone of the Alliance. They have a reputation for ethical behavior and conservative investment and also for strict adherence to the letter of contracts. Neshekk are greatly concerned (possibly obsessed) with security and privacy. They never go into public without their elaborate privacy screens/firewalls, called nizara, in place. Off-worlders are restricted to certain areas of Kuznuh, and it is a misdemeanor to view any public space unfiltered by the metascape (SS, pg 11).

Banker: All neshekk have financial connections to the banking consortium for the Alliance.  Neshekk start with the Rich edge (SWDX, pg 34).

Connections: Through various business dealings and networking, Neshekk’s develop connections with various people and organizations.  All neshekk have the connections edge (SWDX, 41).

Paranoid:  Neshekk are notoriously known about their need for privacy and security.  They even employ digital screens that distort their face and hide their identity called a nizara.  Should a neshekk feel that compromised, being monitored, or if their nizara ceases to function, treated the character as though they have the Phobia (Major) hindrance (SWDX, pg 30).

Code of Honor: Neshekk pride themselves on their ethics and the ability to keep promises and deliver on the goods.  Neshekk have the Code of Honor (Major) hindrance (SWDX, pg 29).  Here’s Trey’s post on the Neshekk.

Strange Stars Races- Savage Worlds Style, Baby- The Blesh

And we continue on our lovely journey of Savage Worlding the awesome Strange Stars!  Today we dissect the Blesh.


Blesh 1

The blesh are a gestalt species blending human and nonhuman. Their insectoid bioroid forms grow like fruit from cybernetic trees on their homeworld. Their minds are a fusion of post-sapient alien intelligence with one of 1,803 digitized human minds downloaded from a crashed ark. Blesh are a peaceful species with reverence for other sophonts. Perhaps due to the human component of their minds, they have a strong curiosity about ancient human artifact (SS, pg 11). Here’s Trey’s post on the Blesh.


Chitin: The thick carapace of the blesh gives them +2 armor (this can be negated with AP weaponry).

Cybernetic Enhancements: Blesh are “born” with several cybernetic enhancements when they emerge from their flesh pods that are attached to their cybernetic tree.  A blesh gets to choose two cybernetic packages at character generation for free (click here for cyberware package options, pg 17- actual conversion for Strange Stars coming soon).

Multiple Arms: Blesh have 6 arms.  This grants the blesh one extra non-movement action per limb and they do not incur the multi-action penalty (SWDX, pg 22).

Knowledgeable: Blesh all have an interest in ancient human artifact.  They start with a d6 in Knowledge (Ancient Human Artifacts)(Smarts).

No Harm: Blesh revere other sophonts and will not do deadly harm under any circumstances.  A blesh has the Pacifist (Major) hindrance (SWDX, pg 30).

Curious: Blesh are curious about the galaxy, species, and many other points of interest.  Blesh have the Curious (Major) hindrance (SWDX, pg 29).

Slow Healers: When the blesh are away from their cybernetic trees they heal slower than normal creatures.  Increase the time for natural healing rolls to 7 days instead of the normal 5 (SWDX, pg 78).

Blesh 2

Strange Stars Races- Savage Worlds Style, Baby- Hyehoon

A bit further in the fantastic voyage with Savage Worlding the awesomeness of Strange Stars.


Hyehoon 1

The hyehoon are humanoids spliced from avian and hominid DNA. They are a dynamic and inquisitive culture, producing explorers, scientists, diplomats and traders. The hyehoon face internal strife from conflict with the minority religious faction known as the Eden Seekers, who reject their legendary creator, the gengineer Anat Morao, and seek to devolve their species to nonsapience by purifying their avian genome (SS, pg 11).  Trey’s lovely post on the Hyehoon.


Avian DNA: Hyehoon’s are extremely agile.  They start with a d6 in Agility and their pace is a 10 instead of a 6.

Academic: Choose two knowledge skills (IE- science, medicine, hypergate travel, engineering, economics, etc.) and start them at a d6.

Thin Bones: The hollow bone structure of the Hyehoon makes them more susceptible to damage.  Hyehoon suffer -2 to Toughness.

Bonded: Hyehoon are loyal to those they value.  Hyehoon have the Loyal (minor) Hindrance (SWDX, pg 30).


Strange Stars Races- Savage Worlds Style, Baby- “Cold Egg”Ksaa

Ksaa Cold Egg



Ksaa are oviparous humanoids with some reptilian characteristics who are native to the Outer Rim. Ksaa have three sexes: large, aggressive, and territorial females; smaller, low-intelligence males; and human-sized, highly intelligent neuters. This last group are born from eggs incubated at a cooler temperature, hence the name khii gan(“cold egg”), meaning “eunuch” but also used  figuratively  to  connote  something like “cunning bastard.” (SS, pg 26).  Here’s Trey’s post on the Ksaa


Cunning: The process of incubating eggs at a cooler temperature causes these Ksaa to be highly intelligent.  Their intelligence starts at a d6 instead of a d4.


Barbels: These small appendages lead off the “Cold Egg’s” chin and are chemosensory.  A ksaa receives +2 to all Notice (Smarts) checks to detect people who are hiding (or attempting to stealth past them) or to detect a person’s emotional state, or to see if a person is lying.  These barbells are always active for these purposes.


Arrogant: Cold Egg kssa are known for their arrogance and belief that they are superior, not just others of their own species, but to other species in the universe.  A cold egg has the Arrogant (Major) hindrance (SWDX, pg 27).


Warm-blooded: The reptilian characteristics of the ksaa protect them from their cold-blooded descendants, however they are still extremely uncomfortable and susceptible to cold environments.  A ksaa suffers -4 to rolls to resist cold environmental effects.

Strange Stars Races- Savage Worlds Style, Baby- The Kosmoniks

Another fantastic voyage with Savage Worlding the awesomeness of Strange Stars.



The Kosmoniks are space-adapted and acclimated to hyperspace. They are traders and sometimes pirates. They live and travel in ovoid, rune-inscribed ships or operate node terminal stations. Kosmoniks are friendly but superstitious and given to finding hidden meaning and seeing signs in events.  All Kosmoniks are mute; They communicate with each other via sign language but also carry translators (SS, pg 20).  Here is Trey’s post on Kosmoniks.


Adapted to Vacuum: Kosmoniks have adapted themselves to the rigors of hyperspace and vacuum.  If a kosmonik is in the vacuum of space without a protective suit they do not suffer damage from decompression for 2 rounds before having to make Vigor check to avoid wounds.  When they make the Vigor check they receive +2 to the roll.

Kosmonik Mask: The strange flat mask of the kosmonik feeds rapid information to the wearer (kosmoniks only- it responds to their bioreadings).  While the mask is on, threat the wearer as if they have the Jack of all Trades edge (SWDX, pg 39) even if they do not meet the prerequisites.

Agile: Kosmonik are agile.  They begin with a d6 in Agility rather than a d4.

Gravity: Kosmonik have adapted to all forms of gravity and do not suffer -2 to actions when they are in a gravity that is not their natural state.

Mute: Kosmoniks do not have vocal cords.  They speak through sign language and gestures.  They do have a translator that speaks the words of their signs to others.  They do understand languages.

Small: Kosmoniks are smaller than most average species.  They suffer -1 to Toughness.

Weak: Kosmonik’s are not known for their strength.  They can never raise their strength beyond a d6.

Strange Stars Races- Savage Worlds Style, Baby- The Engineers

And yet more fun with Savage Worlding Strange Stars!



The Engineers (mnadnzat; mnaat sing.) are responsible for much of the Empire’s technology. Though humanoid, they have characteristics like Paleo-Earth crustaceans, including eight limbs and a metallic carapace. All the engineers have cybernetic enhancements and symbiotic nanites. They can back up their minds for download into new bodies should their old ones be damaged beyond repair. Engineers make poor fighters, but their aptitude for technology makes them excellent technicians and (of course) engineers. Though they are essential to the Empire’s function, the Vokun keep them under close control due to a fear of artificial intelligence (SS, pg 17).  Here’s Trey’s post on the Engineers.


Adept Skills: The engineers begin play with a d8 in Repair (Smarts) and a d4 in a specific knowledge (Smarts) skill (IE- FLT drive, computer programming, life-support systems, etc.)

Engineering Genius: The engineers have been designed to be the fixers of the Empire.  Start with the McGuyver edge (SWDX, pg 40) even if the character doesn’t meet all the prerequisites.

Metal Carapace: The thick plating of an engineer grants them +2 armor (this can be negated with AP weaponry).

Multiple Arms: The engineers have 8 arms.  This grants the engineer one extra non-movement action per limb and they do not incur the multi-action penalty (SWDX, pg 22).

Curiosity: Engineers are curious about what makes things work and go.  This tends to get them into trouble quite often.  You have the Curiosity (Major) hindrance (SWDX, pg 29).

Exiled: You ran away, were stolen, etc. from the Empire.  As such you do not have a backup clone waiting for you.  Should you die, that’s it.  You’re space dust.

Wanted: The Empire wants you back and has put out a bounty on your head.  Maybe you hold design or military secrets.  Maybe you’re a new breed of Engineer.  Who knows?  You have the Wanted (Major) hindrance (SWDX, pg 31).

Not a Fighter: Engineers detest violence and are terrified of coming to harm.  Choose one: gain the Pacifist (Minor) hindrance (SWDX, pg 30) AND the Yellow (minor) hindrance (SWDX, pg 31) or the Pacifist (Major) hindrance (SWDX, pg 30).

Strange Stars Races- Savage Worlds Style, Baby- The Bomoth



Woon is the home moon of the bomoth, a species resembling giant caterpillars and renowned as musicians. A popular theory (likely suggested by their appearance) is that bomoth are a larval form of some other organism. Visitors to the underground mushroom forests of their home moon occasionally report sightings of butterfly-winged creatures resembling human females flitting through the twilight. Such sightings are dismissed as the result of exposure to the psychoactive fungi spores in the atmosphere (SS, pg 15).  Here’s Trey’s post on the bomoth.

Large: Bomoth are larger than most species.  Increase the bomoth’s toughness by 1.

Carapace: The carapace of the bomoth is not hard like a crustacean or spider, but still provides some protection.  Increase their Toughness by 1.

Sticky Hands: The bomoth are able to climb porous surfaces with ease.  Treat them as if they have the wall walker spell active at all times (SWDX, pg 118).

Musical Talent: All bomoth are renowned for their musical aptitude.  A bomoth begins with the Musical Instrument (specific) (Agility) skill at a d6.

Mimic: Bomoth are able to mimic almost any sound or voice.  A target being tricked by this must succeed a Smarts roll -2 to realize they are being tricked.

Slow: Due to their massive bulk, bomoths are extremely slow.  Their pace is a 3 and they only roll a d4 when running.

Bad Eyes: Even though the bomoth have multiple eyes, their eyesight isn’t the greatest.  They have the Bad Eyes (minor) hindrance (SWDX, pg 28).

Slow to Act: Maybe due to their lackadaisical attitude, or due to the psychotropic mushrooms that the bomoth are often consuming, they are slow to jump into the fray (any fray).  No matter the situation, the bomoth will not act in the first round, instead standing and pondering, observing, tinkering, or even eating.