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FarScape Roleplaying Game
FarScape Roleplaying Game
For T h e Jim H e n s
. .. Company
Karina Gee. Product Man
Crai ?')emin, Editor
cnn
teve
Le
and Forscope ca
lorn none 01 this would t:
I
Ruben Rosario (Order #1006958)
“Will you look at all those ships?‘
John Crichton stared out of the porthole of the
I
Leviathan transport pod in amazement. What he
saw could only be described as a spaceship junkyard,
looking for all the world like the old Margolin house
that he and DK used to play in as kids. Crichton even
recognized a couple of ships: one looked like a
r Peacekeeper Prowler, another similar to the llanic
, cruiser Moya had come across a few weeks back. But
most were as unfamiliar as - well, hell, he thought, as
unfamiliar as every damn thing; been since that wormhole
7 shoved me and Farscape I to the other side of nowhere.
Sitting next to him in the cockpit of the pod, Ka D’Argo
suddenly thrust out one of his large arms. “There: the Luxan
military yacht.”
“You sure ‘bout this, big guy!” Crichton asked.
D’Argo fixed him with a penetrating gaze. 7 know the ships of my
people.”
“Ius’checkin’. Wouldn’t want to waste the trip.”
“If you’re so concerned, you should’ve stayed on Moya.
‘‘Hey, I need practice copiloting one of these babies. ’Sides, yuu
I
let D’Argo do the drivingwhile he gazed out of the porthole and took a closer
look. It was eerie, really, seeing all these ships of so many colors, designs,
shapes, and sizes -yet they were all lifeless. Running lights extinguished, no
I motion except for inertial drift...
L “Hey, D’Argo. you notice something weird?”
“Not from the ships, Pilot - I mean any poder emissions in the area.” its own inertia. Within a few, microts, the Iwge
A pause greeted him. “Scanning now.”Pildt said at last. shape - which had earlier been obscured by
Aeryn cut in. “What is if you’re looking for,i Crichton!” , three or fowr other, smaller vessels - came
“A little man behind the curtain. None of^ these ships look broten: no into full view. 1
ruptures or blast marks or anything of the soft. Maybe this isn’t a junkyard at In a low, dangerou2voice. DArgo *
311. Maybe there’s some kind of power draiJ in the area that trapped all the said, “That is Crais’s Command Carrier.”
t
ships.” “Yeah. an$ it‘s just ds dead as the
“You’re fahrbot, Crichton,” Rygel said. ‘‘Lhat kind ofyofz would think of others.” The interior &ts started to
something like that?” , dim. “Only problem is, so’re we.”
“Apparently. the kind of yotz in this star bystem.’’ Pilot interjected. “ f l o p is “There has tb be some way that we *
detecting a small but steady power source oq a planetoidat the precise epicenter calk
of the field of ships. ”
~
large. ponderous. beaked thing wearing a large black cloak. ONLY LANDMASS ON THE PLANETOID,
Crichton was all too familiar with the final two figures. One was. of course, ACTUALLY. THAT HILL OVER THERE’S
D’Argo. The other was the Peacekeeper captain who had hounded him RIGHT IN THE MIDDLE OF IT
since he iirst ricocheted into this corner of the galaxy: Bialar Crais. “Great,” Crichton muttered.
When the wormhole spit Crichton out, his module collided with a SO YOU TEN ARE CHARGED
Peacekeeper Prowler piloted, he later learned, by Crais’s brother. Crais had WITH GOING OUT AND FINDING
also been in charge of Moya when the Leviathan had escaped. In the months THE PRIZE. WHOEVER GETS THE
since then, their lives had been a constant chase through the Uncharted PRIZE, WINS.
Territories, as Crais stopped at nothing to hunt them down. He saved particular “Wins what?’’
vehemence for Crichton. whom he blamed for the death of his brother.
BACK TO YOUR SHIPS, SAFE AND SOUND. FOR Crichton cut the connection, then turned to D’Argo. “Did
GOOD MEASURE, ALL YOUR INJURIESWILL BE you mean what you said to Crais? When you told him I was
HEALED, AND YOUR SHIPS’LL WORK JUST FINE. your friend?”
Again, the chuckle. GOOD WORK. BY THE WAY. D’Argo did not look at Crichton as he rumbled,
USUALLY PEOPLE JUST BUGGER OFF TO THE HILL “A warrior does not lie to his enemy in battle.”
AND BECOME ZIMMM-FOOD. YOU LOT ARE THE “Well. thanks. man. It means a lot.” He looked at his
FIRST IN ABOUT FOUR OR FIVE CYCLES TO GET IT readout. “Approaching Moya. The dockingwebs got us.”
RIGHT. “Releasingcontrol to Pilot,” D’Argo said.
Crichton snorted. “Bully for us.” Within microts, the hangar had pressurized. and
“What about Crais and the Ilanic?” D’Argo asked. “And the D’Argo and Crichton were walking toward the exit,
others, for that matter.” down the pathway between the various transport
THE SEBACEAN AND THE ILANIC WILL BE LEFT HERE. pods, Farscape I, and Aeryn’s Peacekeeper Prowler.
i m BE UP TO THEIR SHIPMATES WHETHEROR NOT TO Unable to resist, Crichton put his hand on D’Argo‘s
RESCUE THEM. THE OTHERS - THEY’RE DEAD, LUXAN, SO shoulder. “Louie, this could be the beginning of a
NOT A GREAT DEAL’S GOING TO “HAPPEN” TO ’EM AT THIS beautiful friendship.”
POINT, REALLY. D’Argo’s reply was lost as Moya went into
“Good,” Crichton said, “that means we can get a head start on Crais StarBurst.
while his Command Carrier picks him up.”
“So that‘s all?” The Sheyang spread his stubby arms in protest.
“No bounty?No reward?”
THE REWARD IS YOU GET TO LIVE, SHEYANG. AND YOU GOT
YOUR REVENGE ONTHE HALOSIAN. SO QUITWHININ’, ALL RIGHT?
NOW GET OUTTA HERE SO WE CAN LURE MORE SHIPS IN HERE.
“You’re just gonna keep doing this?”Crichton asked, outraged.
YUP. GO-A KEEP FEEDIN’ THE ZIMMMS SOMEHOW GOOD-BYE.
HUMAN. ENJOYYOURTRIP BACK HOME.
“Waitasec, you know about Earth?You can get me-”
Before Crichton could finish, he was back in the copilot‘s seat on the transport
pod. “-home. Dammit!” He turned to see the Luxan back in the pilot‘s seat
“D’Argo, see if you can set course for the planetoid.’’
Deep in space, countless light years from our little blue-greenplanet, lie the
Uncharted Territories. It is a wild, untamed region, full of alien planets and
thousands of intelligent species. Great empires border it. from the Sebacean
Peacekeepers to the totalitarian Nebari. but here, in this vast frontier. they
hold little power. The Territories are a haven for the cunning, the
desperate,and the idealistic. Some are on the run from the Peacekeepers
or similar threats. Others belong to planetary governments, trying to
protect their people from the dangers surrounding them. But they all
have one thing in common: they all must learn to survive in the wildest
region of civilized space.
Into the UnchartedTerritories comes the Leviathan Moya, a living
ship crewed by exiles. escaped prisoners... and a human astronaut,
JohnCrichton, who found himself there after an orbital experiment
sucked him through a wormhole. They have faced countless
dangers on their journey, and while they don’t always get along,
they stick together through the worst the universe can throw at
them. They are the heroes of the Farscopetelevision show, but
theirs is only one story found amid the Uncharted Territories.
This book is about creating others.
W H A T II ROLE-PLAYING?
Role-playinggames (RPGs)are decidedly different from
the games most people are used to. Players don’t
compete against each other and there are no winners
and losers, at least not in the traditional sense. Instead.
role-playingresembles a sophisticatedform of make
believe. The players get together to tell a story - like
a piece of improvisational theatre - where they
portray the heroes and heroines. Using rules,
dice, and a little imagination, they create a band
of fictitious characters, then run them through a
series of adventures which another player (the
Game Master) controls. The rules exist to
determine the outcome of certain variables
- does your shot hit or miss?do the guards
hear you sneaking around?- but the main
action takes place in the players’
imaginations.
In many ways, role-playing games
are like TV shows. Each session
represents another episode, where
the heroes deal with problems,
resolve disputes. fight their
I
Premiere
I ’
For JohnCrichton, a second generation astronaut.
the
of
day began before dawn, as he sat on the hood
his convertible and gazed at the rocket that would
take his experimental module, Farscape I, into orbit.
All his hopes and dreams were riding on this
experiment - he and his friend, DK, had built the
, module, tested it and sweated over it every day for the
last two years.
The mission, though it sounded simple. was based
on an extrapolated physics theory that remained untested.
Farscape /would use its own propulsion and the earth’s gravity
to slingshot at near light-speed. If successful, the experiment
could pave the way for interstellar travel.
DK was calm and confident: Crichton wished he could say the
same. This mission would be a vindication for him - a chance to finally
step out of his father‘s shadow. John’sfather, Jack Crichton. was a space
pioneer who attained fame in two moon walks. Crichton loved his father,
but being the son of a hero had its drawbacks. Jack Crichton understood
his son’s situation, and pointed out that each man had to be his own kind of
hero. Then he offered Crichton his good luck charm: a puzzle ring given to
him by the Russian space legend Yuri Gagarin, to take along on the mission.
Crichton promised to return it that evening.
The mission began smoothly. Speed in Farscope I met or exceeded
expectations, and for a moment, it looked like the experiment would be an
unequivocal success. Then it happened - an electromagnetic wave appeared
on Cape Canaveral’s sensors. The module’s systems suddenly went haywire
and a vortex, which Crichton would later call a wormhole, opened right in front
of the module, pulling him in. Before the horrified gaze of his father and best
friend, JohnCrichton and Farscape I disappeared...
...to emerge on the other end with no power. no contact with Cape
Canaveral, and absolutely no clue as to where he was! All he knew was, no
place in his neck of the universe had ships like the one he was looking at.
Golden, elliptical and very, very big.
He had emerged in the middle of a pitched starship battle. The huge
1 vessel was being fired on by a swarm of small fightercraft (Prowlers).As a
5
I
A
’ The prisoners were determined not to be
recaptured. D’Argo. over Pilot’s protests, was
pulling wires and cables, trying to disengage the control
collar that kept the ship from using its one defense -
21
A I Determined to get some answers, Crichton followed Tanga out to the field.
only to be jumped by three Sykarans and implanted (through his navel) with a
large worm. As the pain subsided, Tanga’s father explained that tannot root
acted to brainwash the planet’s inhabitants, and that the worm would make
Crichton immune to its effects. Zhaan, unfortunately, lacked such
protection, and quickly fell under the spell of the root. Crichton
pretended to be under the root‘s effect for Volmae at the party that night.
and hauled Tanga into the storage car the next morning. demanding to
know what she wanted. Tannot root was an imported crop, she said, first
brought by “the others,” who returned twice a cycle to collect the
harvest. The Sykarans were virtual slaves, and farming the vile plant
had pushed their world to the brink of extinction. Tanga and her
comrades wanted Crichton to take word of their plight offworld.
and bring them aid and weapons for their fight. Meanwhile Aeryn
and Pilot had flushed the tannot root out of Rygel by freezing him
solid and painstakingly removingthe chemicals from his system.
At the party the next evening (a party took place every
evening). Crichton was taken to a huge storage facility. where
Thank G o d It-sFriday---Flgain turned out, “the others” were actually the Peacekeepers,
who used tannot to make chakan oil, a vital element in
As Moya’s journey continued, D’Argo experienced a
powering their pulse rifles. Volmae told Crichton to bring
sudden Luxan hyper-rage. a homicidal hormonal anger
the others down from Moya and begin loading the cargo
directed at the nearest available male - in this case Crichton.
- she planned to embezzle it from its “rightful” owners.
Luckily, the human found places to hide that not even Rygel
Crichton refused to obey her, however, which sent her
knew about; it took the crew three days to locate him and tell him
into a violent rage. Storming out into the courtyard
when D’Argo left the ship for the nearby planet Sykar. Despite his
after him, she was met by a stream of fiery urine from
volatile condition, the crew followed in hopes of bringing him back.
Rygel, who’d eaten tannot root again. Crichton blew
“Hopefully the rage will have had time to dissipate... or he’s killed
the whistle on Volmae’s scheme, and told the
something,” observed Zhaan.
Sykarans the truth about their condition. Aeryn
Sykar was uncomfortably warm for Aeryn. but it agreed with
offered to teach them to make the chakan oil
Crichton’s sensibilities: “Me1 Gibson. Tina Turner... cage match...”
themselves, and together the Sykarans could
Entering one of the larger communities, the crew found a party in
fight to regain control of their world.
progress, with a much happier D’Argo dancing away. Not only did the
Back aboard Moya, the worm was
hyper-rage appear to be gone, but he greeted Crichton like a long-lost
extracted from Crichton, Rygel was flushed
friend: totally unlike the Luxan the crew knew. He told the others he wanted
clean again. and a remorseful D’Argo
to stay on Sykar and be a farmer.
confessed to Zhaan that he’d once
The Sykaran leader, Volmae, invited the crew to stay, but her overly
dreamed of two very different lives: he
friendly manner set off alarms in Crichton’s mind. His suspicionswere further
always wanted to be a warrior, “the kind
aroused when one of the Sykarans, Tanga, insisted that he stay to help them.
they write shintok sonnets about,” but he
Crichton and Aeryn fiercely disagreed about leaving D’Argo to his newfound
also desired the peaceful life of a
happiness. but their argument was cut short by a series of explosions... emanating
farmer. He thought he’d found that on
from Rygel. It seemed that Sykar food - based on a plant called tannot root - had
Sykar. but “perhaps I was not meant
a volatile effect on the Hynerian’s bodily fluids. While Aeryn took Rygel back to the
to be happy.”
ship to find a cure, the others stayed behind to work on D’Argo.
22
PH Tech G i r l Crichton, but insisted that their liaison didn’t bother her. She claimed that she only
found Crichton “interesting... for a moment.” but Crichton spotted jealousy in
Every culture has its legends, and
Aeryn’s dismissive tone. He filed this information in the back of his mind for
the Sebaceans are no exceptions.
future reference ... if indeed they lived to have a future.
The Zelbinion, the greatest ship in the
Finally.the Sheyangs lost all patienceand made a direct assault on the ships.
Peacekeeper armada, was considered
using small craft to infiltrate the screen. Lomus, the Sheyang first officer,
invincible before it disappeared in battle
boarded the Zeelbinion and made his way to engineering.Crichton and Gilina
over one hundred cycles ago. Missing,
had their hands full trying to keep the defense screen going, and were in no
that is, until the crew of Moya found it deep
position to fight the fire-spitting alien. Aeryn, in true cavalry fashion, arrived
in the Uncharted Territories, derelict and
in the nick of time, blasting Lomus into flaming glop on the ship’s floor.
abandoned. For Rygel, the ship held countless
“Sorry about the mess,” she said as she walked away. The Sheyangs
ghosts of the past: he had been imprisoned
decided to cut their losses and leave, but not before their captain,
and tortured there after he was overthrown.
Teurac delivered a warning to D’Argo “You were a clever opponent. I
Though a long time had passed, the memories of
make it a point to kill my clever opponents.”
his treatment at the hands of the Zelbinion’s
Safe aboard Moya, the crew argued over what to do with Gilina.
sadistic Captain Durka were very much alive.
Crichton couldn’t ask her to accompany them - a life on the run was
Aeryn. D’Argo and Crichton boarded the
no kind of life ~ but if they let her return to Crais’s crew. she might
derelict to look for starcharts or anything
betray them. Aeryn. of all people, put their fears to rest. Gilina
salvageable... and found someone alive. Crais’s
would not tell Crais that she’d been with the crew - if she did. she
Command Carrier had discovered the Zelbinion and
would suffer the same fate Aeryn had: “irreversible
sent a tech squad over to decipher the cause of the
contamination.” Gilina returned to the Zelbinion to await
ship’s destruction.A ship full of Sheyang scavengers had
rescue, but her courage had earned Aeryn’s respect... and a
attacked the boarding party and killed all except one, who
part of Crichton’sheart.
barely escaped with her life. Her name was Gilina Renaez,
and she knew Aeryn as well as the others aboard Moya.
Crichton kept Aeryn from ‘‘
finishing thatSheyangs
the job the
started, insisting Gilina be I try to save a life a day... Usually it‘s my Own.’’
left alone. He brushed off
-JohnCrichton
Gilina’s thanks: “I try to save a
life a day .. usually it’s my own.” But an obvious spark lingered Episode 8,
between the human ‘tech’ and the Peacekeeper one. T h a t O l d B l a c k magic
Meanwhile, Rygel boarded the ship in an effort to confront his
Always on the watch for starcharts to get them back
demons, and finally laid his past to rest when he found Durka’s body.
home, the crew was visiting a bizarre bazaar when
The captain had apparently committed suicide, and while Rygel
Rygel came down with the Klendian flu. While
couldn’t forget the pain he had suffered, he had the last laugh.
Zhaan flirted with Liko. an attractive herbalist,
With Aeryn and Crichton still on the Zelbinion with Gilina,attempting
Crichton wandered away from the others.
to salvage a working defense screen, the Sheyang vessel returned to
Suddenly, without, warning his spirit was
finish its scavenging operation and the idea of taking a Leviathan had them
magically transported to a medieval-looking
salivating. Zhaan and D’Argo were forced to mount an improvised bluff to
castle whose master displayed a wide variety
protect Moya and give the others time to get the screen operational,
of supernatural powers. He couldn’t help
shielding both Moya and the Zelbinion.
Crichton get home, but he could grant
Fortunately, Luxan ferocity was legendary. even among the Sheyangs, and
Crichton’s wish to talk to Crais and
D’Argo was able to stall them while his crewmates got the screen up and
convince him to stop his vendetta.
running. The screen was activated scant microts before the Sheyangs stopped
Crichton didn’t know how this creature
talking and started shooting. It held, barely. but gaps in the screen left them
knew so much about him, but he was
vulnerable: they’d only had time to repair one of the two overlapping
ready to suspend disbelief if it meant
components. Crichton came up with a “crazy” idea to install the second half of the
getting the Peacekeeper off his back.
screen on Moya.
23
Liko’s world was now free. Liko himself wasn’t so lucky, however - he died
in Zhaan’s arms, drained by the confrontation. He considered his life a
small price to pay for Maldis‘s defeat.
Despite the favorable outcome, both Crichton and Zhaan had
1
reason to mourn: Crichton knew that Crais wouldn‘t give up, and
Zhaan. after bringing her “savage” side to the fore, wasn’t sure she
could submerge it again. It was more important than ever to find
their way back home and get Zhaan the help she needed. Onboard
the Command Carrier, Crais murdered his faithful lieutenant,Teeg,
c
to make sure that no one other than himself ever knew of the
orders from High Command.The chase was not yet over.
the castle. The castle’s master then revealed his true form: his Namtar demanded one of Pilot‘s arms in payment.Rygel,
name was Maldis, an evil vampiric sorcerer who fed on death and Zhaan and D’Argo didn’t wait for Pilot to volunteer -
fear. An enraged Crais attacked Crichton. leading to a deadly over Crichton’s and Aeryn’s
- protests,
. they held the
game of cat-and-mousewithin the castle’s corridors. symbiont down and cut off a limb with D’Argo’s
The rest of the crew found Crichton’s seemingly lifeless body and Qualta blade. Namtar promised to send the data
took him back to Moya. Aeryn was all for storming the castle, but Liko crystal to the ship soon.
warned her off. Maldis had transcended corporeal form, and only Crichton’s hopes for a way home were
spiritual powers could affect him. Liko himself had once tried, and was dashed when he learned that Namtar had no
stripped of his priest-hood as a result. Zhaan could beat Maldis with beings like him in the database. As he grappled
his help, but she’d have to embrace the dark side of her nature: the side with the bad news, Aeryn, told him why she had
she‘d left behind when she’d entered the Delvian Seek. not participated in Namtar‘s experiment: she
With Crais hot on his trail. Crichton did his best to avoid confrontation, could never return home to Peacekeeper
and in a dead-end chamber he finally got a chance to tell his side of the territory. Crichton offered to take her to
story. He explained that what happened was an accident and that he never Earth with him, if he managed to find a way.
intended to harm anyone. Crais was almost persuaded... until Maldis conjured Afraid of being totally alone for the
up a fiery vision of Tauvo’s death, sending the Peacekeeper into a murderous first time in her life, Aeryn sought out
rage once again. Namtar and asked if there was a world in
Maldis, tiring of the game, set up one final confrontation between Crais and his database where she would fit in. He
Crichton. The human finally abandoned his defensive tactics and went into full asked for a sample of her DNA, but
attack mode. On the verge of defeating Crais, however, the Peacekeeper captain instead of extracting fluid he injected
vanished. Maldis had sent Crais back to his Command Carrier, in hopes that the some: infusing Aeryn with Pilot’s
vengeance-obsessedofficer would bring the ship to him. “Justthink what I could do DNA. It wasn’t long before the
b
”
involved his breakup with Alex, the woman he had hoped to marry:
1
2
D’Argo dreamed of his last night with his beloved Lo’laan: Rygel envisioned
J
a tryst with one of his wives: and Zhaan was reluctant to talk about hers.
Aeryn claimed to have slept undisturbed.
The ship had StarBursted after receiving a distress call from another
d
pregnant Leviathan, a call that actually emanated from a nearby Delvian
P
colony. One of the colony’s leaders, Tahleen, needed Zhaan’s help, and
offered to resupply Moya in exchange for her assistance. Aeryn,
Crichton and Zhaan went down to the seemingly beautiful colony, only
c
to find a number of colonists in thegrip of a madness that had once held
1
U
I have no ‘d
I ea what you’re SaYing.’’
nine cycles, he considered his loyalty a
thing of the past. Unfortunately, his
former leader, Kcrackic, had different
-Pa’u Zotoh Zhaan ideas, and was in hot pursuit of the
renegade. Staanz agreed to take D’Argo
to find Crichton and Aeryn, and also to find a Luxan ship that
had been caught in the Flax. D’Argo suspected that it might
contain map fibers that could help him find his long-lost son.
Meanwhile a failed attempt by Aeryn and Crichton to
break the pod free of the Flax damaged it even more -
memories of Alex were fictions. Lorana repented for her actions, Aeryn would have to do the repairs. Because they
having learned something of his better traits while delving into his needed to vent the shuttle’s atmosphere into
mind. She told Crichtonthat he could help Zhaan back to sanity - if he space, Crichton would have to die, a t least
risked Unity with her. temporarily. Aeryn speculated that a
As Lorana distracted Tahleen, Crichton goaded Zhaan into the Peacekeeper kill shot (supplied in a med kit)
joining. The result was amazing and frightening - Crichton touched the followed by a matching revival shot, would
dark part of his friend’s soul. But he opened her eyes to the part of herself likely return a human, but Crichton left nothing
that Tahleen could not take, the gentle giving Pa’u he knew her to be. This to chance. He taught Aeryn basic CPR, and
vision gave her enough strength to pull back to sanity. told her he could only exist without oxygen
There was one more task to complete - the destruction of the temple’s for four minutes before brain damage set
Sanctity Root, a IO meter tall tree as twisted as Tahleen’s soul. Crichton took a in. She’d have to work quickly, but
hatchet to it, and when an outraged Tahleen threatened to destroy his mind, promised not to let him down.
Zhaan shielded him. Crichton finished destroying the root, and the temple Meanwhile, Kcrackic had followed
walls shook but stood, in hopes that the new order would be better than the old. Staanz’s trail and boarded Moya,
As they prepared to depart, Crichton asked Zhaan why she was leaving her demanding the garbologist‘s where-
priestly vestments behind: ”Seems a shame to waste all those years of training.” abouts. Claiming ignorance of Staanz,
“They were not wasted,” Zhaan said; 7 will be a priest again... but not today.” the Hynerian challenged the
28
29
the planet‘s surface, but their Hynerian-sized hand prints in a hewn rock statue of Rygel X. Crichtonthrust Rygel’s
transport pod mysteriously lost hands into the prints and the r o c k separated to reveal a bright stream of light.
power as they entered the The vortex stopped and power immediately returned, allowing Rygel to rise on
atmosphere, causing a rough landing. his Thronesled, fulfilling the prophecy.
D’Argo located Crichton just in time to The natives had no wish to leave their paradise, but the off-worlders had
save the human from an ambush by places to go. Lishala chose to stay with Rokon. and Neera was
Rokon and his huntinggroup. deposed. but would survive. Rygel was sent oft with a
Crichton was less than grateful - he “’%- sumptuous parting gift, and Crichton returned to
thought that his former companions had I Moya and did a whole lot of apologizing.
intentionally abandoned him, and D’Argo’s
protests to the contrary did not change his Episode ISr D u r k a R e t u r n s
mind. He was at peace on Acquara. with no one t wasn’t long before the crew found out the hard way
chasing him. demeaning him, or making just why the Peacekeepers wanted to keep
demands of him. That peace was Moya from becoming pregnant - instead
shattered, however, when Rokon L of swollen ankles and strange food
accused Crichton and his friend of cravings, Leviathans experienced “minor“
attacking his hunting party, and turbulence, a problem with StarBursting,
demanded that both off-worlders and jammed sensors - they were all flying
L
die for the offense. blind. They learned this when exiting
Kato-Re was about to pass StarBurst: Moya appeared so close to a
Ic
sentence when Rygel appeared. transport pod that she couldn’t avoid it.
The reaction of the villagers was
amazing - they dropped to their
knees in reverence to the deposed
I The collision disabled the smaller
so Moya pulled it into her transport
hangar to make repairs.
ship,
by
1 being taken home to undergo “mental
cleansing.” The third passenger was a hideous
blast from the past - Durka, Rygel’s sadistic
1
the Hynerians, the priestans had captor aboard the Zelbinion. Crichton barely
”revised” the text over the years, restrained the outraged Hynerian from killing
elevating the Dominars to the level of
t his tormentor, while Salis explained that
* had
r
godhood. And now their god had “mental cleansing erased Durka’s
returned to “lead them to the light.” antisocial tendencies. The Nebari “rescued”
A tall order for a short Hynerian, but
if he didn’t come through. he and his
1 c
him from the Zelbinion. after defeating the
great ship with a standard Nebari host vessel ~
escaped the dangerous tribesmen as they descended upon the hapless Hynerian painful shocks from a control collar
false-god. After leaving the village, they retrieved the coordinates provided by whenever she displeased her
Aeryn and Zhaan. Returning to the village, Crichton and D’Argo were set upon by “keeper.” He couldn’t see how
31
nothing to do with him. Crichton begged his father to As a side effect of her pregnancy, Moya could no longer
get the word out to everyone he knew, call in every StarBurst reliably which might leave the crew sitting ducks.
marker in a n effort to let his friends go. It was a point of Aeryn and Crichton refused to abandon the ship, but D’Argo,
honor. “1 gave my word.” he said. Rygel and Zhaan wanted to split up and find their own ways
Returningto the base in search of Wilson, Crichton was home. They all were bickering fiercely over the matter when
waylaid by Aeryn, who had escaped after D’Argo was taken Pilot broke in, stating that Moya was preparingto StarBurst as
away. Backed up by the very angry ex-Peacekeeper, proof of her dependability, even though her power
Crichton confronted Cobb, demanding some answers. reserves were very low. Everythingseemed togo well until
Cobb told him that D’Argo had been flown to another base, the ship emerged from StarBurst... and apparently
out of Crichton’s reach. The news earned Cobb several collided with something.
hundred dollars worth of dental repairs: “That‘s for Rygel.” When the smoke cleared. the ship was bathed in
As they fled to the safety of a nearby motel, Aeryn discovered a brilliant white light... and Rygel was missing. D’Argo
rain. much to her delight. Crichton introduced the Sebacean to headed for the command to investigate - and
another Terran miracle - beer - and apologized for messing up her vanished in the corridor. Aeryn, worried about Pilot,
life: “If you hadn’t met me. you’d still be the happy little Peacekeeper followed soon thereafter, and she too disappeared
dominating the lesser races.” Instead of being the haven he’d from sight. Crichton managed to reach the bridge
dreamed of, Earth had become a gray, frightening place. Exhausted, without incident, but could learn very little. Pilot
scared, and very lost, two souls found comfort together, if only for one said the others were still on board. but Moya was
night. immobilized.frightened and in great pain. After
The next morning. Jack showed up withbad news. He’d spoken to charging Chiana to find Rygel and Zhaan to
everyone he knew, and no one would budge. Officially the aliens didn’t comfort Pilot, Crichton began searching the
exist. which meant Wilson and his cronies could act as they pleased. Their ship... only to stumble into another portal
only chance was to get out of town, fast. Jackgave them some money. and similar to the ones that had taken his
father and son said goodbye. Aeryn said something to Jack in Sebacean, friends.
which he didn’t understand. but he responded as she started away. “Thank He found himself still on Moya...
you. Aeryn Sun.” but a Moya bathed in a strong red light
As they wandered the city. oddities piled up faster and faster: Crichton had that left him disorientedand nauseated.
seen all of the people and places they went, they were all from his past. He even After stumbling around for a few
doubted Aeryn, pulling his pistol and bolting blindly down the street. Diving into a minutes, another portal dropped him
nearby bar, he went into the only part of it he’d never entered - the ladies’ room. into another Moya, this one bathed in
A swirlinggolden vortex awaited him beyond the door. blue and filled with a deafening
34
results (”the more they look at me, the less they look at
but missing the face she was looking for ... Crichton’s.The
you,” she noted). But then they faced a daunting challenge,
others assured her he would be back soon.
a security station requiring a DNA scan. Crichton tried
everything he could to avoid the scan, but in the end he had no
9
choice but to submit, certain that his charade was over.
Miraculously,he passed. Both he and Chiana were shocked ‘‘I m not good at nice.”
On the way to their quarters, a whisper summoned them into
a small chamber where they found the answer to their miraculous
escape: Gilina, the tech Crichton had befriended on the Zelbinion.
She’d recognized them earlier, then rigged the scan to allow them Episode 2 0 ,
through. After hearingwhy they had come, she offered to help them, The H,dden memory
despite Crichton’s insistence that she not risk herself for their sakes.
Hiding in a nearby asteroid field. her StarBurst
Shortly thereafter she provided Crichton and Chiana with the tissue
and propulsion systems still inoperable, Moya
sample that Aeryn needed.
went into labor. When Aeryn learned that
Their luck ran out. however, before they could escape: Crichton
Crichton was still being held on the Gammak
passed near Scorpius, a Sebacean/Scarran hybrid with enhanced senses
base, she decided to stage a rescue attempt.
that could discern the difference between human and Sebacean.
D’Argo tried to persuade her against it, but
He detected the ruse, denounced Crichton as an imposter, and had him
she would not listen - and she was the only
arrested. Crichton retained enough presence of mind to hide the tissue
one who could infiltrate the base without
sample before he was dragged away to detention.
attracting attention.
Scorpius had the human strapped to the Aurora Chair, a prototype mind-
Crichton was fading fast after
sitting device that painfully ripped memories from its victim. It didn’t take him
another grueling session in the Chair,
long to learn Crichton’s identity, as well as informationabout Moya, the rest of the
but his cellmate Stark still had a few
crew, and even Crais’s vendetta. But Crichton’s mind held other information as
cards to play. The prisoner was only
well: information that even he didn’t know existed. The Ancient had secretly
feigning insanity in order to
35
Lc
his head. He belonged to the Banik slave race, he said. a telepath who could
share thoughts and ease pain. Many of his people were dead,
slaughtered by the Peacekeepers ~ he was still alive because he
intrigued Scorpius.
The Chair soon revealed Crais’s past as a boy from a farming
commune. He and his brother had been taken as children for
Peacekeeper training, and Crais had been charged with Tauvo’s
safety, leading to intense feelings of protectiveness towards his
brother. The Chair also revealed Crais’s murder of Lt. Teeg,
providingScorpius with leverage against the PK captain.
mding atop the Gammak base, Zhaan and D’Argo placed mines
n the surface while Aeryn descended into the complex in search of
Crichton. With Gilina’s help, she located the cell and took out the
guards. Though dazed and exhausted. Crichton was delighted to see
her. With Gilina and Stark in tow, they headed toward the the
surface. News of the escape reached Scorpius, who abandoned his
interrogation of Crais to find Crichton. He ordered the base
locked down, which meant the fugitives would need an ident chip
from a senior officer to get past any of the locks.
Knowing what the lockdown meant, Aeryn helped the
others into hiding and then went in search of a senior officer.
She stumbled across Crais. unattended and still in the Aurora
Chair. He tried to bully her into freeing him. but she would
discourage Scorpius from subjecting him to the Aurora
have none of it. Her life was more now than it ever had been
Chair. He showed Crichton a lock decoder he’d made, but
as a Peacekeeper, and she wouldn’t goback, even if she
it could only work one combination at a time. Crichton
believed he could arrange it. Angered by his orders.
snorted derisively at the device. “You’re gonna be here
demands and insults. she set the Aurora Chair to
forever if you’re waiting for that thing to get you out.”
maximum and stalked out of the room, Crais’s
Gilina contacted Crichton again and told him that Chiana had
agonized screams following her into the corridor.
made it off the base. Crichton begged her to find a way to get
In order to give birth, Moya had to equalize
Scorpius off his back ~ he didn’t know how much longer he could
pressure with her outside environment, which meant
hold on. She promised to think of something. Soon enough, her
opening most of the ship to space. Chiana and Rygel
voice returned, instructing him to stop shielding his memories of
had barely enough time to get to a pressure tank
her. She had a plan.
before Moya evacuated the atmosphere.After the
While D’Argo, Zhaan and Aeryn headed for the base on a
Leviathan repressurizedand they could leave the
transport pod. Chiana and Rygel dealt with Moya’s birthing process.
tank, the two were shocked by their first sight of
Pilot warned them that something was different about the baby. and that
the new baby - the young leviathan bristled with
they needed to act quickly. Despite fathering hundreds of progeny,
weapons. The Peacekeepers had tampered
Rygel was no help at all; Chiana had to be the cool head.
with the baby’s DNA to produce a hybrid
With Crichton in the Chair again. Scorpius boosted the instruments to
Leviathan gunship. Moya’s birthing channel
full power. willing to shred the human’s mind in order to get the hidden
was not meant to accommodate the heavily
wormhole information. Crichton concentrated on his memories of Gilina. as
armed baby, and the terrified infant was
he’d been told, only to receive a huge surprise as he viewed the replay: the
preparing to shoot its way out. Chiana
blonde he was kissing, in this new memory, was not Gilina. The memories
assessed the situation and told Pilot to
extracted by the chair also indicated that Crais knew all about the wormhole
have Moya allow her baby to fire its
technology: Gilina had rewired the Chair to play back a false memory and deflect
weapons, using a low level blast to
attention from Crichton to Crais. The human was taken back to his cell, and Crais
open the pathway enough to escape.
was locked into the Chair.
in an asteroid belt, with all non-essential systems, including someone would have to be sacrificed.
heat and light, powered down. Their game of hide-and-seek Br'Nee provided Zhaan with the plants she needed to
was disrupted when Pilot picked up a distress signal from help D'Argo, and demonstrated a miniaturizer ~
a nearby asteroid - someone under attack, pleadingfor help. a machine used to reduce the size of plant samples
"They're sending us a distress call?" Crichton laughed, gathered by the research team, making it possible to
"How crazy is that?" transport them. Br"ee demanded that Crichton stay
D'Argo, Zhaan and Crichton went down to the asteroid and in the research lab and protect it against M'Lee while
found the docile creature ~ M'Lee ~ who had sent the signal.
She explained that she was alone, her family slaughtered by
a horrible beast. The crew took her back to the transport pod,
1
only to find the creature waiting for them. In the
ensuing gun battle, the creature escaped, D'Argo was
1
injured. and the pod took heavy damage.
Aboard the carrier, a (mostly) recovered Crais waged a
1
fierce battle with Scorpius for supremacy. Crais, pulling rank,
7
ordered Scorpius off his ship, but the half-breed ignored him,
remindinghim that he knew of the skeletons in the captain's closet.
When the enraged Crais attacked him, Scorpius tossed the man
aside with inhuman strength. V
Aeryn, whom Pilot had requested remain aboard Moya,
needed to help with the baby. There was conflict between
mother and son - the baby knew he was different, and Moya was
having trouble bondingwith him. As a former Peacekeeper, Aeryn might
be able to communicate with the infant, and Moya gave her permission to go
aboard the young Leviathan. Aeryn was astounded by the new ship. The baby heard
31
Crais joined the campaign strategy. and the crew came up with a new plan - they
‘amily l i e s would send in the bomb-laden transport. but instead of targeting the Command
Carrier, it would target the Gammak base. Scorpius would likely pursue the
Before the crew could make their
transport and leave the Leviathan alone. allowing Moya and her baby to StarBurst
escape from the asteroid field, they
to freedom. The-downsidewas that someone had to pilot the transport. and the
received some unpleasant news: Rygel
only person that Scorpius would be sure to follow was Crichton.
had taken a transport pod and was
D’Argo assisted Crichton in preparing the transport, intending to
headingtoward the carrier!The crew tried
accompany his friend on the suicide mission. Chiana came to see Crichton in
to talk him into coming back. but even
the hangar, and tried to thank him the only way she knew how. The human
D’Argo’s attempt at “persuasion”
gently turned down her advances, advising her to “pass it on,” and help
(“something about his corpse... and a body
someone else in trouble.
function”) failed to sway the Hynerian.
Crais asked Aeryn for a tour of the baby Leviathan. and
Rygel arrived on the carrier with an
pronounced him magnificent. He surmised that the baby’s birth
interesting offer - his freedom in exchange for
was possible only because Moya had escaped Peacekeeper control -
Moya, her baby, and the crew. He was less than
all attempts to breed such a ship in captivity had failed.
happy that he had to deal with Scorpius as well as
Crichton skipped the lavish meal Chiana prepared that
Crais. however. and Scorpius sensed that Rygel
evening, staying in his quarters to tape a final message to his father.
was lying about his betrayal. Nevertheless. the half-
Zhaan blessed D’Argo and Crichton, and then the two friends
breed accepted the offer to get his hands on
headed for the pod. On his way, D’Argo handed the hologram of
Crichton.
his family to Zhaan for safekeeping “See that Jotheeremembers
The others anticipated a trap, and Crichton in
me,” he told her.
particular vowed not to be taken alive. He suggested a
The plan was for D’Argo and Crichton to fly the
potential suicide mission - a transport loaded with
transport to the oil-covered moon on which the Gammak
explosives, flown straight into the carrier‘s bridge, would
base sat. eject before atmospheric entry. and have Aeryn
buy the others enough time to get free. As they prepared,
pick them up in her Prowler. They didn’t believe that
the crew said their good-byes in their own way. Zhaan and
Scorpius would fire on Crichton because he wanted the
Crichton reflected upon their friends, while D’Argo told
human alive for his knowledge of wormhole technology.
Chiana she was a “real pain in the eema ... one I have grown to
All went according to plan - the Carrier, now
enjoy.” Later, when Aeryn walked in on Crichton’s frustrated
commanded by Scorpius, gave chase as predicted,
attempt at one last “note in a bottle to his father, she told him of
preceded by a wave of Prowlers. As she waited for her
her own family - her Peacekeeper mother, her birth as the result
chance to pick them up, Aeryn received a call from
of a loving union, and the father of whom she knew little, except
baby was no longer responding to him or
Pilot -the
his name.
Moya. Aeryn suggested calling the baby by his name
While luxuriating in guest quarters aboard the Command
- Talyn. after her own father. Nearing the Gammak
Carrier, Rygel was confronted by Crais, who convinced him that
base, Crichton and D’Argo prepared to leave the
Scorpius had no intention of honoring any deal. The disgraced
shuttle. As they stood in the airlock. Crichton
captain. on the other hand, needed to get away from the half-breed.
asked his companion why the Luxan wasn’t
Crais offered to exchange his knowledge of Scorpius’s plans for safe
afraid. D’Argo responded, “Fear accompanies
passage on Moya. Rygel agreed. Moya’s crew met the returning pod with
the possibility of death: calm heralds its
guns drawn, and were amazed to see Crais with the Hynerian. When
certainty.” Crichton handed his friend the
Crais claimed that the diminutive Dominar had granted him asylum,
puzzle ring for luck, and they blew the airlock
Crichton was amazed. “You’re letting Rygel beyour advocate?You’re worse
and were sucked into space - Crichton in
off than you look.”
his space suit, D’Argo with only his Luxan
Their astonishment didn’t last long - D’Argo attacked Crais with his bare
stamina. The transport hit the oil sea with
hands, forcing the Peacekeeper to confess that D’Argo had been falsely
a satisfying explosion, destroying the
imprisoned.A great deal in life was unfair, he said, and Crichton agreed: “If life
Gammak base and anything else on the
was fair, you’d be dead.”
surface of the planet.
Crais asked to be put into protective custody and informed the human that he
Then several problems developed
no longer held him responsible for Tauvo’s death. Crichton told him that. if he
~ the carrier’s Prowlers pursued
wanted to make up for everything he’d put all of them through, now was the time.
Aeryn too closely: Crais had
39
1I
._
danger." Zhaan claimed that worldly concerns were
no longer of interest to her. However, after Aeryn
left, she could not concentrate on her
meditations.
At this point, the Command Carrier came
out of hiding and began pursuit. Talyn powered
up his main cannon... and fired at Moya! Talyn
told his mother that he demanded a captain:
Crais. Only Crais, according to Talyn,
44 , A could save him. Moya refused to dodge.
believing that Talyn wouldn't fire.
The crew turned on the defense screen,
pirated from the Zelbinion. which Talyn
took out with a single shot. With that,
Aeryn took Crais to Talyn, planning
on staying to protect Talyn from
the ex-Peacekeeper's influence.
i
time to talk A short time later. the crew
rl
A
the priest found the paintings
Kyvan. While D’Argo and Crichton ’
image had shifted again. This
worked to repair the defense screen,
time, the portrait showed
Rygel, Chiana, and Aeryn made some small
Crichton. coursing with
purchases. As a gift. Kyvan offered Chiana a
electricity and screaming
painting, which depicted a Nebari woman
in pain. Crichton asked
had lost.
wearing a necklace similar to one she
Zhaan for a plan, but
Chiana returned to the ship and found a DRD
she seemed at a loss.
carrying the lost item. When she looked at the
Rygel and Aeryn
painting again, it depicted her with her leg broken.
caught up with Kyvan’s
Stunned, she stood up... and tripped over the
ship again, and the
DRD, breaking her leg.
Sebacean dispensed m
L
Chiana believed the painting could predict the
with any pleasantries.
future, but Crichton and Aeryn were skeptical. Zhaan
Kyvan claimed that the
wished to borrow the painting to study it, and, though A
sorcerer Maldis had
Chiana would not loan it, Crichton convinced her to
forced her to create the
allow Zhaan to chip off a small piece. D’Argo grew
portrait. Zhaan deeply feared
worried, believingthat the paintingwasan ill omen. Chiana
another confrontation with the
was grateful for his concern, but she would not destroy it.
wicked creature, but Crichton believed they could prevail.
Meanwhile, Zhaan became deeply agitated after examining
“We beat Maldis before.” he told her, “Me can do it again.’’
the piece. She claimed that there was nothing unusual in the
Zhaan did not reply, but grabbed his head and spoke
portrait, but she also claimed that Chiana was in terrible danger.
briefly with him telepathically. She asked him to trust her,
Crichton asked for clarification, but Zhaan could give none.
and to focus Maldis’s attention on himself for as long as
“John. soon there may come a time when I need you,
possible. She then shoved him into an open panel of
and everyone, to do exactly what I say quickly and without
Aeryn’s Prowler, where electricity coursed over him.
question. Do you have enough faith in me to obey?”Johnagreed to
He shattered as D’Argo had, then reappeared in the
help her, so she asked for Chiana’s painting, planning to destroy it.
painting-realm. The painting changed again, now
The painting, however, had altered again. showing Chiana
depictinga screaming Zhaan cut into several pieces.
consumed in flames. Chiana panicked. and D’Argo and Aeryn
Crichton quickly located D’Argo. explained
carried her towards the safest place they could find ~ the freezer.
the situation, and called for the vampire to show
Crichton brought the painting to Zhaan, who attempted to apply her
himself. Maldis appeared, and explained that he
mystic abilities, to undo the curse. Her efforts came to naught, however,
had survived their previous encounter by
and flames appeared to burst from the freezer. Chiana was consumed,
concentrating on revenge against Zhaan. He
screaming in pain, while the others made futile efforts to save her.
reminded Crichton that the last time she
Zhaan set fire to the painting. but less than an arn later D’Argo found it
fought him, she had help. and it had cost the
whole once more. This time, it depicted a Luxan impaled with some sort of
man his life. This time, she had only herself
sharp obiect. D’Argo shattered the item and expelled the shards into space,
to depend upon.
while Aeryn and Rygel returned to Kyvan’s ship to get answers. The painting
Zhaan was speaking with Pilot, asking
soon reappeared again, still showing D’Argo’s death. Though Crichton and
him to obey her instructions, when
Zhaan took precautions by locking D’Argo’s Qualta blade up. Aeryn’s Prowler
Maldis called for her. She lost her
abruptly shorted out, rolling forward and impaling D’Argo on one of its spines.
balance and fell from Pilot‘s platform,
Before Crichton‘s eyes, D’Argo bellowed in pain... and shattered like glass before
only to appear within the paintingwith
disappearing.
the others. As Crichton went to her.
she claimed that she had tailed: that
SO
52
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/
guests gathered for the ceremony.
Scorpius tried to dissuade Johnfrom his
course, but the human told him that. as
soon as the ceremony ended. the half-
breed would find himself banned from
the planet. The wedding went off without a Y
b -
hitch, and John said his good-byes to
D’Argo, Chiana, and Rygel before becoming a statue.
The petrification beam hit him. transforming him into a
work of art.
Clavor and Cargn refused to concede defeat, however. They
stole upon the statues before the official unveiling, severed
-
John’shead from his shoulders and carted it off. Unfortunatelyfor
them, it wasn’t enough: the severed head, if reattached, could
I ’..
restore Crichton to life. Cargn took it to a pit of highly corrosive acid,
Scorpius met with D’Argo, and offered the
and tossed it in.
Luxan a deal. The Empress could easily execute
Help arrived from a most unexpected source. Scorpius. unwillingto
Scorpius should she wish it. so he desired to
lose the informationin John’sbrain, found the head floating in the acid,
retrieve Crichton quickly; the wormhole
and rescued it from certain destruction.Before he could retreat with his
information was secondary at that point.
prize, however, Iena knocked the Peacekeeper out and saved Crichton’s
He suggested that they all escape from the
head. She placed it back on the statue’s shoulders and restored Crichton
planet, after which Scorpius would retrieve
to his livingstate, then helped him escape the city and recover.
the information needed and release
Zhaan was working on Aeryn’s Prowler when Kahaynu came to her and
Crichton unharmed. D’Argo had deep
suggested that she leave Moya while she still could. Zhaan refused and used
reservations, but before they could
the Prowler‘s engine to suck the gaseous Builder into it, dispersing his form.
solidify their alliance, Cargn interrupted
She realized that, in her rage. she had killed the only being who could restore
their meeting. The Scarran forced
Moya to life. However, in the midst of her mourning, Kahaynu reappeared and
D’Argo to reveal Crichton‘s location,
assured Zhaan that Moya still lived. He had always known that Moya was a worthy
only to learn that the Luxan didn’t
soul; his false decommissioning had in fact been a test for Zhaan. Now that he
know. Cargn soon tracked down
knew the depths of Zhaan’s devotion, he could leave Moya in her capable hands.
Chiana and interrogated her, only to
Moya’s systems returned, and Pilot regained consciousness.
‘1
As the mental clone vanished, reality came completely unglued. A
leather-clad Zhaan, naughty nurse Aeryn and school girl Chiana
attempted to seduce hirn, only to be chased away by a whip-wielding
Rygel. He found himself in a cradle while his parents argued about how
they would have preferred a dog to a baby. Abruptly, he found himself
on Lover‘s Lane in a convertible with D’Argo, who asked him to
1 undergo a “Luxan bonding ritual.” Then he appeared in Zhaan’s
psychologist library, with his mother, who looked very sultry and asked
John to explain the concepts of the Oedipus Complex. Finally, he
found himself in a disco, with D’Argo, Aeryn. and the others dancing
\ - madly around him.
Then Aeryn stepped into the room, calling for hirn. She raised
Scorpius wanted to trick Crichton into reenactingthe
her pulse pistol and blasted the disco ball. Reality shattered, and
creation of the wormhole. he refused to play along
he found himself on the floor, Aeryn standing over him. She said
and ignored the half-breed when he appeared again
that he was still on the commerce planet, underground, in a
and asked to talk.
holographic chamber that Scorpius operated. She had killed
Reality soon began breaking down further.
Scorpius, and come here to rescue him. Johnnearly believed
Determined to end the game, Crichton drove headlong
her, but still felt the heat of the Scarran’s presence. Aeryn
into a speeding semi-truck only to wake up, perfectly fine,
expressed no discomfort, and he ordered her to leave.
back in the hospital. tended to by Aeryn, who was wearing
As she departed, the disco returned. Strange energy
giant curlers in her hair. She told him that a guest was waiting
washed over hirn. and he felt pulses of the past hit him in
to see him: his mother, who had been dead for five years.
waves. He collapsed to the ground, apparently dead.
While John protested, she came to him and hugged hirn.
The Scarran watching over him turned away,
telling him how much she loved him, and how she would make
annoyed that he had lost his prey, and began reciting his
everything all right. Then she told him how he’d changed: he was
results into a recorder. John’seyes snapped open, and
no longer innocent. He’d become callous: he’d killed. Finally too
he slowly reached down and set his pulse pistol on
disturbed. he left. refusing even to say goodbye.
overload. The Scarran responded to the sound and
His mother followed him, dragging an I.V. behind her. She was
leaned over the motionless Crichton. Johnquickly
very ill this time, and begged for his help. Panicking, Johntried to flee,
grabbed the pistol and shoved it in the Scarran’s
but he fell to the floor, and she came down to his side. asking for him
mouth, then leapt away as the pistol exploded,
to stay with her. Finally breaking, Johnburst out in tears, screamed, and
taking the Scarran’s head with it.
fled, leaving his mother weeping on the ground.
While Johnrecovered, the Scorpius image
When Scorpius finally appeared to him again, Crichton was willing to
stepped from the shadows, applauding. It said
listen. Scorpius claimed that a Scarran had captured lohn on the
that it had temporarily killed Crichton to
commerce planet. The Scarrans wanted the same thing from Crichton that
distract the Scarran. When Crichton told
Scorpius did: knowledge of wormholes. Their standard method of
him that he would tell the others and get the
interrogation was to induce delusions to break down all mental defenses
chip removed, Scorpius smiled. When
until the victim went mad: Crichton was in the middle of a first-hand
the human tried to mouth the words,
demonstration. Scorpius also admitted that, when the Aurora Chair failed to
he found he couldn’t: the Scorpius
extract the wormhole information, he had implanted a small chip in Crichton’s
image prevented him from speaking of
brain. The chip contained a neural clone of Scorpius, who was sifting through the
it. “I leave you to your shipmates, John,
gray matter in an effort to gather as much wormhole informationas it could. This
but rest assured, 1’11 be with you
was why Crichton couldn’t kill Scorpius on the Royal Planet, and why visions of
always... keepingyou safe...”
Scorpius had haunted him ever since.
58
59
60
til
I
set “her Luxan” free, and a very battered D’Argo
was taken back to Moya Rygel’s statue was soon
placed in a secure vault, along bith the rest of
Zhaan’s “loot”
Aeryn and John, appearing as Zhaan’s
guards, were taken to the observation deck
so they could watch the deposit Then a new
problem arrived Scorpius had come to
retrieve his property from one of the
vaults While John and Aeryn watched
through security cameras, a technician
pulled a rod out of the half-breed’s
brain and inserted a new one
Remembering the Cargn’s words on
the Royal Planet, Johnrealized that
62
63
65
“ I
I
even do a little good while they’re at it. They don’t
act like typical science fiction heroes: they’re more
like a dysfunctionalfamily. forced to work together as
a team or die. They squabble, they bicker, and more
than once, they have come to blows. But through their
adventures, the bonds between them have grown
strong, and though they still fight like cats and dogs,
they’re now closer to each other than they ever could
have conceived when their journey began
The majority of Moya’s passengers started out as captives
of the Peacekeepers: Ka D’Argo, Zotoh Zhaan. and Rygel XVI
were prisoners aboard the Leviathan, who was herself bound in
servitude by a massive control collar. They escaped in a desperate
battle with their captors, only to pick up a new pair of outcasts -
a sometime enemy and erstwhile ally. Bialar Crais, and the terrifying Scarran
half-breed, Scorpius, who has proven time and again to be their most
1 dangerous foe. Together, these characters form the heart and soul of
Farscape: a most unique set of guides through the wonders of the
L Uncharted Territories.
61
John Crichton- Territories a dangerous and unpredictable place, but Crichton seemingly made
Human Flstronaut enemies as easily as he made friends. Bialar Crais proved an tenacious foe,
hounding Crichton relentlessly across the Territories.Though the two eventually
For someone from a planet no one has
made peace - and even established a tenuous alliance - Crichton soon
heard of, Commander John Crichton
encountered an even more terrifying enemy. During an attempt to obtain a
has had an indelible effect on nearly
badly-neededtissue graft for a wounded Aeryn at the Peacekeeper Gammak
everyone he’s come in contact with in the
base, John encountered the half-breed Scorpius, who discovered
Uncharted Territories - most of the time
subconscious knowledge of wormhole technology in Crichton’s brain.
without even trying.
Scorpius became obsessed with the secrets Johnheld and went to hideous
Once. Crichton was just a n American
lengths to pry them from his head. First, he tortured Crichton in his sinister
astronaut trying to prove his “slingshot“theory
Aurora Chair. When that tactic failed, he planted a chip containing a
of space travel by testing his specially designed
neural clone in John’sbrain. Aeryn and the others eventually rescued
Forscape I module when something went very
Crichton, but the chip remained, hidden in the corners of Crichton’s
wrong. Instead of just blasting off to the other end
psyche. “Harvey” as John sometimes called him, only manifested
of the solar system, Crichton created a wormhole
when John’s safety or sanity was threatened, while industriously
in space, shooting him to the other end of the
digging through his mind for the hidden wormhole knowledge.
galaxy. He found himself onboard the Leviathan
Meanwhile, the real Scorpius ruthlessly pursued Moya and her
Moya and circumstances quickly forced him to adapt
in order to survive. Moya’s renegade crew
trust him, he had no way of contactingEarth, and the
Peacekeeper Bialar Crais blamed him for the
did not
AI
F-
-
crew, hoping to recapture Crichton. When D’Argo’s son was
kidnapped by the Peacekeepers, and a rescue
attempt failed to retrieve him, John
1
voluntarily gave himself up to Scorpius in
death of his brother. Crichton was soon too
1
return for Jothee. hoping to get the chip
busy staying alive to stop and appreciate the
1 removed, even though he feared he would
wonders of his new surroundings.
be killed. He and the crew escaped
Luckily, he endured. Although John didn’t
temporarily, but the neural clone
know how the doors, toothbrushes, or local
reasserted itself, attacking John’sfriends
firearms worked when he first arrived,
-
and leading Scorpius to Crichton before
he was a quick study. and his technical background
the human could get away The chip
and scientific smarts saved his crewmates’ lives
was removed, but John’s life and
more than once. More importantly, he had
a kind heart and a strong sense
of right and wrong: his
A
‘
1 sanity hung in the balance for
some time thereafter.
Despite this ordeal
willingness to lend aid to
and numerous other
others helped formed the
threats to his safet$,
1
basic foundation for a
Crichton hasn’t
working crew. The others
aboard Moya soon learned
’ given up hope.
He has found
to trust and appreciate him. 1 depths of strength
although they found his joke!
bizarre and his Earth reference, A he didn’t know he
possessed, and keeps
baffling. Soon after his arrival,
his sense of humor,
John began work on creating
even when things are at
a wormhole and a way to
their worst. His witticisms
get home, modifying Farscape I
and references to Earth
with biomechanoid parts, and
pop culture provide a
searching for solar flares in order
sense of comfort, and help
to recreate the conditions of
him remember who he is
the accident that sent him into
and where he comes from.
the Territories.
It doesn’t matter that no one
68
c
He doesn’t know if his father will ever receive these
“messages in a bottle,” but that doesn’t stop him from
makingthem. He relishes any link, however tenuous, to
his distant home. Johnstill wants to return to Earth and
is actively working toward that goal, but until then,
he intends to help his friends remain free and return to
their homes.
r
1
L
69
I detail, but the guilt over her betrayal haunted her for
some time thereafter.
Duringthe pursuit of the escaping prisoner transport
Moya. Aeryn’s carefully disciplined life took an
unexpected turn. Her Prowler was sucked into the
hyperspace wake of the larger ship when the
”A
c7
capabilities outside the strict definition of herself as a
commando and pilot, a change that has been reflected in a
gradual relaxation of dress and attitude from the strict
Peacekeeperstandards.
Aeryn is the best pilot aboard Moya, with far more flight-time
experience than either Johnor D’Argo, the two second-best pilots
on board. She has piloted several different versions of Peacekeeper
fighter crafts and transports, as well as Moya’s transports and Moya
herself. She has traces of Pilot‘s DNA in her system, which allow her to
understand Moya’s operating systems better than anyone in the crew
save Pilot himself She is highly skilled in hand-to-hand combat, and is a n
excellent shot with a pulse rifle Aeryn has little scientific knowledge,
but has become familiar enough with the principles and technical
applications to understand the basics of most Peacekeeper and
Leviathan technology She stays in excellent physical condition, and
regularly kick-boxes, exercises, and performs Peacekeeper fitness e
regimes to keep herself in fighting form While often abrupt and
hard-headed, Aeryn is still considered attractive and enjoyable
company among members of the opposite sex. She has a biting
wit which she regularly turns on others, but can be capable of
intense loyalty to those who earn it After two cycles away from the
Peacekeepers, she has come to see Moya and her crew as her new family
G
Ruben Rosario (Order #1006958)
H a D-Flrg a non-Sebacean. The couple fled to a distant farming colony, where D’Argo
LuxanUJ mor established a home for them. The couple soon produced a son, lothee, and for
a time, D’Argo thought he could be happy. But when Jotheewas about five or six
Living an honorable life is difficult
years old, Macton Tal tracked the family to their refuge. and murdered Lo’laan.
when you lose everythingyou love. For
Tal then accused D’Argo of the crime. arresting the Luxan while his own hands
Ka D’Argo, eight painful cycles as a
were still wet with his sister‘s blood. Before he was taken away. D’Argo sent
prisoner of the Peacekeepers was nothing
Jotheeinto hiding, fearing for his son’s life. D’Argo was convicted, chained,
compared to the horrors that preceded i t
and eventually imprisoned aboard Moya until the Leviathan and her captives
the death of his wife, the loss of his son, and
escaped Peacekeeper custody.
the unjust murder conviction which left him
Freed from imprisonment. D’Argo reclaimed his Qualta blade (the
helpless to do anything about it.
Luxan ceremonial long-range and close-combat weapon, and a symbol of
As a young Luxan. D’Argo dreamed of two
his honor) and joined Moya’s crew in their flight into the Uncharted
things: becoming a mighty warrior and having a
Territories. He did not reveal the truth about his confinement when first
small farm to share with a family of his own. He
asked, instead claiming to have murdered a superior officer. He found
followed the better-knowntraditions of his people
his past history too painful to discuss, and would rather lie than endure
and became an honorable warrior with two battle
engagements to his credit.Then he met Lo’laan, the any uncomfortablequestions.
sister of Peacekeeper Officer Macton Tal. Lo’laan and It took some time before his
D’Argo fell in love, but because of Peacekeeper crew mates uncovered the
nrejudices, her family would never allow her to maw.’ facts of his undeserved
sentencing.
As a Luxan and a warrior,
D’Argo often believes he should
command Moya ~ but none of his
fellow escapees see it that way. Aeryn is
the better pilot, Crichton has more
practical knowledge, Zhaan is more
F \ /
diplomatic. and Rygel is sneakier. Nevertheless,
D’Argo’s determination and aggressiveness have
their place onboard. His bravery is unquestioned and
his strength has become a rock on which his crewmates
stand. He has begun to listen and learn the basics of
strategy and science from those around him, and
regularly assists in repairs to Moya. While D’Argo
hates all Peacekeepers (whomhe blames for much
of his misery), he has formed a grudging
friendship with Aeryn, since they share the
same stringent code of ethics. Though initially
wary of Crichton, due to his physical similarity
to the Peacekeepers, he has come to realize
that Johnhas little in common with them, and
1 former Dominar.
r
protective of the young thief, though often appalled by her
recklessness.D'Argo wants nothing more than to find his
son, who he has not seen for many cycles. Though
Jotheematters more to him than anything else. he will
not sacrifice his honor to find the boy: he once
i,
abandoned a cache of Luxan starcharts (which would
have helped point the way to Jothee)in order to help
his crewmates. D'Argo takes his ethics seriously, and
he will not ignore his responsibilities to his friends in
favor ot his own personal interests again.
D'Argo sports the tattooed chin markings of a
general - a rank he has never held. During his time in
combat. he took the marks to protect a valued
commander, hoping that the enemy would mistake him
tor his superior. He's a little embarrassed by the lingering
deception, but other species don't seem to notice. D'Argo is 1
extremely strong, well-trained in combat tactics and weapons,
and shares the well-deserved Luxan reputation for violence and
impulsiveness. He is often loud and blustery, and loses his
temper with unnerving ease. When irritated, he is
capable of lashing out with his Luxan tongue-sting,
temporarily stunning them. When truly angry. he falls
victim to Luxan hyper-rage, attacking any other nearby
males in order to establish his dominance. These
terrifying bouts often take days to subside. His anger
towards the Peacekeepers is unquenchable, and he A
quietly hopes tor the day when he can take
vengeance against Macton Tal.
Despite his uncompromising attitude and
impatient personality, D'Argo is capable of
sympathy and kindness toward his crewmates.
especially when they are in distress. He has
comforted Aeryn when she has been sick, and 1
expressed sympathy towards John's recurring
desire to return home. Recently. he was
reunited with his son Jothee,a meeting that did
1
not go as he planned. Though overjoyed to
see the boy, it soon became clear that the two
had grown distant, and - like so many fathers
and sons before them - Jotheeheld beliefs
which D'Argo found strange and unsettling.
Though he tries hard to reestablish his ties
with Jothee, it will clearly take some time
Pa‘u Z o t o h Zhaan. The group contracted the Peacekeepers to help them retain their power,
Deluian Priest imprisoningthe political moderates and any who opposed them. During the coup
d’etat, Zotoh Zhaan’s father was sent to a forced labor colony on one of Delvia’s
Some people go crazy in prison,
moons. Zhaan was Bitaal’s lover at the time, and she was devastated when she
others turn to religion. Pa’u Zotoh
learned he had betrayed both their people and her family. She murdered Bitaal
Zhaan is one of the few people who has
while they shared Unity (a bonding of mind and emotions which can bring
done both. Life was peaceful on Delvia.
peace and joy to both parties).shattering her own mind in the process.
For eight hundred cycles, Zhaan served as
She quickly found herself arrested by the Peacekeepers, sentenced, and
a respected member of the Delvian
imprisoned aboard Moya for the next 17 cycles. During that time. she slowly
Seek (the dominant religion of the plant).
brought her violence-induced madness under control, meditating and
The Delvians supported a democratic
using the mental techniques of the Seek to defeat the savage emotions
government elected by the people, and many
within her. Her eiiorts eventually allowed her to transform back into a
of the representatives belonged to the Seek,
serene priest.
which meant that most had their peoples best
After Moya’s escape from Peacekeeper custody, and the addition
interests a t heart. Freedom of speech and
of JohnCrichton and Aeryn Sun to the crew, Zhaan found a new task
thought were protected, and the population was,
placed before her: help her new companions adjust to their
by and large. reasonably content.
circumstances.She happily aided the human in making sense of his
Then came the day that Bitaal. a prominent
new surroundings, while adding her compassionand wisdom to the
elected official, and his followers decided they
rest of the crew. She became a valued friend to Pilot and Moya,
weren’t ready to leave office
and her patience with the intractable Rygel and hostile Officer
after being voted out
Sun earned her their respect. Her occasional flirtatiousness with
D’Argo was less important than the trust that built between them,
and Zhaan’s medical and biological expertise with alien species
proved invaluable during their subsequent adventures in the
UnchartedTerritories.
But Zhaan’s grasp on the peaceful teachings of her people has
not always remained firm. During a confrontation with an energy-
devouring being named Maldis. which had stolen Crichton’s
spirit for its own amusement, Zhaan was forced to tap into
her darker side in order to defeat it. Although successful,
the experience shattered Zhaan’s hard-won control. Soon
thereafter, she participated in the deciiion to remove one of
Pilot’s arms in exchange for a map back to Delvia. She knew the
pain Pilot would suffer and understood what a cataclysmic
betrayal such a violation would constitute, yet she chose to go
ahead anyway. Her struggles were further exacerbated during the
crew’s encounter with the followers of Tahleen, on the New Moon
of Delvia. Tahleen ravaged Zhaan’s mind in an effort to seize the
Pa’u’s self-control. The mental violation released her inner fury,
and it took a hazardous Unity with Johnto regain her inner calm.
These events disturbed Zhaan greatly, and she decided to
set aside her priest’s robes - and her interest in the Seek - until
she came to terms with everything that had happened. It took
nearly a cycle of struggle before she could take up her role as
a priest again. She has continued to walk a line between the
violent and compassionate sides of her personality, though
most of the time, her better angels prevail.
Like most mature Delvians, Zhaan has no self-consciousness
about her body or sexuality, and is considered quite beautiful by the
standards of many hominid species. She usually dresses in shimmering
nebarl Thief them with her feminine wiles while filching their belongings She is extremelygood
at palming oblects. be it the ident chip from a Peacekeepers neck or a stolen
It‘s a good thing that Chiana is so good
injector needed to save Aeryn’s life Distraction and seduction are her favorite
at kissing, kickingandcrying her way out
weapons, keeping others off guard and herself out of trouble She s had a great
of trouble, because her talent for getting
deal of practice at both
into it is even better A wild and
Her small size keeps her combat skills at a minimum. and few true soldiers
rebellious child she ran away from the
would regard her as a threat She is however very fast and tenacious. and
Nebari homeworld because she didn’t
willing to use whatever comes to hand to defeat her opposition Her physical
want to obey the strict dictates of Nebari
mannerisms hint at experience in street brawls and bar fights - she is
society respect authority and conform at all
constantly poised to duck or dodge blows and then snap back up ready to
costs The Nebari regularly mind cleanse
return the attack with interest She once managed to kill a Peacekeeper
anyone who disagrees with their viewpoint on
Captain by directing an open. flaming fuel pipe-line at him and burning
correct behavior, and since Chiana was
him to death
unwilling to fit in, fleeing her homeworld was her
Despite her dishonest tendencies, Chiana has proven a somewhat
only option. She ran away with her brother Nerri,
loyal and determined friend to her crewmates She once risked her
and traveled with him for a time before he
life to assist Crichton in sneaking onto the Gammak base in order to
returned to their home system to lead a rebellion
save Aeryn, and put herself at considerable risk while helping Moya
against their leaders The Nebari had infected all
give birth She and D Argo became involved a few months after
runaways with a communicable virus designed to
she Ioined the crew, and while their romance isn’t perfect. Chiana
spread to other species, making conquest of their
does care for him a great deal D Argo’s recent reunion with
territories easier Nerri didn’t want Chiana to risk her life
Jotheehas muddied those waters however, the Nebari finds
in the fight, and insisted she stay away from Nebari Prime
herself deeply attracted to her lover‘s young son She
when he went back The two were very close Chiana
constantly flirts with John.but responds to him more as a little
once became nearly suicidal when she believed Nerri had
sister than a potential lover, and grudgingly accepts Zhaan’s
been killed
efforts to keep her in line She and Rygel have been
For a time after her brother left, the teen lived hand-to-
partners-in crime more than once, but neither
mouth. stealing scavenging, and seducing her way across the
of them trusts the other enough to be a
system doing whatever she had to in order to survive
true friend Aeryn regards her as a
She was tracked down and temporarily re-capturedby
nuisance and she retaliates by
Salis and former Peacekeeper Captain Durka O n their
teasing the ex Peacekeeper
return to Nebari Prime to mind cleanse the young waif.
mercilessly when she can
their craft was struck and disabled by Moya They were
At this time, Chiana has no plans for
brought aboard the Leviathan as guests, and Chiana use
the future beyond staying very far away
the opportunity to escape her binds In the
from Nebari territory and grabbing as much
ensuing mayhem, Durka reverted to his
adventure and wealth as she can Her
psychotic state and killed Salis Moya’s
I
crew managed to dispatch the crazed
Peacekeeper with ChianaIs help, and the
A brother remains active in the Nebari
resistance, but as much as she would like
cL
young Nebari has remained onboard
A to fight by his side, she needs to keep
her distance Going to him would blow
ever since
his cover and endanger both their lives
Chiana has unparalleledskill in
Unable to fight the Nebari directly she
escaping handcuffs, neck
views her continued freedom as an
collars, and locked rooms, as 1 adequate sign of defiance against their
well as evading conventional
tyranny For all that, she remains a thief
’y- ‘)
scans for life signs While she
at heart, Moya and her crew are very
gradually settled into life aboard Moya,
important to her. but she always
she still couldn’t resist the occasional bit of
keeps her eyes open for the next
theft like stealing Zhaan’s body wash,
big score
or tampering with the locked cargo from a
16
11
Leulathan Ship and occasion they have communicated with her directly through communicators or
Sumbiont Helmsman DRDs (Diagnostic Repair Drones). These small, non-sentient robots do most of
I
the maintenance aboard the Leviathan, and report any mechanical problems
Prison escapes are a fairly common
they cannot fix to Pilot, who then relays the informationto the crew so that they
occurrence in any part of the galaxy, but
can complete any necessary repairs
not when the actual prison itself wants to
Little is known of Pilot’s life prior to joining with Moya, but he is not Moya’s
escape. Life as a Peacekeeper transport
first Pilot. Peacekeepers murdered the original symbiont, and forcibly
held little charm for Moya. a living ship with
installed Pilot in her place.The elders of his species denied Pilot a bond with
the capacity to span the stars. She was
a Leviathan, and his intense desire to see the stars led him to strike a bargain
restrained by a massive control collar which
with the Peacekeepers. who arranged for him to serve as Moya’s new
prevented her from StarBursting away from
symbiont. The artificial bond the PKs created caused him great physical
her captors: the Peacekeepers drugged and
pain. as well as guilt for his complicity in the original Pilot’s murder.
modified her as part of an experiment to breed
When Moya’s crew discovered these facts, Pilot ripped out the artificial
Leviathan gunships: and her captors forced her
bond and with their help, installed a more natural (albeit less
to transport other prisoners against her will. Her
controlled) bond in its place. Since he is in symbiosis with Moya, Pilot
life - which had such wondrous potential - had
is unable to leave the command chamber where he is connected to
been reduced to that of a lab rat and beast of
her central nervous system. He perceives most of Moya’s
burden. When Rygel, D’Argo and Zhaan conspired
experiences through her senses as well as his using his own.
to break out of prison, using the ship as their escape
Maintaining the smooth operations of a complicated being like
vessel seemed the easiest thing to do - and Moya was
a Leviathan requires multi-taskingbrain functions and enhanced
not about to disagree.
senses, which Pilot‘s species has in abundance. They allow him
Since then, Moya’s life has been anything but routine.
to filter the multiple viewpoints of hundreds of DRD’s. input
First there was the necessity of finding and removing
from Moya’s internal and external sensors. and
various tracking devices which the Peacekeepers installed
communications from the crew as well as external signals
during her captivity. Then there was her unexpected
from other ships and planets. He often asserts control of
pregnancy, triggered when D’Argo inadvertentlydislodged a
Moya’s StarBurst capabilities at the request of the crew,
Peacekeeper “contraceptive” shield. Finally, there was the
and has complete control of the environmental systems
terrible burning she suffered during a parasitic attack on her
within the Leviathan.
systems. The fire killed the parasites. but left her grievously
Pilot is at a disadvantage when it comes to the
wounded and in terrible pain. It took a fluid transfer from her son
Leviathan, for while Moya is capable of surviving
Talyn and the help of a surgeon-for-hirenamed Tocot to restore
without him, he is no longer capable of detaching
the damage. Freedom has its price and Moya has paid it in blood.
from her and living as a separate entity. However,
As a Leviathan, Moya has no offensive capabilities or weapons.
since his species cannot travel off-world on their
She is. however, highly maneuverable. and can StarBurst into
own, he regards this arrangement as a fair trade for
hyperspace with little advance warning, outdistancing most pursuers
the experience of traveling between the stars.
with ease. During an early part of their first cycle as escapees, the crew
The Peacekeepers have experimented with
scavenged a defensive screen for Moya from the wreck of the
direct neural control of Leviathan Pilots before,
Zelbinion,which has been moderately successful at repelling attack. The
but fortunately they never applied their
screen provides much-needed protection, and has allowed Moya to
findings to Pilot. If they had. Moya’s escape
compensate for her lack of offensive capabilities.She has approximately
from Peacekeeper custody would have
thirty-five separate tiers. which include docking bays. cargo holds, a control-
been impossible. Since Pilot directly
and-command room. an observation terrace, and extensive living quarters.
experiences Moya’s joy and pain, there
Moya’s transport pods grow within her, but they are non-sentient, and
was no way that he could not hope and
relatively simple compared to their originator.
plan for their escape. Pilot is occasionally
The phrase “I live to serve” might have been coined for Moya’s other half,
troubled by feelings of inadequacy,
though no one said anything about “service with a smile.” As the majordomo for
despite his record of service. The
the Leviathan, Pilot is responsible for monitoring and controlling all of the life-
circumstances around his bonding
support, communications, and maintenancefunctions on board the ship, as well as
still lead him to doubt. He constantly
overseeing the interactions between Moya and her crew. Most communications go
studies the databanks that were
18 \
\
I .
Sebacean accident. Crais was enraged that his brother had died at the hands of a “lesser
ExoPeacekeeper species” and his increasing fixation led him to ignore orders from Peacekeeper
wishing to be condemned to a fate usurped by a vile half-breed,Crais finally readjusted his priorities and gave up his
worse than death, Crais finally obsessive quest. Accepting many of his errors allowed him to free himself from a
relinquished his vendetta. He made a life that he now found too limited. Whatever regrets he may have about the past.
deal with Rygel, returningto Moya and they seem to have been entirely satisfied by the frustration he has bestowed
asking the crew for sanctuary in return upon Scorpius. the escaped prisoners, and John Crichton. Since fleeing with
for information about Scorpius’s plans Talyn, he has even become something of an ally to his
to capture them. He briefly spoke with former targets, and while he still doesn’t
lohn about his thirst for vengeance. Crais trust Moya’s crew, he realizes that they
admitted that his hatred for the human had both have much to gain by
cooled, and that he regretted his actions in occasionally working together.
persecuting the human so mercilessly.
Despite that, he was still far from friendly.
-
With the crew preoccupied by Scorpius’s
pursuit. Crais took advantage of the opportunity
to speak to Talyn and convince the infant
Leviathan to set off on another course, far away
from the Peacekeepers. He soon bonded with the
sentient ship, receiving a direct neural link which
allowed the two to share their thoughts (and made
Crais the Leviathan’s de facto pilot). Before he
and the baby Leviathan-hybridStarBursted. he
resigned his commission. His last bridges
burned, Crais disappeared, having avenged
himself on both the fugitives and Scorpius by
abductingTalyn.
For the next year, the two of them
roamed the Uncharted Territories,
avoiding the Peacekeepers and getting
into confrontations with other ships.
A i
\
\
other occasions, often providing much-
-
needed aid. Crais apparently wishes Aeryn
to join him as a member of Talyn’s crew, but
his motivations for this remain uncertain.
Part of this may be Crais’s tenuous control
over the young gunship. who seems to
follow his own desires and judgement. It may
1
also have something to do with Crais’s own L
conflicted feelings towards the beautiful
renegade.
Despite his civilian background, Bialar Crais was an
accomplished, ruthless example of military efficiency, I
and his skills have not diminished over time. Although his crazed
drive to destroy Crichton cost him much, he feels that he has
learned from the experience. His focus on capturing the human
pushed aside all thoughts of his career, status. and danger to his
life, leading him to use any means possible to achieve his ends.
After being tortured in the Aurora Chair and seeing his command
H a l fOScari advance the Peacekeepers into the Uncharted Territories - by whatever means
H a l f OSebai necessary.
Peaceheen As one of the main designers and pain technicians Le., torturers) in charge of
S c I entIs‘ the Aurora Chair, Scorpius bore the responsibility for interrogating prisoners
and mapping their brain pathways in order to gain information necessary to
The scariest person in the room never
Peacekeeper High Command. He captured John Crichton as the human
has to apologize for anything. Not torture,
Chair. While sifting
attempted to infiltrate the base, and placed him in the
or murder, or the single-minded pursuit of
through Crichton’s brain, Scorpius stumbled across John’s subconscious
a mother Leviathan and her newborn baby.
memory of receiving wormhole knowledge from the Ancients.
For Scorpius, it‘s all in a day’s work.
Immediately recognizing the pricelessness of this information, he
The product of a Scarran assault on his
subjected Johnto the highest levels of pain and data retrieval possible,
Sebacean mother, Scorpius grew up among
intent upon securing the knowledge for the Peacekeepers and himself.
his father‘s people, hated and despised as a
Johneventually escaped with the help of his friends, and Scorpius
hybrid weakling. The Scarrans spent cycles trying
has since pursued the human relentlessly in an effort to acquire the
to torture the Sebacean tendencies out of him.
technology hidden in his brain. His carefully guarded hole card in this
He eventually escaped and
pursuit is the neural clone - a tiny organic chip with a copy of his own
made his way to the
personality and agenda - which he had injected into John’sbrain.
Peacekeepers, who
found his intelligence L The clone was designed to burrow into John’ssubconscious and
and ruthlessness
useful enough to
A copy all of the useful wormhole information, then take over
John’s body long enough to contact
the Peacekeepers for retrieval.
promote him to
However, despite the chip and
head the scientific
many more active attempts, it
programs at their
took nearly a cycle for Scorpius to
secret Gammak
finally retrieve the information he
desired.
As a Sebacean/Scarran. Scorpius is
regarded as a “half-breed.” and therefore not
equal to his Sebacean Peacekeeper
compatriots, despite several physically
superior traits which he possesses. He is
capable of seeing into either the
infrared or ultraviolet spectrum,
which allowed him to spot the
difference between John’s
energy signature and a
Sebacean’s at first sight. He is
also stronger than most
Sebaceans, and as the
designedtechnician for the
Aurora Chair, and main
, researcher on wormholes,
remains one of the
Peacekeepers’ leading
scientists in military weapons
development. His body suit is
designed to regulate his internal
temperature (his Scarran need for
heat reacts badly with his Sebacean
82
1
dismissed as a weakling - and Scorpius 1
wouldn't have it any other way.
I- F
( H A P I E R THRH
A
~
7
A their true, incorporeal selves.
A few Baniks, known as Stykari. have a rift in their body,
1
through which appears as an ethereal glow. This "opening"
is actually a rift that allows the Baniks' true, non-corporeal nature to
1 show through their physical form. It allows the Stykari to share
thoughts with others, calm a mind in pain, or help a dying person to
pass on peacefully. Most Stykari cover such openings, for if they reveal it
L
Ruben Rosario (Order #1006958)
The Baniks are a very spiritual 1.500cycles ago. when the Scarrans first invaded Banikra. The Scarrans were far
race, not unlike the Delvians more advanced in the ways of war than the Baniks and easilv defeated the Deaceful
I
finding peace within themselves and race. using them to build colonies and increase their presence in the Uncharted
within their family structure. They are Territories. This made the Baniks a concern for the Peacekeepers, who wanted
able to share a form of Unity in which to limit Scarran influence.
they join their minds and share their One hundred cycles later, the Peacekeepers - backed by
experiences. thoughts, feeling. hopes,
and dreams. They can also use this power ' investors and political establishments who feared the Scarrans
- launched an assault against the Scarran encampments on
to gain knowledge from their partner Banikra. The ensuing war lasted fifty cycles, and became
without the other knowing, but most known as the Nakran Conflict after the most hotly
Baniks consider doing so a blemish on , contested region on the planet - a location that
the soul.
Baniks practice many different
religions, and all Baniks have an
A claimed nearly 800 million lives during the fighting.
While it began as an effort to cut the Scarrans off
from their slave labor force, it became a war of
innately spiritual nature. The most containment - reducing the Scarran presence
popular faith, called the One Light, and influence in the Uncharted Territories.
emphasizes the enlightenment of The war left the Baniks slave to a new master,
the individual and considers the as the victorious Peacekeepers used them as
universe itself a sentient being with a currency to pay off their debts. The Baniks
master plan. The One Light teaches were relocated from their homeworld to
,
that true enlightenment comes witl- various slave auctions and labor sites across
'
finding your place in the galaxy and the galaxy.
fulfilling it as best you can. Its About 900 cycles ago the Baniks on
members believe they are created in , Banikra and a tew other worlds staged
the glow of the One Light and a revolt against their captors Though initially
returned to it when they die: only
through enlightenment can one truly
1 successful, the Baniks soon found themselves
overwhelmed by the Peacekeepers' superior
meld with the One Light after death. combat experience and equipment As
Several other Banik faiths follow similar punishment for the uprising, the Peacekeepers
tenets. slaughtered every Banik on the rebelling
Recently, however, religion worlds - every man. woman and child
has become less and less In the surviving slave colonies the
important to Banik culture. Baniks segregated themselves in an
Centuries of slavery have effort to preserve a representation of
sown decay into their teachings, their former society Their efforts mostly
and many young Baniks choose to ignore the old ways because failed, but those few free B a n k remaining have
of the harsh reality in which they live. The One Light tells the Baniks to been able to keep some fragments of their
find their place in the universe, but that would seem to indicate that the culture alive For most Baniks, lite consists of
universe wishes the races to linger in eternal servitude. The elder Baniks mining and cargo loading. Others often
try to keep spirituality alive, but even they have a hard time amid such exaggerate their mental abilities, leading to
adversity. fear and panic amongst other species.
Baniks are generally peaceful and soft-spoken by nature: however, a life Many scientists are curious about Banik
of enslavement has made them prone to their baser emotions. Many now spiritual powers. Peacekeepers are
react rashly instead of thinking things through. In the slave camps. guile and particularly interested in the Stykari and
craft win the day, and some Baniks have learned that betraying their fellow have purchased all they can find. Many
slaves is a quick way to earn a master's favor. Trust has become a rare Baniks fail to survive this "quest for
commodity in the camps. putting strains on what little Banik unity remains. knowledge" as they undergo the most
Society: Despite a large population in the past, Baniks have been slowly adventuresome and dangerous
declining in number. Banik reproduction in slavery is slow, free Baniks are very experiments at the hands of their
rare. and their numbers are constantly decreasing. The Baniks' woes began over captors.
86
colors include silver, gray and blue. savagery and conflict: internal strife almost
Homeworld: Delvia. This world appears blue I exterminated the race at one point
from space. due to the presence of large bodies of Careening toward extinction, a few of their
water and the humid atmosphere In fact, two-thirds of great leaders met to resolve their
Delvia's surface is covered with water, ranging from differences and form a blueprint for their
small lakes to huge oceans. Few animals are native to future This became a stepping stone into
Delvia. though the planet boasts a staggering variety of a bright and peaceful age for the race
flora. Since Delvia often receives visits from other races, a They developed pacifistic tendencies.
few herd animals have been imported to accommodate spread knowledge and enlightenment.
carnivorous guests. and worked long and hard to put
Nature: The Delvians' plant-based physiology their brutal past behind them.
has some unique properties. They do not have a Today the Delvians gather in large
calcium-based skeleton (their "bones" consist of social communities, not for mutual
cartilaginous fibers): they are fairly resistant to certain toxins and diseases; they protection but because isolation is
have intense sexual reactions to solar flares and other radiation; and they can spiritually harmful to most Delvians
receive nourishment from sources that would be poisonous to most creatures.
81
intelligence and independent thought. military opposition to the Peacekeepers ~ but the other races demurred,
Their accomplishments in medicine, claiming that it was an internal Delvian problem. Soon thereafter, a Delvian
especially herbal medicine and remedies, political leader, Bitaal- the central figure behind the Peacekeeper presence -
are unparalleled and they excel in many was slain by his lover, a young Pa’u named Zotoh Zhaan. The leadership of
other sciences as well.This has earned them the Delvian Seek had convinced her that she was the only one capable of
a great deal of respect from other races who reachingBitaal and exacting retribution for the virtual enslavement of their
benefit from the Delvians’ willingness to share world. Zhaan did as she was asked, slaying her lover during a spiritual
their discoveries. Unity when he was most vulnerable. She paid a terrible price for her act.
Not only did the Peacekeepers arrest and imprison
9
her, but the rage consumed her soul, strippingher of
all self-control and sending her plummeting toward
88
F,
remain on or in the water as much as possible, . dozens of other nearby
or use hoversleds when they can’t, thereby
avoiding some of gravity’s effects.
I planets. Using their advanced
technology and diplomatic skills,
Nature: Hynerians are a generally a pragmatic they soon forged treaties with the
race, not given to emotional outbursts. Members of other other planets, promising an alliance
species often view them as cold and heartless, but this sells them with the Hynerians in exchange for
short. They care deeply about their families and their friends: they technology. These treaties were
simply do not express these emotions verbally They prefer to communicate commercial or military alliances at first, but
their feelings through actions and symbolic gestures rather than words. the Hynerians slowly increased their hold
Hynerians are frequently perceived as greedy, but in reality, a Hynerian values on neighboring systems by playing on
currency or riches as a means to other ends. A wealthy man can afford more each race’s fear of its neighbors. In so
wives, a larger family. and lavish gifts for those he cares about. Given the long life doing, they became the only one
span of the typical Hynerian. they naturally favor long-term planning and everyone trusted. They used this
investments that will ensure a comfortable lifestyle. tactic to form the Cluster Republic,
89
90
91
battle plans. This has made the 1 holdover from the time when the pre-sapient
species used them as a sensory organ. Tenkas’
battle fairly even. In addition, the
sensitivity may explain their association with sex.
Scorvians have established other
Luxans possess an acute sense of smell.
colony worlds, allowing their
While nowhere near the Vorcarians, Luxans can
further growth. The Ilanics, of
track a person by scent if the trail is fresh.
course, have requested help from
their Luxan allies. but the Luxans.
had encountered a foe of their
own. and could provide only
I Their blood has a unique quality, which causes it
:o flow black when injured. This evolved as a
defense against predators: the thick black blood
is mildly poisonous, and it tastes very bitter.
limited aid. Regardless, Luxans
Unfortunately. it’s also dangerous for the
and Ilanics still consider each
Luxan. If he or she is to recover from the
other the strongest allies.
injury, further flow must be stimulated until
These days, the llanics have
the blood turns clear (and nontoxic).
become withdrawn and secretive,
The Luxans’ two hearts help keep blood
wary about grantingeven Luxans information. This has not yet strained relations
flow strong, so cases of Luxans perishing
between the two races, but problems may occur in time. Ilanics have also begun
from blood poisoning are fairly
to alter their opinions of warfare to more closely match their foes, losing the
uncommon.
sense of honor taught by the Luxans.Whether they realize it or not, the Scorvians
have taught them how to fight dirty.
92
93
94
95
96
91
a diplomatic mission?”
the night.
Those amongst the Disfavored who do discover their
metaphysical powers usually try to hide them or. if powerful
-Aeryn Sun enough, use them as a bargainingchipfor a leg up in society.
The few who embrace their powers but remain with their
Individual Scarrans vary greatly in physical appearance,
kind have come to be called the Kisal, named after a
making it difficult to define a typical Scarran. While three
comedic character from Scarran legend who was
quarters of the Scarran population possess the same basic
compassionate and always suffered for it. The Kisal see
features, the other fourth consists of genetic mutants that bear
their powers as a tool to help lighten the load of the
only a passing resemblance to their fellows. These mutations
Disfavored. Living in small covens in the Disfavored
trace their origin to a virus, called the Mirusian Plague, that was
sections of Scarran cities they meet in secret, hoping
introduced to the population early in their development. The
one day to lead their kind to equality with the other
plague killed many Scarrans and permanently altered the genetic
Scarrans. While this initially brought them scorn
structure of those who survived. It also weakened the bonding of
and hardship, they have slowly begun winning
Scarran genes, creating a higher rate of mutation. Those born with the
over other Disfavored. Needless to say the
more extreme mutations are called the Disfavored and are treated as
Scarran Imperium is less than happy with such
second class citizens - to the point of being denied the right to breed.
developments.
Many believe that this abnormal evolutionary process is responsible
Other races must work very hard to earn
for the high frequency of metaphysical powers amongst the Scarran
respect from a Scarran and will often be
population. Such powers normally manifest around puberty and often raise
looked upon as an inferior. Because of this
the Scarran’s temperature when used used. Most Scarrans who display
sense of superiority. the Scarrans often
abnormal powers are taken into government programs, which train them to
make use of slaves.
serve the greater good of the Scarran Imperium. Particularly powerful
Society: Scarran society places
members of the Disfavored may sometimes overcome their stigmata through
huge value on position and wealth, with
these Programs. but such instances are very rare.
wealth the less important of the two.
As a whole the Scarrans are not a religious or spiritual people. Some of them,
Scientists believe that the Scarrans
however, hold to a belief system structured around success through mental
evolved as pack hunters and the
discipline. called the Way of Serias. The name comes from a Scarran business
meager resources of the planet
98
I
diverse cultures. and dissident factions exist within
species. The large number of Sebacean offshoots
the Sebacean species, the most powerful force is
spread throughout the galaxy makes it difficult to
that of the militaristic Peacekeepers, who rule a vast
conclusively prove which single planet they
territory with numerous colony worlds.
evolved from. The most prominent is a L
Their influence is growing.
sprawling urban landscape that serves as 1
100
102
103
I05
Tavleks are omnivorous. but prefer meat, a which they regard as a positive thing since it allows them to successfully
remnant of their long-standing hunting culture. raid weaker species at will. (Rules /or the Gauntlet can be found on page
Tavlek eyesight is better than average, with a 218.)
natural ability to see in darkened surroundings. Society: Tavlek society is organized into a loose military structure;
Mature Tavleks usually wear body armor tor the oldest and strongest members dominate the weaker ones. No
protection during hostage raids and on hunting planetary military. religious or legislative authority exists for Tav,
parties, Visors or face shields are often worn in however; the largest clans tend to dictate the day-to-day life of the
optimal sunlit circumstances to protect their sensitive rest of the planet. Tavleks form medium-sized family-based clans,
eyes. When not engaged in raiding or hunting, Tavleks which break down into smaller tribes and raiding parties. Males
wear comfortable robes made of animal furs and skins. and females share equal status and responsibilities in warfare
Most Tavleks are extroverted, hard-headed realists, and family life. Juveniles receive a Gauntlet (and become
less concerned with intellectual pursuits or emotional addicted to krycel) when they reach adulthood, after they have
inner peace than survival. This attitude became particularly proven their bravery and strength in a series of survival
obvious after the widespread distribution of the Gauntlet challenges. Tavleks are intensely loyal to their families, tribes,
among the Tavlek population. The Gauntlet is one of the and clans. and regard all outsiders as fair game.
. .
most enduring symbols of Tavlek culture, developed about
180cycles ago during the Tavleks first interplanetary war with
the nearby Sisk. It enabled them to attain eventual victory over "Farewell my friends,
and thank YOU f 0 r teaching
their enemies in their first oft-world conflict.
M o r n on the lower arm, the Gauntlet shoots bolts of energized
all by
me to kill again.
plasma. and can outmatch almost light arms carried other 99
101
It
66
easy to overlook
be
pack animals, and their behavior reflects their feral
roots. They have excellent senses of smell and sight,
including a limited ability to see in the dark. Their
the scent of Hynerian and Delvian claws are not useful in hunting but are still used in
eating and in certain ceremonial capacities.
108
109
ZENETANI
Description: Zenetans are anthropoid bipeds,
comparable to Sebaceans in size and build. and
averaging1.5to 2 meters in height.Their physical
appearance varies as widely as the Sebaceans’,
but golden skin and dark eyes tend to
dominate. By Sebacean standards, they are
not a pretty people: scruffy. mangy. and ill-
kempt. Androgyny appears to be the
norm - males and females have few
external differences, and even other
Zenetans sometimes grow confused.
Female Zenetans can “pass” as male if
they wish with little chance of
detection. This lack of physical
110
112
I
violence means that any would-be conqueror
would have to fight for every single metra of space.
Most races aren't willing to commit the necessary
resources to control a volatile region that would
provide questionable benefits.
Presented below are only a small sampling of the
locales within the Uncharted Territories. Each includes
an entry on its purpose, temperature and gravity, and
technological development. Table 4.1 on page 114
provides a measurement of the planet's Communications,
Transportation. Weaponry. and Society rankings. Keep in
mind that few maps or starcharts exist in the Uncharted
Territories, so the exact location of these planets ~ at least in
b
relation to the Territories as a whole ~ is unknown.
'
A
the Nebari establishment. In fact. both sides ignore
A
' her completely. Sheytana will not reveal the
reasons behind this fact. though many theorize
that she acts as a spy for one side or the other.
The truth is anyone's guess.
The depository guards are calm and well-
trained. While not particularly trigger-happy,
lrrj
they have no qualms using deadly force
when needed. They obey Sheytana
explicitly, and move with the practiced
grace of experienced warriors. Entry into
their ranks requires Sheytana's personal
approval. and she has very high
standards.
Weapons: Class 7
Description: Evedor is a temperate planet,
appearing gold and brown from space.
It consists mainly of prairies, fertile crop land,
and deserts. It is the original homeworld to the
Evedorans, who have colonized and spread to
more than 500 planets in the Uncharted
Territories. Evedor serves as the religious center
for the followers of the Ne-Wellen faith, the
dominant religious practice of the Evedorans. Only
the faithful may land on the planet, but there are
several docking satellites and two bases on Doria, the
planet‘s only moon, which allow inhabitants to engage in
commerce and interact with other species.
The planet is also the only place in the galaxy that
produces Evidox, a vaccine and treatment for several
deadly plagues. The Ne-Wellens have a monopoly on the
The second moonbase on Doria is called “The Gateway
production of the vaccine, which requires a delicate
to Wellen,” because it processesnew converts to the faith
processing of elements found deep within their deserts.
for transport down to the planet’s surface. Some,
They have perfected the milking of venom from the native
especially those suffering from infectious diseases, are
Pahk T o lizards and the harvesting of fragile seed-pods from
unwilling to wait until the medicines are shipped
rare Gantrian shadow-flowers, and jealously guard their
offworld. and convert to the Ne-Wellen religion in an
procedure for preparing the Evidox. As the only vaccine for
attempt to obtain medical treatment more quickly.
Reta’s Fever, Ophilian Plague and Lessenac Pox, Evidox holds great
While this strategy has a certain margin of success,
value for many cultures and races. Evedor enjoys a steady trade in
some believe that the price is too high ~ to prove
biomedical resources and pharmacologicaldevelopment. Because
their dedication, new converts must spend ten
a priest originally discovered the process to create Evidox, the natives
cycles on the planet learning the tenets of the
believe that only the faithful should be allowed to prepare the drug.
religion, and ten more cycles in silent meditation
The Ne-Wellens feel obligated to heal anyone of any species who
harvestingmedicinal elements in the desert.
requests their help, and will charge only a minimal fee in times of plague.
Despite their strict rules regarding the
However, due to the fragile ecosystem ot their deserts, in which the
production, storage, and sale of Evidox, a
Gantrian shadow-flowers and the Pahk T’o lizards thrive, the demand for
small black market persists -one which must
Evidox often exceeds the planet‘s production ability.
use native couriers and guides in order to
Encounters: Of the seven satellite facilities orbiting Evedor. six are
survive. The Ne-Wellens have harsh
regularly used tor trade, and for shipping Evidox to off-world customers.
restrictions against such trade, and punish
Traders must undergo a rigorous approval process before receiving the drug
participants with death.
- the Evedorans do not approve of merchants that hold a planet hostage to its
Note: Native Evedorans are a blue-
medicinal needs. All manner of alien species conduct business from orbit.
skinned, humanoid race, similar to
though most behave themselves.The Ne-Wellens strictly enforce observation of
Sebaceans. Use the Sebacean
the native laws and peacefulco-habitation.in order to preserve the smooth export
offshoot rules on pages 156-157for
of the medicines.
creating Evedoran characters.
111
119
massive quantities of the meat. Soon the seas of Saluk Communication: Class IO
teemed with fishing boats trying to net the latest Imperial Society: Class 5
delicacy. Transport: Class io
Shortly thereafter, Rygel XV’s brother Kison launched a Weapons: Class 9
military coup, which failed miserably. Kison, who was widely Description: lgzia is a world with lush plant life.
considered mad, had to flee with his supporters, and they ended Forests,plains, and savannahs cover the surface of the
up on Saluk, which they renamed Hyneria Reborn. A government- world, broken only by lakes or small seas. Most
in-exile soon sprang up. using military force to take control of the visitors to lgzia never see the surface. however. The
planet. It has since become the personal playground of Kison and his planet‘s sapient life form lives underground,
followers. The population of Hyneria Reborn has increased building vast cities deep below the earth.
marginally, through normal population growth and the occasional lgzians are an insectoid race who organize
Hynerian dissident looking for a safe place to live. their society into Hives, each ruled by a
Kison still rules the planet with an iron fist, despite his madness and matriarch. They are not particularly warlike,
advanced age - he executes anyone who even suggests that he is not the and the different Hives tend to have friendly
rightful ruler of the entire Hynerian Empire. His court has become a den of relations. Their colonies extend deep into
hedonism filled with slaves and yes-men, where a slip of the tongue or a the planetary crust, and outsiders can
misunderstood remark can lead to a swift death. Kison has attempted to easily get lost in the winding caverns.
garner support for his claim to the Hynerian throne throughout the Uncharted The caves and caverns of a single hive can
Territories, offering much of his planet‘s resources in exchange for aid. So far, be thousands of metras in length: as
only the Scarrans have shown any interest, and they wish only to use the such, most visitors stick close to areas
Hynerians as a smokescreen to hide their operations against the Peacekeepers. built for guests. Most of the tunnels are
The population of Hyneria Reborn ha5 suffered under Kison’s rule, but his cramped, though the visitor areas
military keeps them in line. In recent cycles, however. it seems his control has are more expansive and less
begun to slip as more and more loyal followers die of old age. Their younger claustrophobic.
120 .\
121
122 \
\
Purpose: Prison
Temperature: 7 degrees Celsius
Gravity: 1.63standard
Communication: Class 7
Society: Class 4
Transport: Class 7
Weapons: Class 7
Description: A marginally habitable world, the atmosphere
of Kilst provides little protection from the radiation of its sun,
making exposure to it a dangerous proposition without heavy
clothes and goggles. Kilst has a very slow planetary spin. making A
days last half a cycle. Because of this. most inhabitants have
developed a nomadic lifestyle, constantly moving to avoid the
risingsun. The surface of Kilst consists mainly of plains and small hills Juralis occasionally releases captives into the
covered by gray dirt. A few cactus-like plants grow in the shelter of wilds of Kilst. either as punishment or reward
large rocks or the hills. and a few mosses can be found under rocks. depending on the prisoner. A number of fighter
The only forms of indigenousanimal lite are snakes, lizards and rodent- craft patrol the planet‘s orbit to deter any who
like creatures who remain active during the night and mostly hibernate might think of rescuing such exiles. Those
during the day. Numerous insects exist, but in small numbers. released are non-violent for the most part, and
Sentient life first came to Kilst several hundred cycles ago. in the form some are low-profile political prisoners. Most
of pirate victims. At the time, a few pirates operating in local space selected eventually link up with one tribe or another:
Kilst as a location to maroon passengers on ships they had stolen... at least the rest perish. Truly dangerous criminals
those prisoners not worth ransoming. Some of these prisoners survived, and high-profile political prisoners never
however, and ended up forming small nomadic groups which still roam the receive such treatment, and remain in the
surface of Kilst today. Generations have degraded their level of education and underground complex forever.
even their basic knowledge of how they came to the world. They now have Escaping from the surface is
legends of how their ancestors came from the sky. but no hope of ever returning possible, though difficult. Despite the
to the heavens. fact that the only shuttles from an
Thirty cycles ago Kilst received some new inhabitants in the form of a group of orbiting facility may touch down on
Nebari. led by a man named Juralis,who began building an underground complex the planet, a few other ships have
123
- \
/ \
. 125
Temperature: 40 degrees Celsius treasure neither uniform in nature nor matching the
Gravity:1.1 standard circumstances of its discovery. It is possible that
Communication: Class o these prizes are the spoils from less successful
Society: Class o visitors, rather than any "indigenous" rewards.
Transport: Class 7-9 Encounters: The Scarrans used to send
Weapons: Class 9 regular patrols to the planet, hoping to find the
Description: The fourth planet in a giant red star system. Labyrinth's source of the labyrinth's power, but of late they
original inhabitants abandoned it some hundreds of thousands of cycles seem to have abandoned their quest.
ago. Since most races in the Uncharted Territories achieved interstellar Peacekeeper High Command has a standing
travel within the last three thousand cycles or so, no one can fathom the reward for any officer or crew who can
reasons for the civilization's disappearance. Whether faced with an internal discover the technology responsible for it,
crisis that led to the collapse of their society, natural catastrophe, or a but will not officially sanction such an
cataclysmic plague or enemy species. their once-mighty society vanished undertaking, leaving their soldiers to
seemingly overnight. pursue it on their off-time. The Nebari
Looters and the passage of time have thoroughly destroyed the remains of the have recently made forays to the
culture. Of their entire civilization, only one monument still remains: the maze system, but have not yet sent any
which gives the planet its name. A great portion of Labyrinth's land mass, almost personnel to explore the labyrinth.
ninety percent of the surface, is covered by an artificial maze constructed of stone.
121
128 \
129
130
L
Purpose: Mining Colonies
Temperature: -15degrees Celsius
Gravity: 2.3 standard Despite the wealth of minerals on the planet,
Communication: Class 8 border skirmishes take place on a regular basis.
Society: Class 5 Most of the mining factions have minimal
Transport: Class 9 support from their respective homes, limiting
Weapons: Class 8 the conflicts to miners with makeshift or
Description: By any definition Milar is not a habitable world. Its thin personal weaponry, but the Scarrans and the
atmosphere consists mostly of carbon monoxide, requiring breathing Luxans have both acquired slight military
apparatus for any activity on the surface. The gravity is more than twice support. The other groups responded by
standard, making most races extremely uncomfortable. Colonization of the seeking out mercenaries to protect their
planet is possible by the use of pressure domes and self contained colonies. interests. While few real battles take
The only redeeming aspects of Milar are the numerous mineral deposits. place. the mining colonies on Milar are
The planet contains some of the richest sources of minerals in the Uncharted starting to resemble military camps.
Territories: everything from exotic mineral spices to materials for spacecraft Most miners on Milar make use of
construction. In some areas one need only pick rocks up off the ground, making armed escorts, to protect them from
mining operations a lucrative proposition. “accidents.”
132
surface.
The planet is named for a mythological Hynerian hero
N M R I PRIN
who went looking for a plant which granted eternal life. While
Purpose: Seat of Nebari Establishment
Mylth’s Hope does not truly grant eternal life, it does carry
Temperature: 30 degrees Celsius
amazing healing properties. The spores rejuvenate the cells of
Gravity: 0.8 standard
most any life form with which they come into extended contact.
Communication: Class 8
A month’s exposure can reverse the effects of the aging process
Society: Class 9
by as much as a quarter of the beings life-span.The spores also
Transport: Class 9
radically accelerate the body’s natural healing process, allowing
Weapons: Class 9
even the most critically wounded patient to recover within a few
Description: The first of three planets around a
days (triple the normal healing rates. as discussed on page 246).
stable star, Nebari Prime is a dusty tan color from
Those who choose to remain there live at least twice as long as their
space, spotted with several oceans and seas.
racial norm. Because the spores have a limited life-span, no one has
Numerous mountain ranges run across the
successfully reproduced the effect off-planet.
surface, many reaching several metras above
Unfortunately, these amazing gifts do not come without a price.
sea level. The ranges contain many active
The longer one stays on Mylth’s Hope. the more the body becomes
volcanoes ~ there are often as many as four
dependent on the spores. Those spending less than one month on the
eruptions somewhere on the planet’s
planet can leave without any problem the spores are flushed from the
day. The cities and
~
133
1311
unbelievable proportions.
In the time since the founding of
~~
often bargaining information in surface. The surface of Orilis is mostly dry. with a
exchange for peace. The librarians of qualify as seas. The terrain is mostly mountainous, rough, and ragged, with little
the Sanctuary allow almost anyone to plant life larger than small shrubs. A few clusters of trees appear in some of the
use their information, as long as he or lowland areas.
she can afford some form of payment With the limited plant life, few animals live on the world. However. many
or have information to contribute. Over forms of insectoids have flourished. The greatest among these are the
the centuries, the Library has collected Crouack, a race of large, sentient. spider-like beings (see page 291).
detailed information on thousands of The Crouack have mastered simple tool use and begun forming loose tribes.
subjects. from llanic cooking to lost Scarran The rather frightening appearance of a two meter tall spider with a spear has
colonies The only data that they specifically limited the study of their species. The Crouack would probably remain
forbid is weapons design and similar isolated to this day had it not been for a Peacekeeper distress call sent out
information whose sole purpose I three cycles ago. The signal originated from a previously unknown
destruction and warfare. Peacekeeper base, who identified it as a “refueling station.” Despite the
While the Sanctuary’s scholars may be a distress call, no help ever came. After six months, the signal ceased
peaceful group, not all of their customers are. broadcasting.
The residents do not tolerate violence, and some Several groups of curious scavengers went to investigate and
aggressive clients have earned a lifetime found the surface level of the base empty but undamaged. There
banishment from the facility. However, violence still was no sign of what had caused the emergency or the fate of the
occurs in the planet‘s docking area or commerce Peacekeeper staff, but not a single soul could be found.
zones, where scavengers and fortune hunters With visions of high-tech salvage dancing in their heads, a large
occasionally butt heads. The scholars have accepted group of scavengers descended into the depths of the base...
the occasional “fringe incident” as a regrettable part of and never returned. The initial recon team sent a few garbled
doing business. transmissions about the base being some sort of research
station - before communication was abruptly cut off.
The scavengers grew uneasy following the disappearance of
the advance team, and promptly left.
Since that initial visit, several other groups have gone to
the base to attempt salvage operations. None of them
ever returned with anything of value ... only harrowing
tales of lost companions and horrifying visions. Some
have described a mess hall with half-eaten meals and
a barracks with odd marks on the wall, but none have
brought any clues as to fate of the base or their lost
crews.
Some scavenger teams blame the Crouack,
while others claim the insectoids attempted to
warn them away from entering. A local Crouack
who calls himself Steris has been injected with
translator microbes (the only one of his
Purpose: Abandoned PK BaselMystery species to do so) and now speaks to visitors
Temperature: 32 degrees Celsius on behalf of his people, warning them
Gravity: 1.04 standard away from “the place of evil.” Even so,
Communication: Class I rumors of a dozen Prowlers and
Society: Class 2 Marauders parked deep in the complex
Transport: Class 2 (Class 9 in the Peacekeeper ruins) keep scavengers coming back. While
Weapons: Class I (Class 9 in the Peacekeeper ruins) the mystery puzzles many, some have
Description: Orilis is a humid world where visibility seldom extends more than become more concerned with a
a few meters. Layers of gases in the upper layers of the atmosphere diffuse the second question: why didn’t the
sun’s powerful light and radiation emissions. shielding the planet from the Peacekeepers respond to the
dangerous rays. Even on the clearest days, the sun appears filtered from the planet‘s distress signal?
131
139
t
small lakes dot the surface. These lakes account
for roughly a fourth of the planet’s surface. Most of
the terrain on Tellin Prime is either rolling hills or
mountains covered with dense coniferous forests.
Life on the planet has evolved to tolerate the cold
climate - the dominant forms of animal life are fur-
I
covered mammals, most of which inhabit the equatorial
zone. The axial tilt of Tellin Prime is slight. making
seasonal variations very mild, but the temperature varies
wildly between night and day. dropping as much as thirty
degrees Celsius after sunset. Despite these harsh
conditions, Tellin Prime holds several communities of L
colonists in its equatorial region mainly Sebaceans.
~
prey into a false sense of security Since Tellin Prime sees a steady flow of new they have captured a few PK spies. The
deserters, they often have up-to-date contact codes, which makes the ruse that further one gets from the equatorial
much more believable. These attacks have become a thorn in the side of region. the friendlier the inhabitants
Peacekeeper Command, which has searched vainly for the raider‘s base of become: company is rare on the
tundra.
I - C h e c h with V o u r
lame master
Your GM may want you to create a specific race or
class of character that fits the game he's developing.
You also might want to check with the other players, to
make sure you create a character who fits well with the
rest of the group.
2-G e n e r a t e A b i l i t y Scores
Next, you should generate scores for your basic abilities,
1
3-C h o o s e a R a c e
Go through the races presented in Chapter Six: Races and any
additional races that the GM might create for his campaign, and select one
' for your character. The standard races available for play include: Banik.
Delvian, Hynerian. Ilanic, Luxan, Nebari, Scarran. Sebacean. Sheyang,
Tavlek, Vorcarian and Zenetan. Additional races may appear in other
Farscape RPG publications, or you can develop your own based on the twelve
basic templates ask your
~ GM which races he allows in his campaign.
4-Choose a C l a s s
Your character's class largely determines his function in the game. Review the
classes presented in Chapter Seven: Classes and any additional classes
that the GM is using tor his campaign. The standard classes available for play
include: Aristocrat, Commando. Diplomat, Mystic. Pirate, Priest, Rogue.
Scavenger, Scientist, Tech and Warrior. Additional classes may appear in
other Farscape RPG publications, or you may wish to develop one of your
own. In addition, it's possible to play a multi-class character: details can be
found in Chapter Seven. Ask your GM which classes he allows in his
I
i
Ruben Rosario (Order #1006958)
5- Flssign Flbility Scores 12- Finishing Touches
Assign the 5ix totals from Step 2 to your character's abilities Last but not least, your character needs a name. gender,
in any order you like. Make sure you adiust them for racial physical description, age and some details about his
modifiers. class modifiers and the like. The Player's background and personality to help seem more real.
Handbook" contains the details: specific modifiers for Roleplaying is more than a set of numbers on a sheet - a
Farscape races and classes can be found in this book. good player develops a singular personality and unique style
for his or her character. The more attention you devote to
1
6- Record Race and Class Details your PC, the more three-dimensional he becomes, and the
I 8. Select Shills
Spend whatever skill points you did not spend on
backgrounds in step 7. as described in the Player's
Handbook?
knowing where your character learned it, or give a
Strength to a character described as "bookish and sickly."
Keep in mind that you are not obligated to follow the
stereotypes set forth in the Farscape TV show: on the
contrary, part ot the fun of role-playingcomes from playing
high
5.1: fi* l
v
-
6
*
&
Piloting, Move Silently and Open Lock checks. and any
other skill checks which use Dexterity as the key ability.
Score modifier Score modifier
Dexterity checks (for initiative, leaping through a closing
I -5 14-15 +2
door, and the like).
2-3 -4 16-17 +3
4-5 -3 18-19 +4
6-7 -2 20-21 +5 -b
8-9 I 22-23 +6
10-11 +O 24-25 +7
12-13 +I etc...
The Rbilities
Each of the following abilities quantifies your character's
physical and mental attributes, identifying his strengths and
weaknesses:
I
Strength (Str)
Strength measures your character's physical power: muscle
mass. lifting ability and general physical conditioning. It is V
particularly important to characters who use hand-to-hand
Constitufion (Con)
combat.
Constitution quantifies your character's toughness and
Your character's Strength modifier is applied to:
health. It plays a large role in determining a character's
Melee attack rolls. starting wounds as well as the modifier for additional
lifting heavy obiects and the like). should also increase or decrease accordingly.
Oexterity (Dex) Fortitude saving throws, for resisting poison, gas. and
Dexterity determines your character's hand-eye similar threats.
coordination, reflexes. agility and balance. It is critical to
Any skill checks using Constitution as the key ability.
characters who wish to be skilled with tirearms or who wish
to master the art of stealth. Constitution checks (for fighting off the effects of fatigue,
Your character's Dexterity modifier is applied to: ignoring pain while carrying out a task, etc.).
F Changing R b i l i t y S c o r e s
Certain events can increase or decrease your character's
ability scores. There is no limit to how high ability scores can
be increased, but an ability cannot go below I and allow the
character to survive. The following represent some of the
effects which can modify your character's ability scores:
I49
1
‘f i
Most races have one or more ability adjustments - changes made to one or
more of the ability scores you rolled earlier - to help the character better
reflect the physical and mental characteristics of his race. Table 6.1:Ability
Adjustments, below. summarizes these adjustments. They are repeated
later in the racial descriptions as a convenience.
I Wisdom
Charisma,
. Wound Die Type: 1d8. Baniks are not particularly hardy,
+I Dexterity, -I Wisdom but neither are they unusually weak or sickly.
Scarran +2 Strength, -I Charisma. - 2 Dexterity
BIINlHI
lUl A
NI
Seemingly a subdued race when in captivity, tree Baniks
have proven very adaptable and creative. Most see life as a A highly-developed species of flora, Delvians are typically
gift and take great pleasure in it, deriving joy from each arn. very curious, and view life as a constant journey toward
They even endure suffering with high spirits. Baniks have a greater knowledge. This desire to expand their knowledge
strong psychic nature which makes them particularly adept includes not only the physical, but the metaphysical as well.
as mystics and priests, but a Banik character may hold any Though normally a peaceful people, some Delvians have
character class except aristocrat, diplomat or scientist. trained in military service with allied worlds. Many follow the
Baniks tend to have a high degree of racial loyalty and tenets of a Delvian religion called the Seek. which
express great empathy toward each other. They are also encourages self-explorationand control. The disciplines of
keenly aware of the suffering of others and use what they this religion have expanded the consciousness of their race
know to reduce such pain the best they can. A race filled to the degree that Delvians are uniquely gifted as mystics
with noble ideals and kind hearts, most want little more than and priests. However, Delvians pursuing the Seek can
freedom for their race. a new homeworld and a long life become susceptible to great anger and rage. As the Seek
filled with peace. They profess no desire to seek retribution grants great power, so does it demand great self-control.
for their enslavement at the hands of other races.
II
and possessingwell-developed emotions. a Delvian can be
Though physically small and weak, Hynerians have very high
tooled or tempted as most other species, especially if it
technological capabilities and can defend themselves and
involves something important to him or her.
their Empire much more adequately than expected given
their humble appearance.
I
Hynerians love games, especially those which involve
gambling. They also love to eat. which is a good thing
because Hynerians have multiple stomachs and require a lot 1
of nutrients. Though most Hynerians found outside the
Empire are diplomats or nobles, others classes sometimes
tind themselvesfar from home tor some reason or another.
Personality: Hynerians tend to speak loudly and often.
with an assertive air ot authority. Consequently, others otten
ignore them, right or wrong. When a Hynerian wants to be
charming. however, he can be a skillful diplomat or
negotiator, and most demonstrate strong intelligence.
Despite their reputation, Hynerians can be as loyal to friends
+I Dexterity, +I Wisdom. -I Constitution. Delvians are Racial Control Modifier -I Hynerians rarely understand
agile and have strong powers of observation and intuition. the metaphysical side of lite and have limited abilities
but their physiology reacts harshly to damage and illness. therewith.
I
+I
+3 on all Concentration checks. Delvian selt-mastery can
their Defense and a +4 size bonus on Hide checks.
overcome most distractions.
However, they are limited to weapons that are one-
+I on all First Aid and Biology or Medicine-related handed and of small size. Their lifting and carrying limits
Knowledge skill checks. are also three-quarters those of a medium-sized
character of the same strength.
When using a power, a Delvian mystic or priest reduces,
by I, the control cost for using that power. Hynerian base speed is 6 meters.
Delvians are immune to all non-systemic poisons (see Low-light vision. Hynerians can see normally in very little
pages 250-25iL light, though they cannot see in absolute darkness.
Possible classes for a Delvian character: aristocrat, - +2 on all Appraise checks. Hynerians have a natural
diplomat, mystic, priest, rogue, scientist, tech and warrior. aptitude tor identifying the value of an object.
153
Ilanics treat all Craft skills a5 class skills. They also gain + 2
on all Craft checks.
I1ANlU
Though generally a reserved, introverted race, the llanics
Known as a warrior race, Luxans have been at war with one
have fought a war with the Scorvians for a number of
species or another for almost their entire recorded history.
generations. In order to survive the endless hostilities, they
Despite this background, some Luxans prefer to reside in
were forced to expand their technologies and train combat
small farming colonies or depart from the standard warrior
readiness into their population. In addition, their knowledge
training and enter other professions.
of the sciences has expanded at an astoundingrate in the last
Luxans place a high emphasis on personal honor,
few generations. Though forced onto a warlike footing,
especially among warriors. Their code extends outside their
Ilanics consider themselves a peaceful people and stress
race, which gives them a good reputation among other
their arts and culture above their military conquests.
species. They revere ancestors and their deeds, often
Personality: Ilanics are usually quiet and thoughtful,
passing items belonging to a famous hero for many
rarely speaking without carefully choosing their words.
generations. They are also a very spiritual race and have
While not exactly grim. they rarely relax or participate in
special priests, called Orican. for whom they show great
light-minded pursuits. To see an llanic smile is uncommon.
reverence.
To see a n llanic laugh is a rarity. Many Ilanics have an interest
Personality: Luxans are often gruff and seemingly cold.
in crafts or artistic pursuits.
While quick to anger, they are also capable of other strong
benefits from a strong spiritual nature. strong emotion. Nebari rebels, however, are just tht
opposite. They usually exhibit an extreme zeal for life and
+I Strength. + I Constitution. -2 Charisma, -I Wisdom.
Their physiology and psychology have conspired to
are driven to explore
society
all the behavior forbidden in their
I
make Luxans formidable physical specimens but they
tend to lack judgmental and social skills.
1
Medium-sized: Nebari have no special bonuses or
Among the most powerful races in their region of space, the penalties due to their size.
Nebari are not particularly intimidating physically. but have
Nebari base speed is IO meters.
developed incredible technologies. Many of their technical
advancements came about through the necessity of the Low-light vision. Nebari can see normally in very little light,
governing body to keep their own people under control. though they cannot see in absolute darkness.
I1
commando, diplomat, priest, rogue, scavenger, scientist.
tech and warrior. 0 + 2 Strength, -I Charisma, -2 Dexterity. Scarrans are
powerfully built, but bulky and slow. In addition, most
other races deeply distrust them.
5
I6
I
in determining rank or standing within the community.
Sebaceans gain +I skill point per level, beginning at first However, as the race gains more exposure to other species,
level. they are learning other ways to attain self-worth, and
particularly smart Sheyangs sometimes adapt to other ~
I51
158
R a c i a l Traits
Vorcarian base speed is IOmeters. Zenetans gain + I skill point per level, beginning at first
level.
Low-light vision. Vorcarians can see normally in very little
light, though they cannot see in absolute darkness. Every iourth level, beginning at 3rd (7th,11th. 15thand 19th)~
a Zenetan gains the Skill Emphasis feat. Skill Emphasis
All Vorcarians, regardless of class. gain the feats
may not be taken more than once for a single skill.
Endurance and Run. Vorcarians of the commando,
rogue, scavenger and warrior classes also gain the Track Possible classes for a Zenetan character: commando,
feat. diplomat, mystic, pirate, rogue. scavenger, scientist, tech
and warrior.
Vorcarians have a heightened sense of smell and
superior hearing. They gain a + 2 on all Spot or Search
checks. or any check required in order to track a target, if
the target has any odor, and gain +2 on all Listen and
Sense Motive checks. L .
Possible classes for a Vorcarian character: commando,
diplomat, mystic. pirate, priest, rogue, scavenger, tech
and warrior.
ZCNETANI
Zenetans hail from a very structured culture, where each
citizen works for the common good. Those who don't fit in
with the societal norm are allowed to leave. Some join the
pirate gangs infesting the Uncharted Territories, but many
seek out other, less objectionableprofessions. Zenetans are
r
scores in the stats listed here.
W o u n d Modifiers: This is the number added to or subtracted
(,from the wound die roll you make every time you advance a level.
Peaceful” classes suffer a minor penalty. while warriors and the likegain a
I bonus.
Control Points: This entry states how many control points a character
of this class receives upon gaining a level.l$cally. a character gains 1d6, id8,
idio or id12control points per level, modified by his Constitution modifier (to
a minimum of I per level). At 1st level, the character receives the maximum
control points. rather than rolling.
Class Skills: This section lists the skills for the class in question. Skills not
listed in this section are considered cross-classskills. It also lists the skill points
gained a t first level, and skill points gained at each level thereafter.Typically. a
character gains 4.6, or 8 skill points per level, adjusted by his Intelligence
modifier (to a minimum of I per level). At 1st level, the character receives four
times this many skill points. For more information on skills. see pages 181-183.
Class Features: These are special abilities or restrictions that
members of the class automatically receive.
*
(8 Int modifier)x 4
+ 8+Int modifier diplomat, rogue, scientist
mu 7.Z: 4m-c b - U J
Class Wound modifier Classes
I aristocrat, diplomat, mystic, scientist
+I priest, rogue. scavenger, tech
+3 commando, pirate, warrior
Weapon and Armor Proficiency: This section Currency Pledges: The number of currency pledge5
describes which weapons and armor the character is with which the character class begins the game. They may be
familiar with. Characters can become familiar with additional used to weapons and other equipment. (Note: “currency
types of weapons and armor by acquiring the various pledges” are used by the Peacekeepers; we’ve adopted
Armor or Weapon Proficiency feats (see Feats. pages them to simplify purchasing. However. the Uncharted
198-204)outside their class benefits. Territories has no universal currency, and many transactions
O t h e r Features: Each class has certain unique abilities. take place through bartering. Don’t be surprised if your
Occasionally. a character gets to choose between several money radically changes value from planet to planet...)
different abilities upon reaching a particular level.
C l a s s Table
This table describes how a member of the class grows in
power as he progresses. Each class table includes the Aristocrats represent the ruling elite of a race or
following: government. They include members of upper-class
Level: The character‘s level in the class (his “class level”). families, elected officials, nouveau riche merchants,
Base Attack Bonus: The character‘s base attack bonus business executives and the like. The only common
and number of attacks. denominator is that they have risen to the top of their
Fort Save: The character’s base save bonus for society and wield influence accordingly.They are generally
Fortitude saving throws. The character’s Constitution well-bred, well-dressed and possess excellent social graces.
modifier is also added to Fortitude saving throws. While they have many areas of expertise, they excel in
Ref Save: The character‘s base save bonus for Reflex negotiation. diplomacy. and politicking.
saving throws. The character‘s Dexterity modifier is also Aristocrats are often born into their role, based on their
added to Reflex saving throws. social status and the expectationsplaced upon them by their
Will Save: The character‘s base save bonus for Will society or culture. Their motivations vary. Many feel that
saving throws. The character‘s Wisdom modifier is also they owe a certain loyalty to their people: those who have
added to Will saving throws. empowered them. Others feel that their position is their
Defense Bonus: The character‘s bonus to his Defense. right. Some aristocrats have lost their status and seek to
If armor is worn. the armor‘s bonus replaces this number - reclaim it through guile or military might. Some pursue
the two modifiers do not stack or otherwise combine honorable goals, while others are egocentric, seeking only
together. what is best for their own welfare.
Rygel XVI is a good example of an aristocrat.
3rd 4 +I +2 +3 Presence +z
5th -3 +5 +I +3 +4 Presence + 3
6th +4 +5 +2 +3 +c Stipend
7th +5 +6 +2 +4 + I
Presence +4
8th +6/+1 +6 +2 +4 +( Turn on the Charm, Stipend
II
6th level. When this character is in a serious situation in bidder and make no pretense about loyalty. Others,
which an old friend or contact could logically help him (such however, discover a conscience and find themselves
as imprisonment on a trumped-up charge), he may make a fightingfor a cause. Commandos are experts at planningand
test to call in an old debt. He may only make this test with the executing missions that require stealth, hard-hittingcombat,
permission of the GM. and the GM will determine the or both.
results (if successful).The character may use his Charisma The ex-Peacekeeper Aeryn Sun is a good example of a
I bonus as a modifier to the test, and the
typically 20 minus the character's level.
DC for this ability is commando.
L
"
The following are class features of the
commando:
Starting Feats: All commandos
k automatically learn the following
Commandos are military personnel
A
1 feats at 1st level:
specializing in covert tactics. Highly Armor Proficiency (light)
4
trained in the arts of infiltration and Armor Proficiency (medium)
assassination, a commando Improved Unarmed Strike
learns to operate behind Weapon Group Proficiency
enemy lines, work alone
4 1 (meleeweapons)
for long periods of time, Weapon Group Proficiency
and do his job without 1 I (one-handed ranged)
the benefit of equipment.
Commandos usually serve, or
have served. in a military unit
where they receive training
I A
r A Weapon Group Proficiency
(two-handedranged)
and experience. A
1st +O +2 +I +2 +O StartingFeats
2nd +I +2 +3 +O Bonus Feat
4th +3 +3 + +4 +I
+5 +4 +4 +5 +2
7th
8th +6/+1 +4 +4 +6 +2 Bonus Feat
Armor Proficiency: At 3rd level a commando gains also find employment with large corporations where they 1
Armor Proficiency (heavy). and at 5th he gains Armor aid in finalizing large contracts, negotiating with unionized
Proficiency (powered).Note that when wearing bulky armor. labor, and numerous other tasks that require a clear head 1
armor check penalties apply to skills such as Climb and and keen mind. Characters with diplomatic skills also find
Jump.In addition, Swim checks suffer a -I penalty for every work among police forces as hostage negotiators or
2 kg of armor and equipment on the character. psychological analysts.
Bonus Feats: Commandos gain a bonus feat every third
level beginning with 2nd level (znd, 5th. 8th. iith, and so on). G a m e Information
These bonus feats must be combat-related.They come in Diplomats have the followinggame statistics:
addition to the teats that a character gains through normal Abilities: A diplomat interacts and negotiates with
level advancement. others to resolve differences andlor arrive at a mutually
Stalk: Beginningat 9th level, a commando may expend 5 acceptable solution to a problem.Thus Charisma is his most
control in order to gain a + 2 bonus on all Hide and Move critical ability, followed closely by Wisdom and Intelligence.
Silently checks made within the next io0 rounds (io minutes). Class Wound Modifier: -I.
Currency Pledges: A commando starts play with i1dio+4) Control Die Type: 1d8.
K 100 cps.
C l a s s ShlllS
The diplomat's skills (and the key ability for each skill) are:
D Bluff (Cha), Craft ilnt), Computer (Int).Concentration (Wid.
Diplomacy (Cha),Gather Information (Cha),Knowledge (Int),
These high-ranking officials are critical to the relationships Listen iWis). Negotiate iCha), ReadlWrite (None). Sense
between worlds and governments. Diplomats are called Motive (Wis)and Spot (Int).
upon to mediate political differences, develop treaties, and Skill Points a t 1st Level: (8 + Int modifier) x 4.
bolster the confidence of allies and enemies alike. Skill Points at Each Additional Level: 8 Int modifier.
+
1st +O +4 +O +I +2 StartingFeats
2nd +I +5 +O +2 +3 Skill Emphasis
3rd +I +5 +I +2 +3
4th +I +6 +I +I +4 Oration
5th +2 +6 +I +3 +4
6th +3 +7 +I +3 +5 Skill Emphasis
7th +3 +7 +2 +4 +5 Oration (DC + I )
8th +4 +8 +2 +4 +6 Strength of Character
9th +4 +8 +3 +4 +6
loth +5 +9 +3 +5 '7 Oration iDC +2), Skill Emphasis
11th +5 +9 +3 +5 +7
12th +6/+1 +IO +4 +6 +8
13th +6/+1 +IO +4 +6 +8 Oration iDC +3)
14th +7/+2 +II +4 +6 '9 Skill Emphasis
15th +7/+2 +II +5 +7 +9
16th '81'3 +I2 +5 +7 +IO Oration iDC +4)
17th + 8/+3 + I2 +5 +8 +IO
18th +9/+4 + 13 +6 +8 +II Skill Emphasis
19th +9/+4 +13 +6 +8 +II Oration iDC +5)
20th +10/+5 +'4 +6 +9 +I2
4th +2 +4 +I +2 +4
5th +2 +5 +3 +4 Power
6th +3 +5 +2 +3 +5
7th +3 +6 +2 +4 +5 Power
8th +4 +6 +2 +4 +6 Mystical Aid
9th +4 +6 +3 +4 +6 Power
loth +5 +7 +3 +5 +7
11th +5 '7 +3 +5 +7 Power
12th +6/+1 +8 +4 +6 +8
13th +6/+1 +8 +4 +6 +8 Power
14th +7/+2 +8 +4 +6 +9 Mystical Rift
15th +7/+2 '9 +5 +7 +9 Power
16th +8/+3 '9 +5 +7 +IO
gained every two levels thereafter (3rd. 5th, 7th, etc.). Mystics
G a m e In iation may not select powers which are forbidden to their class. 1
Mystics have the following game statistics: Accumulation of Knowledge: Every time a mystic
Abilities: A mystic draws upon forces not understood gains 5 ranks in each of three different Knowledge skills,
by others. whether from an inner power o r from an external he automatically gains the Skill Emphasis feat, which he rnay
source. Intelligence and Wisdom are their most important apply to any of his Knowledge skills. This occurs again for
abilities. gaining IO ranks in each of three different Knowledge skills.
Class W o u n d Modifier: -I. Mystical Aid: Beginning at 8th level, a mystic may
C o n t r o l D i e Type: idii. expend 5 control in order to add his mystic class level as a
modifier to any attack or skill check.
.ssShlllS
The mystic's skills (and the key ability for each skill) are:
Mystical Rift: Beginning at 14th level, a mystic rnay
immediately expend 8 control in order to re-roll any die
1
Concentration (Wis), Craft (Int), First Aid ilnt), Knowledge result. This ability may only be used once per roll.
(Int).ReadIWrite (None)and Sense Motive (Mis). The mystic may not re-roll a re-roll.
Skill Points at 1st Level: (6 Int modifier)x 4.
+ Currency Pledges: A 1st-level mystic starts play with
Skill Points at Each Additional Level: 6 + Int (2d6+4)x 100cps.
modifier.
C l a s s Features
The following are class features of the mystic:
Starting Feats: The following feats are automatically
known to all mystics at 1st level:
Weapon Group Proficiency (one-handed ranged)
Powers: A t 1st level, a mystic may select two powers
from the descriptions in Chapter 8. One additional power is
+I +2 +2 +I
+2 +2 +3 +2
3rd +3 +3 +3 +2
4th +4 +3 +4 +I
1 +5 +3 +4 +3
6th + 6 / +I +4 +5 +3
7th +7/+2 +4 +5 +4
8th ‘81’3 +6 +4
9th +9/+4 +4
loth +10/+5 I +5
11th +11/+6/+1
I 12th + 12/+7/+2 +6
+7
+8
+5
+6
13th + 13/+8/+3 +a +6
14th +I,/+ 9/+4 +9 +6
15th +15/+10/+5 +9 +7
16th id+6/+1
+16/+ +IO +7
17th +17/+12/+7/+2 +IO +8
18th +la~+13~+a~+3+8 +I1 +8
19th +19l+lLp9/+4 +I1 +8
20th +20/+15/+ 101’5 +8 +li ‘9 +6
PIRATE: C l a s s ShI
The pirate’s skills (and key ability for each skill) are: Appraise
Pirates attack other ships in order to obtain money, cargo or (Int),Bluff iChaj, Demolitions ilnt), Gather Information (Cha),
sometimes even slaves. They prey on established shipping Intimidate (Various). Listen (Wis), Pilot iDex), Security
lanes, waiting for the right vessel to come along, then attack Systems (Int)and Survival (Wis).
without mercy. Most pirates are motivated strictly by greed, Skill Points at 1st Level: (4 Int modifier)x 4.
+
but some operate out of patriotism, idealism, or similar Skill Points at Each Additional Level: 4 + Int modifier.
emotions. While piracy is illegal in virtually every society.
some cultures endorse it as a legitimate form of warfare. a s s FeaL--re
“Privateers.” as sanctioned pirates are called, may even hold a The following are class features of the pirate:
commissioned rank. Many species hold a romanticizedimage Starting Feats: All pirates automatically learn
of pirates. and some pirates take these images to heart, following feats at 1st level:
conductingthemselves accordingly. Armor Proficiency (light)
Whatever a pirate’s motivation, all civilian transport Weapon Group Proficiency (melee weapons)
operators fear them and the havoc they wreak. They strike Weapon Group Proficiency (one-handed ranged)
without warning, loot a ship for anything of value, and then Weapon Group Proficiency (two-handedranged)
either take possessionof the vessel. or leave it adrift in space. Skill Mastery: At 3rd level and every 4 levels thereafter
(7th.iith, igth, and 19th).the pirate may select one skill. When
G a m e Information making a skill check with one of his chosen skills, the pirate
Pirates have the following game statistics: character may take IO (see page r83) even under
Abilities: Pirates are a mixture of warrior and rogue. circumstances which would normally prevent him from
While many use brute force. othersget by on charm and wit. doing so.
The pirate’s primary abilities are Strength and Charisma. Bonus Feats: At 2nd level and every 4 levels thereafter
Class Wound Bonus: +3. (6th, loth. 14th.and 18th),the pirate character gains a bonus
Control Die Type: id6. feat.
PRIEIT
however, depending on the nature of their spirituality and
the philosophy behind it (one who believed in a war god, for
I
example. might display more Strength or Constitution than
Specialists in the use of metaphysical or psychic abilities, Wisdom).
“priest” is a generic term addressing the practitioners of Class W o u n d Bonus: +I.
many different philosophies and religions from a variety of Control Die Type: idiz.
races.While each culture may ascribe a special name or title
to such practitioners (such as the Luxan Orican or the C l a s s SCrlllS
Delvian Pa’u) they are collectively and individually The priest‘s skills (and the key ability for each skill) are:
considered members of the priest class. Concentrate ( W i d Craft (Int). Diplomacy (Cha), First Aid
Through great discipline, faith, or mental facility, priests (Int).Knowledge (Int).Read/Write (None) and Sense Motive
can manipulate powers that affect the world around them. (Wis).
From healing a minor wound to the destruction of an Skill Points at 1st Level: (6 Int modifier)x 4.
+
opponent‘s mind, priests have a variety of powers at their Skill Points at Each Additional Level: 6 Int modifier +
3rd +2 +4 +I +I +2 Power
I1 4th +3 +4 +I +I +2
5th +3 +5 +3 Power
6th +4 +5 +2 +3 Discipline
7th +5 +6 +i +2 +4 Power
8th +6/+1 +6 +2 +2 +4 Power Aptitude
C l a s s ShlllS
The rogue's skills (and the key ability tor each skill) are:
Though often referred to as thieves, rogues are much more Appraise (Int).Bluff (Cha). Climb (Str).Craft (Int),Diplomacy
than common pilferers. Their numbers include (Cha). Disable Device (Dex), Disguise (Cha), Escape Artist
extortionists. shysters. con-men. spies, rumormongers and (Dex), Forgery (Dex),Gather Information (Cha), Hide (Dex),
many other less-than-savorycharacters. A rogue specializes Jump (Str), Listen (Wid, Move Silently (Dex), Search (Int),
in using whatever tools are at his disposal in order to get Security Systems (Int),Sense Motive (Wis),Sleight of Hand
what he wants. ignoring such inconsequential topics as (Dex),Spot (Wis) and Tumble (Dex).
morals, principles and legality. This group knows how to Skill Points at 1st Level: (8 Int modifier) x 4.
+
survive the roughest segments of society. Rogues are often Skill Points at Each Additional Level: 8 + Int
cocky. arrogant and overly confident of their abilities - modifier.
necessary attitudes when one considers the amount of
danger to which they subject themselves. However, they C l a s s Features
also know how to get out of tight scrapes, and can often plant The following are class features of the rogue:
a seed of levity into stressful situations. Though far from the Starting Feats: All 1st level rogues automaticallygain the
graceful society of an aristocrat, they are not without social following feats:
skills of their own. Armor Proficiency(light)
The iconoclastic Chiana is a good example of a rogue Weapon Group Proficiency (meleeweapons)
Weapon Group Proficiency (one-handedranged)
Game Information Sneak Attack: When an opponent isn't able to
Rogues have the followinggame statistics: properly defend himself from a rogue's attack, the rogue
Abilities: Agility (Dexterity)and cunning (Intelligence)are may strike a t a vital area for extra damage. Essentially. if the
the critical abilities of a rogue, but Charisma isn't far behind. rogue's target would be deprived of Dexterity bonuses to
Class Wound Bonus: +I. Defense (whether or not the target actually has such a
Control Die TvDe: id6. bonus). or when the rogue has flanked the opponent,
4th +3 +6 +I +I +I ExceptionalDodge
IS +O +2 +2 +2 +
4th +3 +3 +4 +4 +2
I
9th +5 +4 School of Hard Knocks
loth +7/+2 +5 +7 '7 +5
11th +8/+3 +5 +7 +7 +5 Skill Mastery
12th +9/+4 +6 +8 +8 +6
13th +9/+4 +6 +8 +8 +6
14th +10/+5 +6 +9 '9 +6 Skill Mastery
15th +id+6/+i +7 +9 +9 +7
16th +I2/+7/+2 +7 +IO +IO '7
17th + 12/+7/+2 '7 +IO +IO +8 Skill Mastery
18th +13/+8/+3 +8 +II +I1 +8
19th +14/+9/+4 +8 +II +I1 +8
20th +15/+10/+5 +8 +I + I2 +9 Skill Mastery
I’
scientist will push its boundaries and find related theorems
that extrapolate and expand on it. This class also
encompasses other academic characters, such as historians
or teachers.
Many scientists live sheltered lives ensconced in
universities or research facilities.Those who don’t (i.e., PCs)
tend to think outside the box, and are more prone to test
“common knowledge” than accept it. Scientists represent
the purest form of intellectuals and are capable of learning
almost anything that they set their minds to.
limited to putting 4 points into a science-basedKnowledge
The evil Scorpius is a good (if twisted) example of a
scientist.
skill. but for him each point counts as 2 ranks, so the
maximum rank for a scientist‘s Knowledge skill at 1st level
I
Game Information would be 8 (double the maximum number of points he
could spend on the skill).
Scientists have the followinggame statistics:
Abilities: Scientists are the great minds of their time.
Science-based Knowledge skills include, but are not I
limited to: Aeronautics. Anatomy, Astronomy,
Critical thinking and analytical abilities are their most
important skills. As such, Intelligence is the primary ability of
Atmospheric Studies, Biology, Chemistry. Dimensional
Applications, DNA Studies, Energy Theory, Geology,
1
a scientist.
Gravitational Forces (forces exerted by planets, black holes, I
113
+2 +4 +4 Expanded Skill
9th +4 +8 +3 +4 +4
loth +5 +9 +3 +5 +5 Expanded Skill
11th +5 +9 +3 +5 +5
12th +6/+1 +IO +4 +6 +6 Expanded Skill
15th + 6/+I +IO +4 +6 +6
14th +7/+2 +II +4 +6 +6 Expanded Skill
15th +7/+2 +I1 +5 +7 *7
16th '81'3 + I2 +5 +7 +7 Expanded Skill
17th '81'3 +I2 *5 +8 +8
18th +9/+4 +I3 +6 +8 +8 Expanded Skill
19th +9/+4 +I3 +6 +8 +8
I 20th +10/+5 +I4 +6 '9 9 Expanded Skill
G a m e Information
Techs have the followinggame statistics:
Abilities: Techs are the experts who ensure that
equipment keeps running, despite poor conditions and lack
of supplies or proper maintenance. Intelligence is the
primary ability of a tech.
Class W o u n d Bonus: +I.
Control Die Type: id8.
C l a s s SCllllS
The tech's skills (and the key ability tor each skill) are: Bluff
(Cha).Computer (Int). Concentrate (Wis),Craft (Int),Disable
Technicians are trained to apply their knowledge ot
Device (Dex), Knowledge (Int). Pilot (Dex), ReadIWrite
mechanics and electronics in order to operate. maintain or
(None),Repair (Int) and Security Systems (Int).
repair highly complex equipment. These specialists can get
Skill Points at 1st Level: (6 Int modifier) x 4.
+
the best results from technical equipment. testing it tor
Skill Points at Each Additional Level: 6 + Int
operational flaws, and getting it up and running atter a
moditier.
catastrophic failure.
Techs possess an analytic mind and a sixth sense tor
C l a s s Features
equipment problems.They serve as engineers. repairmen.
The following are class features of the tech:
researchers. programmers, equipment operators and
Starting Feats: The following teats are automatically
technical consultants. In a universe of high technology. techs
known to all techs a t 1st level:
are a critical resource ~ a ship or similarly sophisticated
Weapon Group Proticiency (one-handedranged)
facility without a tech has a dim tuture indeed.
t7-& 7.17:I-di
Leuel Base A t t a c k Defense Fort Ref ullll
Bonus Bonus Save Save Save Special
3rd +2 +4 +2
4th +3 +4 +2
7th +5 +6 +4 +4 +2
4th +4 +3 +4 +2 +I
5th +5 +3 +4 +3 +I
6th +6/+1 +4 +5 +3 +2
1 +7/+2 +4 +5 +4 +2
f-
character. When the series began, he was primarily a
scientist. searching for answers to the universe’s questions. L
His dangerous lifestyle onboard Moya has forced him to shift
c
focus somewhat, taking the warrior class as a means of
effectively defending himself. His stated class is
“scientist/warrior.”
L
C l a s s a n d Level Features
A multi-classcharacter‘s abilities are the sum of his abilities
in each of his classes, as follows:
Level: “Character level” is the character‘s total level. It is
derived from his overall XP (experience), and is used to
determine when generic level-dependent benefits are
gained. as per the Player; Handbook.” “Class level” is the
character‘s level in a particular class, as per the individual
class tables.
I
Control Points: A character gains control points from
each of his classes, adding them all together.
Base Attack Bonus, Saving Throws, Defense
Bonus, and Skills: All of these stats increase as per the
rules in the Player’s Handbook”
The Player’s Handbook” explains a number of benefits
that a character gains upon becoming multi-classed.When
the character gains a new class, he does not receive the
following 1st level benefits:
ll
I:
I Gadgeteer
the feared military force known as the Peacekeepers. He
or she may take one extra feat at 1st level.
On) available to scavenger or tech character5
Skill Points: 4
A gadgeteer is adept at
using materials around 1
him to create implements
and tools to suit his needs. 7
1
Skill Points: 6; 4 for scientist or tech
classes
This character instinctively knows how
things work, even if he’s working with
Lv
unfamiliar or alien systems (computer,
vehicle, security system, etc.). Penalties for I
unknown systems or technologies do not apply
to this character when making a skill check.
Law E n f o r c e m e n t L
Skill Points: 4
1
This character has spent time in or around law
enforcement and is familiar with the workings of the criminal
mind. He or she gains a + 3 to any roll to recognize a
disguise or forgery, spot a hidden character. or notice
a slight of hand trick as it occurs within eyesight. In
addition, he or she gains a +2 bonus to Sense
Motive checks. Most skilled security guards
should have this background.
L--
E L
Soldier
-2 penalty when
Superior Student
Skill Points: 4: 3 for commando or warrior classes
This character may select one Knowledge skill. which he
gains at rank I . It is not considered cross-class, so each point
put into the skill raises the skill rank by I. A character may
'1
Skill Points: IO:8 for commando, pirate or warrior classes
take this background more than once, selecting a different
This character is either a current or former member of a
Knowledge skill each time.
military cadre; he or she may take one extra feat at 1st level.
Te c hnI calIy G i f t e d
rtuise
Skill Points: 5
Skill Points: 5: 3 for pirate, rogue and scavenger classes
This character gains a +2 bonus when making a check for
A streetwise character knows how to work with the
the following skills: Computer, Disable Device, Repair or
seedier elements of society and has spent some time
Security Systems.
among the more dangerous areas of the galaxy.
This character can select any one of the following skills.
id8-I id6-i Ida-I idir-i idb-i idi2-i idb-i idb-i id8-1 idb-i
Shevang idiz-i/ idi2*7/ idiz+il idid idid idi~.il idiz.-s/
id8-I id6-I d2-I id6-I id6-I ids-i idb-i
Tavlek idio*3/ idio-il idio-il idio+j/ idio*il idio+i/ idio+il idlo.il idlO*3/
idb-i Ida-1 idir-i idb-i idir-i idb-i id6-i id8-I idb-i
Vorcarian idio+7J idio-i/ idio-i/ idio*-s/ i d d idi0-d Idi0.d idlo*l/ idio*d
id6-1 id84 idiz-i id64 idir-i id6-I id64 id8-I id6-i
Zenetan idio*J/ idio-il idio-il idio.3/ idio*il idiod idio-1, idio+i/ idio*j/
1db.i id8.1 id12+1 1db.i 1db.i 1db.i id8.1 id8.1 idb.1
* To this total is added the character's Constitution ability total (at 1st level only) or Constitution modifier (every level above 1st).
f To this total is added the character's Wisdom ability total (at 1st level only) or Wisdom modifier (every level above 1st).
I
This chapter is divided into three parts and covers
everything you'll need to know about skills, feats
and mystic powers. You may find it convenient to
have a copy of the Player's Handbook" near by for
reference as you read.
B U Y I N G IHllll A N D
I G A I N I N G IHlll POINTI
1
Skills are purchased and increased as per the rules in the Player's
Handbook? The specific number of starting skill points (determined by
vour character's class) is listed in the appropriate section of Chapter Seven.
Skill checks are made against a set difficulty unless your character is opposing
or competing against someone else. Normally,before you make a skill check.
your GM rates the task your character is attempting and assigns it a Difficulty
Class (DC).DCs usually fall between 5 and 30. Then you roll id20 and add
your skill bonus (see page 182).If the total of your roll equals or exceeds the
DC of the task you were attempting,your character succeeds. Otherwise. he
fails. Game Masters should note that a DC of I O+ the character's skill bonus
results in success approximately 50% of the time, while 5 + the character's
, skill bonus results in success approximately 75%of the time. Table 8.1 (see
Example I: Ken; luxan. Basa'ar is trying to find a missing modifier to any skill checks made using the skill. For instance,
security key in his room. The GM decides that the key has a Climb is most dependent upon a character's Strength, so
DC of 20 to find The result of Ken's Search check must be add your character's Strength modifier to all Climb checks.
20 or higher for him to uncover it.
Example 2: Ken; GM decides that Basa'ar's slobbish mIs c ellane ous modifIe r s
nature (as written in his character description) means that Equipment. the situation a skill is used in, and armor check
his room is a disaster area, requiring a nearly superhuman penalties are all common skill check modifiers.
effort to search iDC 351. Ken; Search check must be 35 or
I more to find the key. Untrained Checks
Unless the skill stipulates "Trained Only." you can make
Opposed Skill Checks checks even if your character has no ranks in that skill. You
If your character is opposing or competing against someone simply make the skill check as though your character had a
else when he uses a skill. then each person involved in the skill rank of 0. If he does not have at least one full rank in a
opposed check rolls id20 and adds the appropriate skill skill with the "Trained O n l y header, he cannot use the skill
bonuses (see below).The highest total wins the competition. under any circumstances.
Equal totals are considered a tie unless this provides no
clear result. in which case they are rerolled. Everybody Clbility Checks
involved in the check uses his most relevant skill for the Sometimes your character will do things that no listed skill
check. covers, such as trying to break down a door. There's no
Example: Basa'ar is trying to sneak quiet) past a Break Door skill, and none of the other skills cover it. In this
Peacekeeper whose back is to him. Ken makes a Move case. the GM chooses one of your character's abilities to
Silently check and the Peacekeeper makes a listen check. I f apply to the check (for this example, Strength). and you
Ken's result is higher than the Peacekeeper's.he sneaks by make an ability check which works just like an untrained skill
without a hitch. Otherwise the guard hears him. In this case. check your character's skill rank is considered 0.
~
skill check to break into a secured system, use the lower ot Driven hail. dust, or debris 15
the two skills as the skill modifier. Particularly difficult or well Extremely violent weather 20
designed systems may modify the DC by +5or even more. (e.g. gale winds)
In some cases (such as when a computer specialist is online Entangled (e.g. in a net) 15
and attempting to keep the character out), an opposed Grapplingor pinned 20
C o n c e n t r a t i o n CWis 3
This character can focus on the task at hand, even under the
most ditficult circumstances. Mystics can use it to better
work their powers, while more down-to-earth characters
I
can make repairs, eavesdrop, or conduct other complicated
tasks despite any nearby distractions. C r a f t Clntl
Check: The character can attempt to continue working Trained Only
on a task he is performing in spite of distractions, such as This character has been trained in a craft or trade, such as
being shot at or being trapped in a room while the ceiling is Carpentry, Computer Technician, Electronics, Engineering.
descending to crush him. The table below summarizes Mechanic, Painting, Starship Construction, Weaponsmith,
some possible distractions and the DC needed to ignore Welding or any other craft that could be useful or interesting
them. Most distractions require the character to make a in the Farscape environs.
Concentration check at the start of every round. A character can take this skill multiple times, each time
Distraction QC applying it to a separate craft. For example, a character could
Dealt an injury to + damage dealt have Craft (electronics) at rank 4 and Craft (computer
Sutfering continuous IO + half of damage technician) at rank 3.
damage (e.g. suffocation) last dealt Craftsmanship concerns itself primarily with creating
Damaged by a power IO + damage dealt + objects: tools, pots and other sorts of equipment. If the skill
power level applies to something else (say, a knowledge of herding
Lite or death situation IO sheep). it is not a craft but a Knowledge, which has its own
Shoutindother loud noises IO skill (see pages rqr-193). Each craft requires special
Vigorous motion IO equipment (cost 500 currency pledges or GM's discretion)
(e.g. a bumpy vehicle ride) in order to practice it properly.
I1
tasks that a demolitions expert can undertake, disarming a lock or trap. or rig a simple trap. The character can spend
scratch-built explosive is always the most dangerous. This time examining a more complex mechanical or electronic
skill check is opposed compare the result of the disarming
~
device (requiringthe appropriate tools). and then attempt to
character's skill check against the result of the explosive's disable it.
builder when the device was constructed. If the skill check Check: The GM should make Disable Device skill
result of the disarming character equals o r exceeds the checks in secret, so the character doesn't know the
builder's result, the device is disarmed, otherwise it magnitude of his success or failure. The time required for
detonates immediately. the check is dependent upon the subject of the check.
Retry: No.
Device Time Examp le
Special: A character with 5 or more ranks in Computer
Simple I round Pick a simple
gains a + 2 synergy bonus on Demolitions skill checks that
mechanical lock
involve a device with computerized components. He also
Tricky id4 rounds Disable an electronic
gets a +2 synergy bonus on disarming Demolitions skill
device
checks if he has 5 or more ranks in Disable Device.
Difficult 2d4 rounds Disar
Diplomacy CCha3
Obnoxious 2d4 rounds Disarm or reset 25+
Characters with this skill are capable of negotiating calmly
electronic security
with educated opponents. persuading warring factions to
Leave no trace +5
consider a treaty. or talking the price down on a piece of
Complex sabotage +5
equipment. It involves tact, persuasion, influence, social
Alien device +5
grace and subtlety. The diplomatic character knows what to
say, how to say it, and when it needs to be said.
Simple mechanical devices require I round to check.
Check: Most Diplomacy checks are opposed, but this
Simple devices can be rigged to work for a while and then
character can alter a subject's attitude or position with a
fail sometime later (usually after id4 minutes of use).
successful skill check. Diplomacy is at least a full round
Disabling. rigging or jamming a simple mechanical device
action.
usually has a DC of IO.
When using Diplomacy to negotiate a price, each side
Intricate or complex devices require 2d4 rounds of time
makes a skill check. For every 5 points by which a character
to make a skill check and have a DC of 15 or higher.
beats his opponent. the sale price of an item can be adjusted
Complicated efforts, such as sabotage or rigging an
upward or downward by 5% of the market value (Character's
electronic trap to go off later, also add to the DC.
choice).
Retry: If the character knows that he failed, he may try
When used during a diplomatic function. with two or
again.
more diplomats arguing before an unbiased party. they all
Special: If the character has 5 or more ranks in
make Diplomacy skill checks and the highest total is
Computer, he gains a +2 synergy bonus for skill checks
successful in persuading the unbiased party to see his
involving electronic components. If the character has 5 or
position.
more ranks in Security Systems and chooses to use the
Retry: No. Once a character makes up his mind,
Disable Device skill rather than Security Systems. he gains a
continuingto harass him with an alternate point of view won't
+2 synergy bonus for Disable Device skill checks involving
do much good.
such systems. These modifiers are cumulative.
Special: Attempting to influence someone with a
Charisma check is essentially an untrained Diplomacy
check.
If a character has 5 or more ranks in Bluff or Sense
Disguise modifier
Minor details +5 Escape R r t i s t CDex]
Different sex
Armor Check Penalty
Different race
A character may use this skill to slide his limbs out of
Different class -2
manacles, slip out of an enemy's grapple hold, or squeeze
When impersonating someone in particular, those through a small window.
familiar with that person will have a modifier to their Spot Check: Under most circumstances. an Escape Artist skill
skill check: check is not opposed - most restraints have an associated
DC. However, breaking from a grappling hold will require an
Fam I II ar it y Bonus
opposed check.
Recognize by sight '
4
Friend or associate +6 Restraint DC
Close friend + Net ifull action)
Intimate friend or family member +io Binders (I+ minutes) 30
Manacles (I+ minutes)
Familiar people are always allowed a Spot skill check.
When allowed. the Spot skill check is made immediately
Tight space ii+minutes) 30
and once each hour thereafter while the disguised character Escaping from a net requires a full round (two rounds for
is in the presence of the person making the test or while in a a hook-lined net). Slipping from the grip of binders,
given environment (to see if someone notices that he isn't manacles or rope requires at least one minute. Sliding
really what/who he pretends to be).The GM uses a +I bonus through a tight space requires at least one minute but may
on the check when testing for a group, unless the average is take considerably longer if the character has to move along
higher. the space for any distance.
189
,rained Only
Classified datachip 40
Document/object is untamiliar to viewer +5
This skill allows a character to administer emergency aid to
Document/object is well-known to viewer -5
someone who has been poisoned or suffered damage that
reduced him below o wounds. Only basic assistance is
When the forged document is submitted tor inspection.
provided, but its enough to staunch the flow of blood or
the reader is allowed to make a Forgery skill check opposed
keep a dying character clinging to life for a few more
by the document's original Forge check when created.
moments. The purpose of this skill is to extend a n injured
I character's lite long enough for more skilled medical
Modifiers for the reader's check are listed below:
190
30
Retry: The character is allowed one check each time MedicalSciences (including herbal medicine): knowledge
he attempts a jump. of examinationlanalysis/prognosis of medical problems,
Special: If the character has 5 or more ranks in Tumble. the use of medical equipment, and the use of drugs to
he gains a +I synergy bonus on running lump checks. generate a specific effect.
Hnowledge Clntl Mysticism: familiarity with many beliefs and some of the
powers associated with those beliefs.
Like the Craft skill, the Knowledge skill includes many Natural Sciences (archaeology. biology. ecology,
possible areas of independent knowledge. When taking a psychology): knowledge of typical animal and plant life-
Knowledge skill, the character must select a specific area of cycles, cultural/social structure (historicaland modern)for
study to which the skill will relate. In order to have sentient life-forms, thought processes of typical (healthy)
knowledge in more areas. the character must take the skill and atypical (neuroticlpsychotic)intelligence. and the like
multiple times, once for each. Ranks in one area of
Politics: an understanding of the inner workings of politics
knowledge apply to that knowledge only, so a character with
and the mind-set within the houses of power.
5 ranks in Knowledge: Physical Sciences and I rank in
I Knowledge: Alien Biology cannot use his ranks in Physical Physical Sciences (astronomy. chemistry. physics):
Sciences to affect a skill check in Alien Biology. knowledge of the fundamental building blocks of the
Listed below are some typical areas of knowledge: universe - the sciences that keep reality working the way
players and GMs are encouraged to explore others. that it should.
Alien Biology/Biology:knowledge of alien physiology and Theoretical Sciences (Hyperspace, Worm Hole, Extra-
their physical and mental properties. Dimensional): knowledge or training in the unproven
sciences that. if substantiated. may someday become part
Bureaucracy an understanding of bureaucratic processes
of the physical sciences.
and know how to work within them.
192
Listen C U J i s l
A character with this skill may attempt to listen at a door,
hear the distant footsteps of approaching enemies,
eavesdrop on a conversation, or detect someone sneaking
up from behind.
Check: The character makes a Listen check against the
appropriate DC. or a n opposed check against an
opponent's Move Silently check. The GM may make the
check in secret, so the results are not known to the listening
character. A Listen check can either require a round ("I'm
listeningat the door"), or be a reaction (to detect someone
sneaking up from behind, for example).
Sound DC
193
Task DC
Low risk turn/roll 5
Average maneuver 10
I
Tight turnholl ‘5
High stress maneuver 20
I
Ruben Rosario (Order #1006958)
R i d e CDex 3 each area of the system (the GM should have the various
areas sketched out in advance). In many cases the GM will
A character with Ride is able to control a domesticated
want to make this check in secret, so the character doesn't
mount when excited, agitated, or behaving wildly. This skill
know if the motion sensors have been disabled.
applies to most any domesticated mount, though the GM
When attempting to evade security surveillance, patch
may assign penalties if the specific type of mount is
into or override a system, or the like, the character must
unfamiliar to the rider.
have the appropriate equipment and make a check against
Check: A character needn't make a check when riding
DC of the system to be defeated. Each check bypasses
normally and the beast is calm. However, when attempting
to maintain control when the beast is scared or edgy. or
the
or disables the security for one node or area of the system. I I
getting the mount to go beyond its comfort zone (like System Required Equip. DC
jumping a ravine),a test is required. Most Riding checks have Magnetic reader' encoded key 10
a DC of 15. but certain modifiers may apply. Retinal scan* retinal dub contact/pane I2
195
Task
security system. These modifiers are cumulative.
Palm a coin-sized objec
Minor legerdemain
(deal from bottom of deck)
This character is particularly alert to changes in mannerism,
Pick-pocket LO
body language and other symptoms of insincerity.
Task is under close observation +5
Check: The GM should always make a Sense Motive
check in secret, telling the character what feelings or When attempting to remove something from someone
indications he gets. Sense Motive is particularly useful when else’s possession, the victim makes a Spot check when the
another character is attempting to Bluff or Intimidate your attempt is made. Whether or not the Sleight of Hand
character. If the character misses the DC by IOor more, he succeeds, a successful Spot by the victim (higher than the
is mislead by his finely honed senses and receives incorrect Sleight of Hand result) indicates that he detects the attempt.
information. Retry: Additional Sleight of Hand attempts against the
same target have a +io to the original DC.
Task nc
Special: If this character has 5 or more ranks in Bluff, he
Sense sincerity 20
gains a +Isynergy bonus for Sleight of Hand checks.
Hunch 25
Sense control 30 spot CrUlS3
This skill is used to notice someone watching, to catch a
S e n s e Sincerity: This allows the character to sense
glimpse of movement in a dark corner, to see a faint trail of
whether the target of the check is insincere or dishonest.
blood leading away from a murder victim’s body, and the
Note that someone can be honest without being entirely
like. It is also useful in catching a pick pocket, seeing
honest. For instance, someone can convince you that
someone that is hiding, or penetrating a disguise.
performing some task would be to your benefit without
Check: Spot is used to see or notice anything that is not
disclosing that it would also be to his benefit.
obvious to the casual observer. It is often an opposed check,
Hunch: When making this check. the character gets a
so the DC is one higher than the check it is opposing. For
sense of what may be behind someone else’s behavior.
example, if an enemy is hiding in the shadows and his Hide
A hunch can give him the idea that the person he’s talking to
check result was 23. the character‘s Spot check must result
is an imposter. under duress. or setting him up.
in 24 or higher in order to spot him.
Avoid natural hazards dodge Defense bonus when using the Full Defense action in
Orienteering (knowingposition and direction) 'J combat.
SWlrr
This character is able to dive, navigate underwaterobstacles,
1
and swim at a reasonable speed.
Check: A successful check allows the character to swim at
i/4 his speed as a '/z action or i/2 his speed as a full action.
Make the check once per round, a failure indicating that no
progress was made during that round. A failure by 5 or more
indicates that the character begins to drown (seepage 2561.
A character underwater,whether swimming of drowning,
suffers a cumulative-1 penalty to his Swim check for each
191
1
a PC won’t have Zero-G Combat if he or she had never put
on a spacesuit
Farscape characters gain feats as --* the rulec the
Player’s Handbook”
F E F l T DMRIPIIONI
The following is the format for each feat definition
Feat name
The feat header consists of the following information, as R r m o r Proficiency
included or omitted in the particular entry.
A character with an Armor Proficiency - who wears the
I Restricted: A feat that is restricted may not be taken
by most characters. Only a character mentioned in the
armor type in question - applies armor check penalties only
to Climb, Escape Artist, Hide, Jump, Move Silently and
caption, or within class or race descriptions, may take it. For
Tumble checks.
example. the Tongue Sting teat is restricted to commandos
Normal: Characters wearing armor with which they are
or warriors of the Luxan race (as noted under Luxan race
not proticient sutfer the armor check penalty on all attack
rolls and on all skill rolls that requirement any movement.
Prerequisite: A character must meet any stated
Armor Proficiency (light): This character is projicient
prerequisitesprior to taking the feat.
with light armor (io kg or under).
Benefit This provides the game effects of the feat.
Armor Proficiency (medium): This character is
describingwhat the character gains by possessingit.
Ir Normal: When included in the feat definition, this
proticient with medium armor (io kg - 20 kg).
Prerequisife: Armor Proticiency(light).
I explains what someone without the feat can expect if he or
she wishes to attempt a similar task.
Armor Proficiency (heavy): This charact=, I
Alertness protection.
Prerequisite:Armor Proficiency(light)and (medium).
This character is extremely observant and has a heightened
To see the effects of the various types of armor. see
sense of awareness.
Equipment. pages 219and 223.
Benefit: +2 bonus on all Listen and Spot skill checks.
Athletic
Ambidexterity
This character is a natural athlete.
This character may use either hand with equal levels of
Benefit: + 2 bonus on all Climb and lump skill checks.
coordination. He is neither right-handednor leit-handed.
199
c
I the character and the target. Success grants the character a
+ 2 attack and + 2 Defense bonus against the target thereafter.
If the character fails the check, he may try again atter three
more rounds have passed. Only one successful roll is
permitted per target per combat, and only one roll may be
made every three rounds, regardless of the number of
combatants.
This teat may not be used in conjunction with the Berserk
teat or the Whirlwind Attack feat. It requires cool
concentration, something those two abilities distinctly lack.
Shoot on t h e R u n T o n g u e Sting
This character understands skirmish tactics, and can move Restricted. Luxan Commandos and Warriors @n!y
and shoot with no loss of accuracv. This character has learned to use the sting at the end of his
Prerequisite: Dex 13+.Dodge, Evasion, Point Blank Shot. tongue to disable an opponent.
Benefit: This character can move both before and after Prerequisite: Str 13+,Improved Unarmed Strike, base
making a n attack with a ranged weapon. as long as the total attack + 3 or higher.
distance moved does not exceed his speed. Benefit: The Luxan rolls an attack for an unarmed attack.
If successful the target must make a Fortitude check (DC 17)
Skill Emphasis or be knocked unconscious for id8 rounds. (The GM may
Choose a skill.This character has put a special emphasis on choose to make the period of unconsciousness longer in a
that skill. non-combat situation, provided it fits the dramatic purposes
Benefit: +3 bonus on all skill checks with that skill. of the story.) Like other unarmed attacks, the Luxan must be
Special: This feat may be taken multiple times: it must within two meters of the target in order to use his Tongue
be assigned to a different skill each time. Sting.
202
'I
requires a minor act of violence against the device in Diminutive +4
question (a whack, kick etc.). Only one reroll is possible in Tiny +2
this manner: after that, the character must start again, Small +I
Large I
Toughness Huge -2
This character can use a combination of senses to follow the Poor Visibility"
trail of creatures and characters. Overcast or moonless night +6
Benefit: When tracking a subject outside of buildings or Moonlight +3
structures. this character must make a successful Survival Fog or precipitation +3
test to find tracks or follow them for I kilometer. When Quarry hiding trail (moving half speed) +5
tracking a subject inside a building or ship. a successful Spot
For groups of mixed sizes, apply modifiers only for largest
skill check is required to find tracks or follow them for 100
size category.
meters. Another skill check is required each time the tracks
** Apply only one modifier. the largest. for this category.
become more difficult to follow, such as when other tracks
cross them or when they backtrack and diverge. If this character fails a Track check, he can retry after one
When tracking, this character must move at half his hour (when outdoors) or IO minutes (when indoors).
normal speed (or at his normal speed with a -5 penalty to the Normal: Characters without this feat can use the Search
skill check).The DC of the check depends upon the tracking skill to find tracks, but can only follow tracks with a DC of IO
surface and other conditions: or less.
1
Prerequisite: Proficient with weapon, base attack bonus Prerequisite: Dex 13+.Tumble 4+.
+I or higher. Benefit: This character suffers no penalties to actions
Benefit: +I bonus to all attack rolls when using the while in low- or zero-gravity environments.
selected weapon. Normal: Without this feat. most characters suffer -4 to
Special: This feat may be taken multiple times, applied all action in zero gravity and -2 to all actions in low gravity.
to a different weapon each time.
Wear-n G r o u p Proficiency
Choost. 4 group of weapons from the following list, with
which this character is proficient. He understands how to Powers represent the metaphysical or psychic abilities of
use, reload and care for all weapons in that weapon group. certain individuals or species. Some mystics claim that they
Melee Weapons: This class includes all melee possess the power to elicit such effects, while others believe
weapons. such as swords, knives, blackjacks and even that they merely touch the forces of the universeto produce
improvised weapons such as chairs or bottles. their miracles. Whether the power to create such an effect
One-Handed Ranged (pistol-classed weapons): comes from the character or is the result of manipulatingan
This class includes all ranged weapons held in one hand, existing force isn’t as important as the result. Most
from hurled grenades to percussion weapons to energy practitioners of such arts, regardless of the source of their
weapons. abilities, follow a belief system, philosophy or discipline that
Two- Handed Ranged (rifle-classed weapons): governs their behavior.
This class includes all ranged weapons held in two hands,
including short-stock assault weapons, percussion weapons
I and energy weapons. UIlNG POWtRI
Heavy Weapons: These heavy and powerful weapons
require set-up or special equipment (such as gyro Characters gain powers as described in their class
--
Range: How far the power‘s effects extend from the user a + 4 bonus to his saving throw.
Target: W h o or what the power affects. Range: 7 meters +I meter/level
Duration: The length of time which the power‘s effects Cost: 8 control points.
last
tablv X . T :
C h a r a c t e r - s Ac t i u i t y Control Recouery
Intense activity (running, being tortured, hard labor) None
Normal activity (walking,light labor) I per arn (hour)
Light activity (simple recreation, relaxing) 2 per arn (hour)
Meditating’ 4 per arn (hour)
Four arns of complete rest or sleep 40%of expended control
Eight arns of complete rest or sleep 100%of expended control
I
Base Level: 3rd
successful.
Difficulty: Difficult
After using Bolt of Fury, the priest or mystic must make a
Use Time: Full action
M i l l save. If he fails the save, he takes I point of damage per
Range: Personal
die of the bolt as backlash damage from the rage he
Target: Self
released.
Duration: IOrounds
Cost: 4 control points per id8 damage of bolt.
Saving Throw: None
This ability can be used to increase the priest's base attack,
his actions in combat. or both.
Base Attack Bonus: When using this power, the priest
increases his Base Attack Bonus by an amount up to half his
priest levels (round up).
Cost: 2 control points x the Base Attack Bonus gainec
Combat Actions: At 9th level and above. the priest
may increase the number of actions he's allowed to make in
each combat round. This increase allows him to take a n
extra half action during each round.
Cost: 20 control points.
The priest may invoke both the Base Attack Bonus and
Speed as a tull action, but the cost must be paid for each of
Chameleon
them. Example: A 5th level priest makes use of Combat
Base Level: 7th
Enhancement and opts for both Base Attack Bonus and
Difficulty: Demanding
Use Time: Full action
Combat Actions. It still only requires one full action to use both I
sub-powers, and he gains a Base Attack Bonus of up to +8
Range: Personal
(at a confrolpoints cost o f 2 x the bonus) as well as gaining an
Target: Self 1
extra half action (cost of20 controlpoints)for the next lo rounds.
Duration: Special (see tern,
Saving Throw: None D e a d e n Pain
This character, along with his clothing and gear, blends
Priest Only
completely into his surroundings, becoming nearly invisible.
Base Level: 1st
Even when someone is standing next to him or walking
Difficulty: Simple
around him, there is almost no trace of his presence.
Use Time: Half action
In order to detect someone under the effects of
Range: 3 meters
Chameleon, a character must make a Spot check with a DC
Target: I per 3 levels of user
equal to 13 + the level of the person using the power.
Duration: 5 rounds
A person under the influence of Chameleon can also be
Saving Throw: None
detected by scanning devices and the Detection power.
The priest can use the Deaden Pain power on anyone within
While under the effects of Chameleon. the character
range. He need not touch the target. nor is there a saving
may use other powers. If the character makes an attack of
throw. When someone protected by Deaden Pain suffers
any kind while using Chameleon, everyone within view of
wounds (actual or subdual), the power has the following
the character may make a n immediate Spot check with DC
effects:
equal to the level of the character. Once someone has
Actual damage: When a protected character takes
made a successful Spot check. they can keep track of the
physical damage, the amount of wounds suffered are
user until or unless direct line ot sight is broken for at least
reduced by 50%.Keep track of the amount of wounds that
one minute, in which case a new Spot check must occur
Deaden Pain prevents. When the power ends after the 5th
when an opportunity arises.
round, the character suffers subdual damage equal to all of
Cost: IOcontrol points to initiate the power plus 3 control
the wounds prevented by Deaden Pain.
points per minute.
201
Base Level: 5th Energy: The character can detect the location of energy
Difficulty: Difficult and energy sources. The greater the energy. the farther it
Use Time: Instantaneous.see text can be detected.
Range: o meters
EnergySource DetectionRange
Target: Selected area (diameter of I meter per level)
Pack for weapon 5 meters + I meter per level
Duration: Instantaneous
Plant for small vehicle IO meters + I meters per level
Saving Throw: None
Plant for larger vehicle 20 meters + 5 meters per level
When someone within the area of Deflect Energies is
Plant for city I.OOO meters + loo meters per
targeted by an energy o r projectile weapon, or is in the area
level
of a blast, the user may invoke this power. It should be used
before the attack roll (or damage roll) is made. The initiative In addition, the user can detect the presence of energy in
of the user need not have arrived during the current round, an object. For instance, he could pick up a power pack tor a
but Deflect Energies cannot be invoked if the user is weapon and know if the pack was empty, full. or somewhere
flat-footed. Use of Deflect Energies is instantaneous, in between.
but requires a half action from the character's next available Hiddenhecret: This allows the user to detect a door,
initiative. panel or even person hidden from view. It clearly identifies
As a result of Deflect Energies. everyone in the power's doors, panels or other openings that have been built or
area of effect is protected from that one attack. When covered so that they are not visible. It also outlines anyone
protected from an attack, anyone who takes damage has the using a power (such as Chameleon) or skill (such as Hide).
damage reduced by io%times the level of the power's user Range: 5 meters + I meter per level.
(to a maximum of 100%). Item/Location: If tamiliar with an item or location, the
Example: Someone standing next to an 8th level priest is user can try to detect it, gaining knowledge of direction and
targetedwith a heavypulse blaster. The priest chooses to use approximate distance. A familiar item is something that the
Deflect Energies. In this case, the power protects everyone user once held and inspected. A familiar location is
within an 8 meter diameter, centered on the priest, and someplace that the user has been to and looked about (If the
reduces the damage from the pulse blaster by 80%. Ifthe user was blindfolded in a room. for example, that will not
attack was on AP mine instead of a pulse blaster when the count).
priest used Deilect Energies, everyone within the diameter Range: LOOO meters + io0 meters per level.
would have sufferedless Mounds as a result. Life: This allows the user to look for life forms in general
Cost: 6 control points per die of damage caused by the or a specific type of life form. For instance, a user could
weapon deflected. enter a derelict ship and try to detect any lite forms
onboard. or only large mammals, or a specific Luxan that he
Detection suspects is hiding there. Note that this power will detect life
Base Level: 1st forms hidden behind doors or in shadows, but will not
Difficulty: Simple locate someone hidden through a power. such as
Use Time: Full action Chameleon.
Range: Personal Range: loo meters + io meters per level.
Target: Self Cost: 5 control points for the first detection type, + 3
Duration: IO minutes (100 rounds) control points tor each additional detection type activated at
Saving Throw: None the same time.
208
Range: 2 meters per level of user Smell: Target gains +IO to Tracking check if the trail isn't
Target: I creature per level of user more than 8 hours old.
Duration: io0 rounds (IO minutes) Taste: Target can automatically detect poison in food or
Saving Throw: None drink.
Use of Empathy lets the user know the target's feelings and Touch: Target can detect slight differences in surface
attitude in general terms, and includes animals as well as texture or movement within obiects. and has precise control
sentient beings. Empathy grants a +4bonus to any checks of manipulative movement, gaining +5 to all Demolitions.
made within the next IO rounds (I minute) using any of the Disable Device, Forgery and Repair checks.
following skills: Bluff, Diplomacy, Gather Intormation. Cost: 6 control points for the first sense enhanced. +3
Intimidate. Negotiate, Ride and Sense Motive. control points for each additional sense enhanced at the
Cost: 5 control points for the tirst target, + I control points same time. Optionally, the user can expend an additional
for each additional target, +L control points tor each 50%of the required control points (rounding up) in order to
additional minute. double the duration, or an additional 100%of the required
control points to quadruple the duration.
Heal O t h e r can perform most tasks in half the normally required time.
or accomplish twice as much in the same amount of time.
Priest Only
1 Base Level: 1st
A few tasks can be performed even faster
In addition, the user's movement speed is doubled,
Difficulty: Difficult
allowing him to move at an astoundingrate
Use Time: Half actinn
I Range: Touch Tasks Effect
Target: One creature Climb Moves at twice normal climbing rate.
Duration: Instantaneous Computer Perform tasks in 50%of normal time.
Saving Throw: None Crafts Perform tasks in 20% of normal time.
Using this power, the priest can heal wounds of another Disable Device Perform tasks in 50% of normal time
creature. Roll a number of d8 (eight-sided dice). First Aid Time required is reduced to half action
up to 'i2 the level of the priest (round up). The player may Repair Perform tasks in 50% of normal time
choose to roll fewer dice. Total the results of all dice. Swim Moves at twice normal swimming rate.
The target recovers a number of wounds equal to the total.
Cost: 5 control points +2 control points for each
A Heal Other can never cause the target to exceed his
additional 3 rounds of duration.
wound point total.
A priest cannot heal someone more often than once per Inflict P a i n
hour.
Base Level: 5th
Cost: 6 control points for the first die. +3control points
Difficulty: Difficult
for each additional Heal Other die.
Use Time: Full action
H e a l Sd' Range: See text
Target: One creature
Priest Only
Duration: 5 rounds
Base Level: 1st
Saving Throw: M i l l half
DifficuIty: Simple
Inflict Pain allows the user to form a metaphysical or psychic
Use Time: Half action
link to the target and then send neural messages of
Range: Personal
excruciating pain to the target's mind. This process is
Target: Self
dangerous to the priest as well as the target.
Duration: Instantaneous
Saving Throw: None Range Damage/Rwnd* Level R e q u i r e d
Using this power, the priest can heal wounds that he has 550 meters zd6 + level
taken. Roll one or more d8 (eight-sided dice), up to ' / z the 51kilometer 2d6+2
level of the priest (round up). and total the results of all dice. <io kilometers zdq+i
The priest recovers a number of wounds equal to the total. 550 kilometers id6
Heal Self can never cause the priest to exceed his wound *
During the first and second rounds of Inflict Pain,
point total.
the damage is subdual only. During the third. fourth and
A priest can only heal himself once per hour.
fifth rounds, the priest can choose to inflict either regular
Cost: 4 control points for the first die, + L control points
or subdual damage
for each additional Heal Self die.
I
Constitution bonus to a +6 bonus), he would temporarily
danger unless the object is necessary for the character's
gain 20 wounds (+4increase to bonus x 5 wound dice).
safety (like an insulin shot). The GM has the final say on what
When taking damage, these are the first wounds taken.
constitutes a threat and what does not.
When the power ends, the character keeps only those
When the targeted character is in the presence of i
wounds which exceeded the temporary wounds.
potential threat. he will feel uneasy and get a sense of the
€xample: The warrior in the above example takes 18
general direction and rough distance of the danger. This
wounds of damage during the duration of the power. When
power does not make the hidden spy light up. but may lead
the power ends, he will have taken no wounds. If he had
people to start looking in the spy's direction, causing him to
taken 24 wounds during the duration, then when the 20
make Hide checks more often.
temporary wounds vanish at the end of the duration. he
Cost: 4 control points. The mystic can double the
would still have taken 4 wounds.
duration (IO rounds) for a n additional 2 control points at the
If the priest targets only himself with this power, the
time of use, or quadruple the duration (20 rounds) for an
duration is tripled (3 rounds per level of the user).
additional 4 control points at the time of use.
Cost: 2 control points per point of increasefor first target, +I
control point per point of increase for each additionaltarget.
Shapeshift
Mystic Only
Base Level: 9th
Difficulty: Demanding
Use Time: Full action
Range: Personal
Target: Self
Duration: rounds per level
r 2
212
I
Cost: 5 control points per shift. Returning to the user‘s penalty for every size category smaller. In addition, a target
“natural” form costs nothing and takes a single action. receives a + 4 bonus if it has more than two legs or is
213
I wmwons
Clubs/Batons: These simple weapons are
cheap and easy to purchase on virtually any world.
Most law enforcement groups carry a baton in case
their primary weapon fails them. Clubs deal id6
bludgeoning damage (id4 for a small baton).
Range Increment:2 meters.
Standard Cost: io currency pledges.
215
Pulse Pistol
-i
x Slug Rifle
- a
ab I
211
Tavlek Gauntlets: These devices are an incredible cumulative. After one week, the DC i i reduced by 5 every
technological feat. and the cornerstone of Tavlek society other solar day. until the character has successfully cleaned
I (such as it is). Gauntlets allow the wearer to shoot energy his or her system. For Tavleks. this process takes longer: the
blasts from the wrist, and also provide the wearer with an DC reduction takes place every three days instead of everv
energy shield that protects against attacks. In addition, each other day.
Gauntlet injects a powerful stimulant into the wearer that Range /ncremenf:r meters as a hand-to-handweapon: io
I heightens aggressive tendencies and releases extra meters tor the energy blasts.
adrenaline into the bloodstream. The wearer gains +4to Standard Cost 500 for the Gauntlet, and 50 currency
save vs. poisons. while the iorce field grants half cover (
'
4 pledges per drug pack (75 credits for the enhanced drug
Defense: +z Reflex saves). The energy blasts deal 3d6 pack). Non-Tavleks must often pay double or even triple
I damage. Gauntlets can also be used as brawling weapons. these costs.
dealingid6 bludgeoning stun damage with a Fortitude DC of
Armored Helmet
PK Combat Knife PK Restraints
4
Primitive Knife n
Stun Baton
Comm Headset
-
PK Frag Grenade Nebari Control Collar
I
e?--
218
4
penalty of -6 It will also double as an bulky armor, made of a tough
environment suit, holding I arn of breathable ceramic material. is common
L
oxygen Hynerians have developed a similar among mercenaries and pirates.
version for their warriors Tavleks and Sheyangs both
Standard Cost 900 currency pledges utilize plate armor. It
(700 for a Hynerian version). provides a Defense bonus
of + 5 , a maximum Dex
Armor, Hide: While most civilized I
bonus of +3, and an armor
species no longer use hide armor. Vorcarians
check penalty of -3.
and other primitive races still wear it. Hide
Standard Cost: 350 currency pled&
armor provides a Defense bonus of +3, has a
maximum Dex bonus of +4.and has an armor Comms: These small devices allow the
check penalty of -3. users to speak with each other across large
Standard Cost: 150currency pledges. distances. Personal comms can typically reach
any other comm on the planet or even in orbit.
Armor, Leather: Leather can be found
They can be programmed to particular
across the galaxy as some of the most utilitarian
1
frequencies, so crew members can more easily
light armor available. Pirates, merchants. Nebari
contact each other. Each comm has a specific
and even Peacekeeper officers wear light
energy modulation, which the user may adjust if he
leather armor. Most are made from the hide of
or she wishes (allowinghim or her to communicate
Lavviks or similar species. which is fairly tough
with one specific comm, several comms. or a
and durable. Most version are found in black
or brown, though they can come in other ' broad-reachingmessage).
Standard Cost: 50 currency pledges.
colors as well. Leather armor provides a
Defense bonus of +3, has a maximum Control Collars: These devices.
Dex bonus of +6. and has an armor developed by the Nebari, are worn around the
check penalty of 0. neck of the target. When they are activated.
Standard Cost: 300 currency pledges the victim feels intense pain and muscle
(200 for Hynerians and other small races). spasms, rendering him or her incapable of
action. They deal 2d4 energy damage per
Armor, Luxan: This armor is used by
round when activated. Some varieties inject
both llanic and Luxan warriors. It is made
drugs instead of producing an energy attack;
from a particularly tough plant root. cured
they have the same effects. only dealing
and intricately woven into usable form. ~
c
Tool Kit
PK Medical Kit
220
--
Knife 20 cps Id4 20 2 meters Piercing
Qualta Blade 800 cps id8 18-201x2 4 meters Slashing
' 1 Quarterstaff
Spear
Stun Baton
50 cps
30 cps
400 cps
id6
id8
id6
20
20
4 meters
4 meters
2 meters
Bludgeoning
Piercing
Bludgeoning/
Stun
Sword 40 cps id8 I9-20lX2 4 meters Slashing
Tavlek Gauntlet 500 cps id6 x2 2 meters Bludgeoning/
Stun
ta61r T.=
Weapon cost Damage Critical Range Increment Type
Disruptor 6 cps id6 ~
io meters StunlEnergy
Energy Net 200 cps Id4 4 meters StunlEnergy
Pulse Blaster, Heavy 1,200 cps 3dio 19-20 40 meters Energy
Pulse Blaster. Palm 250 cps 3d4 20 4 meters Energy
Pulse Blaster, Pistol 400 cps 3d6 20 io meters Energy
Pulse Blaster, Rifle 800 cps 3d8 19-20 20 meters Energy
Qualta Blade 800 cps 3d8 id8+ 19-20 io meters Energy
Slug Pistol 200 cps 2d6 20 io meters Piercing
Slug Rifle 250 cps 2d8 20 20 meters Piercing
Tavlek Gauntlet 500 cps 3d6/4d6 19-20 io meters Energy
1
damage is dealt to those within the first range increment. and secondary damage to those in the second range increment
A
A
Comm 50 cps
Control Collar 400 cps
Food Cubes IO cps
Peacekeeper
Commando Armor 400 cps +5 +3
Plate Armor 350 cps 35 kg +5 +3 -3
223
I
Ruben Rosario (Order #1006958)
This chapter contains combat rules, as well as
several related mechanics, such as movement
during combat. experience and gaining levels, and
noise and drawing attention.
Combat isn't the healthiest place to be and few
things are actually achieved through fighting, but it
sometimes serves as a means to an end. Does
shooting it out with some guards automatically get
you the top secret datafile that you need from a
heavily defended military complex? No, but you may
have to tight them in order to reach it.
A Vhen your character makes an attack, roll id20 and add his attack
bonus plus all appropriate modifiers. Numerous factors can modify
E the attack roll. If the total of the roll, plus all modifiers, is greater than or
equal to the target's Defense, then the attack hits and causes damage
based on the weapon or type of attack used.
1 Flttach B o n u s
You character's attack bonus with a melee weapon is:
Base attack bonus
modifier
+ Strength modifier
4
* Base attack bonus + Dexterity modifier + applicable feats + range modifier +
5%
*
target's size modifier
c
S t r e n g t h modbfler
A high Strength allows the character to wield a melee weapon with more
I) speed and control. while a low strength makes him shaky and unstable when
1, wielding such a weapon. In either case, apply the character's Strength
c
I1 modifier to his attack rolls when making melee attacks.
" I
Bc
225
Diminutive +4 O t h e r D a m a g e modifiers
Fine +8
Equipment, feats and situations can also modify damage.
-I (XL - 1) = -51.
3UI
Bonus damage dice, such as a +id6 from a sneak attack, are Based on your character's level, his class gives him an innate
added in after all multipliers have been applied. So if an bonus to his Defense that always applies, even when he's
attack that dealt 1d8.4 had both an additional +id6 bonus die flat-footed.
and a -2 multiplier applied to it, the final damage would be
zd8+8+1d6.
Dexterity affects your character's ability to dodge incoming
blows. However. wearing armor can restrict your mobility.
Certain equipment or abilities allow a target to absorb and limits your Dexterity bonus. Morse. if you can't react to
damage without harm or reduce the damage taken. Damage an incoming attack, you can't use your Dexterity bonus to
reduction is subtracted from damage after all other Defense. (If you don't have a Dexterity bonus, nothing ,
modifiers have been applied. Certain types of attacks can happens.) For instance, you couldn't use your Dexterity
ignore damage reduction ~ these will be noted in their bonus while rock climbing, or when struck by a sneak attack.
descriptions. Whenever damage reduction reduces
damage to 0, it also negates special effects that accompany
damage.such as poison. Touch attacks (such as a Stun Baton) MS noted under AttdCK Rolls, a larger target is easier to hit
are not negated. nor does damage reduction cancel effects than a small one. The size modifier also applies to attack
delivered by inhalation, ingestion, or contact. Characters can rolls, so two combatants of the same size effectively have no
tell when damage reduction has reduced their damage to 0. bonus or penalty to hit each other. (See the Size Modifier
Chart on the previous page.)
D
EFE
NE
I O t h e r modti -
The Dodge feat givesyour character a +I dodge bonus to his
A character's Defense determines how hard it is for Defense against a single opponent. However, any situation
opponents to hit him. It is used as the DC for your that prevents him from using his Dexterity modifier also
opponents' attack rolls. The Defense for an average person negates dodge bonuses. Note that dodge bonuses are not
is IO. A given character's Defense is: limited by armor (unlike the Dexterity modifier), and they
IO + class bonus + Dexterity modifier + size modifier + stack with each other, unlike most bonuses.
4 e r modifiers
’
Constitution modifier is added tn
Fortitude saving throws.
Reflex: Used when you are
trying to dodge massive attacks
such as explosives, or to react
V
I quickly to a deadly situation, such
as a swinging blade. Your Dexterity
modifier is added to Reflex saving
throws.
Will: Used to resist mental influencingor
coercion such as seduction or brainwashing.
Your Wisdom modifier is added to Millsaving throws.
The DC tor a save is determined by the attack itselt.
For instance,systemic poisoningmight call tor a Fortitudesave
against DC 15.while leaping out of the blast radius ot a n anti-
personnel mine might call for a Reflex save against DC 25.
II
but a few have a speed of 6 meters. A character can take two
standard move actions in order to move up to twice his
speed in a round. or he can run. and move up to four times
his speed in a round. Speed is reduced when wearing
armor or carrying a lot of weight.
WOUNDI began on. For instance, a warrior lays down cover fire for a
friend at initiative count 12. Cover fire lasts for one round. so
I
the benefits of the cover tire would expire at the beginning
Your wound points determine the amount of damage you
of initiative count 12 during the next round.
can take before falling unconsciousor dying.
Your starting wound points are: A c t i o n Types
Constitutjon ability score + your Mound Die Type fas
Over the course of a round (defined as roughly six seconds;
determined by your race) your Class Mound Modifier (as
+
Free Action
Free actions take up little or no time. You may perform as
many free actions in a round as you like, in addition to your
During combat. there are a myriad of actions available that
usual full or half actions. However, your GM may place limits
your character can perform - the most common of which
on just how many free actions you can realistically
are different forms of attacking or moving. This section
accomplish during a given round. Yelling a warning to friends
explains what, exactly. you are allowed to do during a round
, a simple thing to do while defending yourself from
of combat. Later sections explain initiative,attacking, moving.
multiple ambushers - performing a sleight of hand trick is
and other specific actions.
not.
229
IITTA(KING hit against the target's Defense, then the attack is considered
a critical hit.
When your character causes a critical hit. roll his damage
Usually your character's primarygoalin combat is to stop hi,
more than once, using all normal bonuses, and apply the
opponents from hurting him, by any means necessary.
totals as damage. Unless otherwise specified for a weapon,
Typically. this involves putting them out of commission
the threat range for a critical hit is a natural 20 and the
before they can do the same to him.
damage multiplier is x2.
R u l e s on Flttacking
rnuit lpie a t t a c k s
Before you can make an attack action, you should be aware
Multiple attacks are usually gained through level
of the requirements and special rules attached to attacks.
advancement or through gaining certain feats. The specific
Melee and Unarmed Attacks feat will tell you what you have to do in order to qualify for
With a normal melee weapon, you can strike any opponenr the extra attacks.
adjacent to you t e . within 2 meters of you).The same goes
for unarmed attacks.
Unarmed Rttacks
Typically, unarmed attacks from a medium-sized
Ranged Attacks
character inflict id3 points of damage (with Strength
With a ranged weapon, your character can attack an;
modifiers, as usual). This damage is subdual damage (see
opponent who is within the weapon's maximum range (five
Subdual Damage, page 24d and cannot cause a critical hit.
range increments for thrown weapons, and ten range
However, there are a variety of martial arts feats that can
increments for projectile weapons) and in line of sight. A
modify your character's unarmed attacks in a number of
target is in line of sight if there are no obstacles completely
ways (see Feats, pages 198-204).
obscuring the target from your view.
Unarmed attacks count as light weapons for purposes of
off-hand penalties and the like.
A t t a c k Rolls
A n attack roll can represent either a single attack, or multiple R t t a c k i n g W i t h Two W e a p o n s
attacks within the same amount of time. Your character's
If your character wields a second weapon in his off-hand
attack roll is id20 + his attack bonuses with the weapon he's
then, once per round, he can gain an extra attack during one
using. If the result is greater than or equal to his target's
of his actions (using that weapon). This style of fighting is
Defense, he hits and deals damage.
232
'I
A
I'
difficult, however, and the character suffers a -6 penalty to all the extra attacks work. If he is using a weapon with ammo or
attack rolls with the weapon in his primary hand, and a -IO charges, a standard attack (or each attack, if feats allow more
penalty to all attack rolls with the weapon in his off-hand. than one) uses up I shot or charge.
There are several ways to reduce these penalties, and your
Burstfire Attack (Full Actionl
character may benefit from more than one of them at once.
You may only use the burstfire action if your character is
If the off-hand weapon is smaller by one or more size
firing a weapon with the burstfire option (see Chapter Nine
categories than that in the character's primary hand, it is
for descriptions) and if he has the Burstfire feat. This action
considered a light weapon, and his primary and off-hand
allows him to fire a short burst of ammo in a small pattern.
penalties are reduced by L.
allowing him to hit one target multiple times or to hit up to
If your character has the Ambidexterity feat, his off-hand
two targets in adjacent r-meter squares with a single action,
penalty is reduced by 4.
as long as neither of them is directly in front of the other and
Finally. if he has the Two-Weapon Fightingfeat<his primary
he has line of sight to each of them. A burstfire attack uses
and off-hand penalties are reduced by 2.
up 4 shots or charges.
I
Circumstantialmodifier +5 to -20
Defense of IO + their size modifier + the character's
Opponent has another intended target -2
Dexterity modifier and class bonus to Defense.
Opponent is a member of another species -4
Held objects can be easily moved out of the way of an
Opponent IS fleeing -6
incoming attack. They have a Defense of 15 + their size
Opponent has a I or 2 Intelligence -8
modifier + the character's Dexterity modifier and class
Omonent
I I
is nonintelligent
- Impossible
bonus to Defense.
Damaging Objects: Weapon damage is rolled Coup de Grace (Full Action)
normally against objects. They are immune to critical hits, By taking this action,you attempt to kill a helpless foe that is
however. A n object typically has wound points and adjacent to you. You automatically score a critical hit (and
hardness.Wound points work similar to those of a character characters with sneak attack bonuses get to use those as
~ an object with o wound points remaining is ruined. well). Even if the foe survives the damage. he must make a
Hardness is similar to damage resistance - hardness is Fortitude save (DC IO + damage dealt) or die from the shock
subtracted from each damage roll made against the object. of the blow. You cannot use this action against a target that is
so a hardness of 2 would reduce 12points of damage to io. immune to critical hits.
Your GM may determine that certain objects are immune
Cover Fire (Full Action)
or particularly vulnerable to certain types of damage. For
The cover fire action may only be taken if your character is
instance, while it's very easy to shoot through asbestos. it's
firing a weapon with either the burstfire or autofire option
virtually impossible to burn it.
(see Chapter Nine for descriptions), He need not have the
Saving Throws: Objects that are not being touched,
Burstfire or Autofire feats in order to lay down cover fire. By
held. or worn never receive saving throws they are always ~
'5
20
25
70
35-40
ldi!xmY
Hardness Wound Points DC t o Break
3 6 IO
0 2 25
IO 5
Restraints/handcuffs IO IO 26
IO 15 30
Metal door (5 in. thick) IO 150 35
Concrete wall (24 in. thick) 7
Blast door (24 in thick) '5 840 45
.ach Clctions
These actions are specialized forms of attack that can be
Combat often occurs with little advance notice and certainly
taken in place of one normal attack. As with initiative actions,
under less than optimal circumstances. The following are
they are advanced actions, and you may wish to become
various modifiers that may apply during a combat.
familiar with basic combat before trying them out.
Favorable and Unfavorable Conditions
disarm (Half Action)
Your GM may impose any or all of the following bonuses or
This action replaces a melee attack. and allows a character to
penalties when you attack, depending on the circumstances.
make a disarm attempt. Your character and his target each
make an attack roll with their respective weapons, with ties Cover
going to the character with the highest Strength. If you both When your character finds himself under fire, one of the
are wielding different sized weapons. then the character with best things he can do is take cover. Crouching behind a
the largest weapon gets a + 4 bonus per size category vehicle, wall, or doorframe provides a bonus to his Defense.
difference of the weapons when making his attack roll. In The more complete his cover, the better the bonus he
addition, if the target of the disarm is holding their weapon in receives (see Table ro.6: Cover and Concealment).
two hands, the target gets a + 4 bonus to the roll. If the Cover provides two types of bonuses. The first bonus
attacker wins, the target is disarmed. If the attacker was (Cover Defense Bonus) is added to your character's
unarmed when makingthe disarm attempt, then he now has Defense when he is attacked. Your GM may rule that this
the weapon: otherwise it's on the ground at the target'j feet. cover bonus doesn't stack with other bonuses, such as the
1
If the defender wins, he may immediately make a free bonus for kneeling (since this bonus is already factored into
attempt to disarm the attacker in return. using the same the degree of cover you have).
method. If the attacker was unarmed when making the The second type of bonus (Cover Reflex Save Bonus) is
disarm attempt and failed. the defender may make a free added to your Reflex saving throws against any area effects
attack upon the attacker. that originate or spread from the other side of the cover.
231
Attacker prone
Defender sitting or kneeling b 2 -2
Defender running +O -2
Defender grappling(attacker not) +Of + 0**
Defender pinned
1 Defender has cover
+ 4'
See Cover
-4*
See Cover
Defender concealed or unseen See Concealment See Concealment
Defender helpless See Helpless Defenders See Helpless Defenders
Concealment examples.
.*
No damage if your save is successful, half damage if you fail.
238
239
While grappling, everyone involved in the grapple loses 3. Enter the opponent's square: The attacker then moves
leir Dexterity and dodge bonuses to Defense. into his target's square and the grapple has begun.
Multiple combatants can grapple a single opponent. Up to
Once these steps have been successfully completed, the
four combatants can grapple a target of their own size
attacker and his target are involved in a grapple. If the target
L
make a Reflex save to take half damage.
Such an attack may target a a-meter square instead of an
normal damage. Ranged weapons may not cause subdual
damage unless it is noted in their description.
\
opponent, even if the square is occupied. The square's It is important to note that damage reduction is twice as
Defense is 5 (plusany range penalties).If the attack succeeds, effective against subdual damage as it is against normal
the weapon lands in the targeted square. damage (i.e. 2 points of damage reduction will prevent 4
If the attack misses, the weapon deviates from its points of subdual damage).
intended target. Roll id3 and add +I to the total for every
range increment the weapon has traveled to see how far O t h e r Types o f Damage 1
from the intended square the weapon lands. To determine Most weapons specify a particular type of damage, such as
in which direction the weapon deviates, roll id8 and consult
the diagram below.
piercing or bludgeoning. These terms make no difference
as to the amount of damage inflicted. However, some
creatures my be partially immune to certain forms of attack:
for instance, an amoeba-like creature with no bones or
i
1
other solid structures in its body might be immune to
bludgeoning damage. Such immunities are listed in the
creatures' description. If a weapon is of two types, a creature
must be immune to both kinds of damage in order to ignore
the weapon.
Unarmed Rttacks
Kicks, punches, bites, and martial arts moves are all
unarmed attacks. Normally, unarmed attacks from a
Medium-sizedcharacter deal id3 points of subdual damage.
However, a character can take a voluntary -4 penalty to his
attack roll in order to deal normal damage instead of
subdual damage.
In addition, there are several feats that will increase the
effectiveness of a character's unarmed attacks. Such feats
may increase the attacks' damage, provide extra attacks, or
even deliver a chance of knocking the target unconscious.
Specifics are listed in the Feats section (see poges ~98-204).
Charge I Rctic may move up to twice his speed but must move away from
all enemies - you cannot use a withdrawal maneuver to
Charging allows your character to move up to twice his
leave one enemy and move adjacent to another. If the first
speed in a straight line, and make a standard attack action
2-meter movement cannot remove the character from
against an adjacent opponent at the end of the move. His
being adjacent with all enemies. his movement ends
charge ends as soon as he moves adjacent to an opponent
immediately. If the character has the Evasion feat, he can
~ he cannot charge past one opponent to attack another. His
ignore adjacent enemies and continue movement when
standard attack receives a + 2 bonus on the attack roll, but he
performing a withdrawal.
suffers a -2 penalty to his Defense for I round (until his next
action) because of the reckless behavior involved.
Special Note: Certain piercing weapons. such as
spears. will inflict double damage to you if they are readied
and used against vou when you are charging.
Other types of actions, including guidelines for categorizing
circumstance bonus to your next attack roll against that Load or Reload a Weapon (Half Action)
target. This action will provide the + I circumstance bonus This action allows a character to change out an ammo G,
when followed with a burstfire or autofire attack energy pack in his weapon. It allows a character to remove
and replace one pack, clip or cylinder, or up to three shells.
D r a w or Holster a Weapon (Half Action)
This can also be used to change the belt of a belt-fed
Your character may draw or holster a one-handed weapon
weapon.
by taking this action He can draw or holster up to two
weapons at once if they are both light weapons or if he has Manipulate a n Object (Half Action)
the Ambidextrous feat Moving a heavy object, opening a door, picking up an item,
retrieving an object from a pocket or pack... all are examples
, Expend Control (Free Action) of this type of action. Particularlyambitious pursuits may be
Every character has a number of control points. To some
deemed as a full action by the GM. depending on the
degree. control points represent a character‘s heroic spirit -
situation and the character‘s goal in performing the action.
A character can generate this effect no more than once per round and twice in a day.
t This effect is generated after the die is rolled. Note that the re-roll replaces the original roll. so apply all modifiers as if it wei =.
the original roll, including control effect bonuses.
N J U R Y A N D DHWl
This section describes the various ways to gain
wounds. Because easy healing isn't always available, and
natural healing takes time,
getting hurt in the first place.
PCs
and
2%
1
equipment can instantly stabilize a dying character, provide a
Another character can use a First Aid skill checkIDC 15)to
temporary boost to wounds, or restart a stopped heart.
stabilize your character: a successful check immediately
giving medical personnel a chance to work on a dying
stops the bleeding. Also. if healed even I wound, your
character. See Equipment on page 221[or more inforrnafion.
character will become stabilized. If his wounds are raised
above 0 , he returns to normal. Powers
Many of those gifted with metaphysical powers have the
Dead
ability to heal wounds. Unless otherwise noted, wounds
Once your character has reached -IO wounds, he's dead.
regained through powers are instantly regained. If a
Except in certain highly unusual circumstances, death is a
character was at death's door (-9 wounds) and is healed to
permanent condition. Undoing it requires a great deal of
the point that he has at least I wound. he immediately regains
power and the GM's approval at the very least.
consciousness and can begin taking actions.
Actually being in a medical facility and under professional Lightrod IO in 3 arns (hours)
care increases the rate to 5 wounds per day.
Characters with this vision are able to see in situations where Conditions modifiers to OC
there is very little light, but not in total darkness. This vision Each 2 meters of distance from listener +I
is treated as normal vision in every way - characters can see Listeningthrough door +5
colors, details. and anything else that they could see in Noisy area (like in a bar) +5
normal lighting. The range on low-light vision is not as far as Listeningthrough a wall +IO
noise and Hearing through a bazaar, trying to get to the dock before a ship ,
leaves... any non-combat situation in which characters find
Generally.hearing is taken for granted. Little thought is given
to hob, much it impacts day-to-day life. Most of the time that
will be true for your character as well, but sometimes
hearing becomes critical to a given situation. If your warrior
themselves on the move. Its scale is usually measured in
meters per 60 seconds (60 microts in Farscape terms), but
that may change based on the situation.
I\
is guarding a hallway while his companions raid a high Overland Movement
security room. he would probably like to hear a squad of This scale is used when characters are traveling longer
Peacekeeper commandos barreling down on his position distances. Overland movement is measured in two ways:
before they open fire on him. kilometers per arn (approximately one human hour) and
Below is a table that summarizes some common sounds. kilometers per solar day. Normally, a day of travel
circumstances for the check, and the DC to hear the sound represents 8 arns (hours), but this can vary depending on
usingthe Listen skill. Increase the DC by 5 for someone who terrain, environment and physical condition. W h e n
does not have the Listen skill. If a noise occurs during play traveling on foot, a character who hustles 2 or more
that is not on the list, choose a comparable noise or use the consecutivearns in a day suffers 4 points of subdual damage
examples as guidelines to determine an appropriate DC to for each additional consecutivehour of hustling.There is no
hear the sound. penalty for alternating walking and hustling arns. Characters
cannot run over such long periods of time.
wEi-6-m
Terrain and Other Factors
noise L i s t e n DC
Terrain is a powerful factor in overland movement, and
Train whistle less than a kilometer away automatic
affects not only people traveling on foot. but also those
Speeding ground vehicle 5
traveling in vehicles. Different terrain types affect your travel
Barking animal 5
distance according to Table 10.14:Terrain and Overland
People running IO
Movement. below.
Normal conversation IO
Person walking 15
241
Speed
60 microts Cone minutel 6 meters IO meters 13 m e t e r s 16 m e t e r s
Walk 60 m io0 m 130 m 160 m
Hustle 120 m 200 m 260 m 320 in
Run (x3) 180 m 300 m 390 m 480 m
Run (x4) 240 m 400 m 520 m 640 m
Speed
One Arn CHourl 6 meters IO m e t e r s 13 m e t e r s 16 m e t e r s
Walk 3 km 4 km 6 km 8 km
Hustle 6 km 8 km 12 km 16 km
One S o l a r D a y
Walk 24 km 32 km 48 kn 64 krr
WalkjHustle 36 km 48 km 64 km 96 km
Hustle 48 km 64 km 96 km 8 km
Forced March deep for every 12 meters he falls, he can make a Swim or
Characters can push themselves to travel longer than 8 arns Tumble check (DC 15 + 5 for every 30 meters of the dive) to
per day by performinga forced march. For each arn beyond suffer no damage.
8 traveled in a day, each character must make a Fortitude
Spikes
save (DC io I per extra arn traveled) or suffer id6 points of
+
Swamp XI
Hills XI
Mountains
Desert XI
Tundra XI
* Vehicles cannot pass through this terrain wlthout a road or highway to travel upon.
In addition to terrain, the distance a character can travel is also impacted by certain weather conditions, obstacles and other
circumstances. See Table 1 0 ~ Movement
5 Factors, below
I A
treatment of the environment (no, you can't even pick up
the Prowler, let alone fit it in your pocket).Heavy armor and
equipment also tend to slow a character, so the
If subject to both armor and gear encumbrance, your
encumbrance rules help determine those effects.
character only suffers the worst penalty from each category
Other Encumbrance
modifiers
S I Z ~
When a character is lugging a huge assortment of weapons
Carrying capacity, as noted in Table 10.16.provides specific
and gear, or even one really heavy object. it may slow him
limitations on weight loads based on Medium-size
down. Total the weight for all of your character's equipment
creatures. The relative mass of larger or smaller creatures
(gear, armor, and weapons). Compare the total to his
will modify their capacity, based on their size category Fine
Strength on Table 10.16: Carrying Capacity to determine the
(~'181, Diminutive (x'/4), Small (x'lz), Large (xd. Huge (~41%
effects of the load he's carrying.
Gargantuan (~8).
and Colossal (~16).
Heavy L o a d
5kg
IO kg
15 k3
20 k
25 kg
30 ks
35 kg
40 43
45 kg
50 kg
57.5 kg
65 kg
75 ki
87.5 kg
100 kg
1'5 ks
'30 k3
'50 kg
175 kg
200 kg
230 k3
260 kg
300 ks
350 ks
400 kg
Speed
Load max Oex Check Penalty C6m3 ClOml C13ml Cl6ml CRunI
Medium +3 -3 5m 8m II m 13m x4
Heavy +I -6 4m 6m 8m 10 rr x3
mz 1-*w: j3aFi-m
Poison Type DC Initial Damage Secondary Damage
Contact poison Injury DC 18 id4 Con 2d4 Con
Knockout drops Ingested DC 12 id6 Dex Unconscious istable)
Sleep mist Inhaled DC 18 id6 Dex Unconscious (stable)
Lethal poison I Ingested DC 15 id6 Con 2d6 Con
Lethal poison II Ingested DC 18 2d6 Con 2d6 Con
Scarran Cloud' Inhaled DC 18 Para Iyzat io n id4 Con
Paralytic poison Injury DC 15 id6 Dex Paralyzation
Truth serum Inhaled DC 12 id6 Wis 2d6 Wis
Weakening poison gas Inhaled DC 12 id6 Str 2d6 Str
wv lV.1T: D T ( 3 m
Incubation Initial Secondary
.t The Shakes are very persistent. Even after recovering from the disease, the next time the victim suffers I or more points of
Con damage (temporary or permanent)there is a 50% chance he will contract the Shakes again while weakened. Only after
avoiding reinfection three times in a row does the victim finally fully recover.
II
Neither this fatigue nor the damage suffered can be healed
damage The objects deal id6 damage tor every talling
until the character is warmed up, and has a full day of rest to
increment (see Table lo 20 Damage Irom Fallmg Objects.
recuperate. Some species have particular protection or
below) they have fallen, provided they have fallen at least
vulnerability to the cold: details can be found in their
one increment.
respectivewrite-ups.
h
!
F T C o l d or Freezing Liquids: A character takes id6
points of damage per 60 microts (I minute) from
hypothermia when swimming or standing in very cold water
Object Weight Falling I n c r e m e n t
or the like. Immersion in extremely cold liquids (such as
100-50kg. 8 meters
liquid oxygen) cause id6 points of damage per round from
50-26 kg. 12meters
freezing unless the character is fully immersed, in which
50-21kg. 16 meters
case the damage is iod6 points per round of exposure.
20-11 kg. 20 meters
A character walking on ice must make a Balance
Ice:
10-6 kg. 24 meters
check each minute (DC 15)to avoid slipping and falling.
5-1kg. 28 meters
Characters in contact with ice tor prolonged periods must
Less than I kg. id4 normal damage'
also check for extreme cold damage. as above.
No matter how tar the object talls
H e a t Dangers
I
Heat and fire are not only natural hazards. but the basis of
THE ~NUIRONmENT many weapons as well.
Extreme Heat: A character who is active ke. hard labor
Adventures can take characters to the most exotic - and or combat) in very hot weather (90' For above) must make
inhospitable places in the universe. These rules cover the
~ a Fortitudesave every arn (hour; DC 15 + I for each previous
dangers of the natural world ... wherever that world happens check) or take id4 damage from heat exhaustion. Once
to be. In some cases. these rules mention statistics for unconscious, a character automaticaHy fails his save every
dangerous thresholds the human body can withstand. arn. Heavy clothing or armor of any sort imposes a -4
These thresholds should not be consulted tor any activity in penalty to these saves. but a character with Survival can
the real world. In such cases, you should always consult a make a skill check to gain a bonus to them.
reputable resource for accurate real-world information. In extreme heat hie' For above),a character makes a save
every 600 microts (io minutes) instead.
Cold D a n g e r s In incredible heat (140- F o r higher), a character
Hypothermia and frostbite are constant dangers to those automatically suffers id6 damage every 60 microts ii minute)
who find themselves in trigid climates. it breathing the scalding air, and he must make a save every
Extreme Cold: Characters in very cold weather (30' F 300 microts (5minutes) as above. A character who has taken
or less) without the proper protective gear must make a damage from extreme heat is fatigued. He cannot run or
Fortitude save every arn (hour; DC 15 + I tor each previous charge. and he sutfers a -2 penalty to both his Strength and
check) or take id6 damage from hypothermia. Once Dexterity scores. Neither this fatigue nor the damage
unconscious, a character automatically fails his save every suffered by extreme heat can be healed until the character
arn. Heavy clothing grants a + 4 bonus to these saves. and a is cooled down, and has a day of rest to recuperate.
character with Survival can make a skill check to gain a Boiling Liquids: Boiling water or other boiling liquid
further bonus (seepage197). causes id6 points ot damage from scalding unless the
At o~ F or less, a character must makes a save every 600 character is fully immersed. in which case the damage is
-krots (IOminutes) instead ot every arn. At -40. For less. a iod6 points per round ot exposure.
253
' may automatically put himself out by jumping into a large Landslidesand avalanches offer two danger zones: the bury
enough body of water. Failing that, rolling on the ground or zone (directly in the path of the falling debris). and the slide
smothering the tire with blankets or the like gives the zone (the area the debris spreads out across).
character another save with a +4bonus. Characters in the bury zone take 8d6 damage (halt that if
A character carrying flammable items on his person they make a successful Reflex save at DC 15).They are also
when he catches fire must make an additional Reflex save pinned (see below).
(DC15)for each item: failure means that the item catches fire Characters in the slide zone take 3d6 damage (or no
as well. A character immersed in fire (in the middle of damage if they make a successful Reflex save at DC 15).
a bonfire. etc.) automatically fails his Reflex save each round. If they fail the saving throw, theyre pinned and take the
Smoke Inhalation: A hazard commonly associated damage. Pinned characters suffer id6 points of subdual
with fire is smoke inhalation. A character breathing heavy damage every minute. If a pinned character falls
smoke must make a Fortitude save each round (DC 15 + I for unconscious,he must make a Fortitude save at DC 15 every
each previous check) or spend the round coughing and minute, with failure inflicting id6 points of normal darnage.
choking. A character who coughs for two consecutive This continues until the character is either freed or dies.
rounds suffers id6 damage.
Heavy smoke also gives one-half concealment to those
obscured by it.
II
I I
I "
c
each previous check), suffering id6 damage from
Rain: Rain acts like severe wind (see page 2561 It also
dehydration for each failed save.
reduces visibility by half and imposes a -4 penalty to Spot
A character who has taken damage from dehydration or
and Search checks
starvation is fatigued. He cannot run or charge. and he has an
effective -2 penalty to both his Strength and Dexterity. Snow: Snow acts like moderate wind (see page 256) It
Neither this fatigue nor the damage suffered can be healed also reduces visibility and penalizes Spot and Search
until the character gets food or water as needed, and has a checks like rain while falling Once on the ground. it
solar day of rest to recuperate. reduces movement by one-half
WEATHER
Sleet: Sleet has the same effect as rain when falling
(exceptthat it has a 75%chance to extinguish flames instead 1
of a 50%chance),and as snow once it‘s on the ground
While weather has little influence in the depths of space. it Hail: Hail imposes a -4 penalty to Listen checks and there
A
could play a huge role on a planet‘s surface. Below are some is a 5%chance that it is big enough to inflict id4 points of
quickguidelines for weather-related effects. Most weather in damage (per storm) to anything in the open. Once on the
I
Farscape roughly matches Terran meteorology. GMs ground, it acts like snow.
wishing to add exotic effects (acid rain. for example, or
explosive firestorms) should adjust these rules accordingly. Storms
Storms reduce visibility by 75%,and impose a -8 penalty to
G e n e r a l Effect- Spot. Search, and Listen checks. Non-gun ranged attacks are
Fog: Fog obscures all sight. except infrared, beyond two impossible. and guns have a -4 penalty to attacks. Protected
meters. Those within two meters get one-half concealment. flames have a 50% chance of being extinguished
Flash Floods: Characters in the path of a flash flood (unprotected flames are automatically doused).
must make a Fortitude save against DC 15.Large-sized or
smaller characters who fail the save are swept away. suffering
Dust storm: A lesser dust storm (90%chance) consists 1
of severe winds and leaves behind id6 centimeters of
id6 damage per round (id3 on a successful Swim check).
sand. A greater dust storm chance)
(10% consists of a
Huge-sizeditems and vehicles are knocked down and may
windstorm. inflicts id3 damage per minute on anyone
be submerged. Gargantuanand Colossalitems and vehicles
caught out in the open, and presents a choking hazard.
are checked (and suffer damage as appropriate). but remain
(Use the drowning rules. but anyone with a scarf or similar
in place as the water washes over them.
facial protection may “hold their breath” for a number of
255
Wind
Minds cause damage according to their power and confer a
number of effects, as described below. Swimming is partially covered in the Swim skill, on page 197.
Any character may wade in calm water that isn’t over his
Light (0-10 mph): No game effect.
head without a skill check. Swimming in calm water requires
Moderate (11-20 mph): 50% chance of extinguishing Swim checks against DC IO. and although trained swimmers
small open flames, like candles. can take io. armor or heavy gear can make swimming difficult
(a -I penalty is applied to the check for every io kg. of
Strong (21-30 mph): Automatically extinguishes small
equipment the character is carrying).
open flames. Imposes a -2 penalty to hurled attacks and
Rough or fast water is very dangerous, requiring Swini
Listen checks.
checks against DC 15, and even if the character succeeds, he
Severe (31-50 mph): As strong, with 50% chance of still suffers id4 points of damage (id6 if the character is going
extinguishing protected flames. Penalty to hurled attacks through rocky rapids). O n a failed check, the character
and Listen checks increases to -4. suffers damage as before. but must succeed at a second
256
Experience Points
GM might decide to give out other
1
1
G
Experience points measure a character‘s learning process:
the things he has improved upon and developed in the
In addition. the GM may wish to award XP based upon 1
particularly heroic or cunning acts which the characters
course of his adventures.The GM usually awards XP at the 1
performed.
end of each adventure, though occasionally he may wish to
O n average, four short adventures, two medium
award a few points at the end of a single session to reward a
adventures,or a single long adventure should be enough to
particularly clever or ingenious action.
advance a group of four characters one level.
The amount of XP awarded depends on the length of the
adventure and the average level of the PCs who O t h e r Rewards
participated.In each case, multiply the base XP award by the
Besides XP, you may wish to hand out other kinds of
average PC level, then divide it evenly between all the PCs
rewards.
(and pertinent NPCs) who participated.
Money: Legal tender is somewhat spotty in the
Uncharted Territories - there is no single universal currency
t t&p I5 I?I IJ 0 t: - but some materials have value no matter where you go
(Borinium and gold, for example). Other materials have less
R d u e n t u r e Length Base XP R w a r d
value, but can still be bartered in the right area.
500 XP
Equipment: Depending on the adventure. the party
1.000XP
might acquire new goodies ~ such as weapons. medical
2,000 XP
equipment, or improved devices for their ship - that they
may keep after the adventure is over. Take, care, however.
Example: A group of four 2nd-level characters who
to keep such equipment in proper context Gee Chapter
completed a short adventure would gain 250 XP apiece
Twelve).
(base 500 times 2 for the characters’ average level, then
Ranks, Titles, or Honors: Politicians, rulers and
divided by the four participantsl. If the same group
military officials might acknowledge the party for services
completed a long adventure, they would each receive W O O
rendered in their name. Sometimes, the rewards can be
XP (2,000 times 2, divided by four).
tangible - a n official title, for example. or induction into
251
Rction Rward
Pulled a clever ruse io0 XP times average character level
Did something unexpected but awesome loo XP times average character level
Used their wits to avoid a fight 50 XP times average character level
Formulated ingenious plan to overcome obstacle 50 XP times average character level
Did something unexpected but impressive 50 XP times average character level
Sabotaged enemy vehicles before fleeing 25 XP times average character level
Took careful precautions against detection 25 XP times average character level
Did something else clever 25 XP times average character level
Encounter (CR >2 levels lower than the partis avg. level) 75 XP times average character level
Encounter iCR 1-2 levels lower than the party's avg. level) 150 XP times average character level
Encounter (CR equal to the party'5 avg. level) 300 XP times average character level
Encounter tCR 1-2 levels higher than the party's avg. level) 450 XP times average character level
Encounter (CR >2 levels higher than the p a r t i s avg. level) 600 XP times average character level
258
2-E:
number o f T h r e a t s
Five Seven Tento Same mixed
EL One Two Three Four orsix t o nine Twelve Pair Pair
3
lor2 I
lor2
‘I2
I
‘I2
‘12
3 4+2 1
5.637 4 2 4 5+3
7 6.7.8 5 4 3 2 I ’I2
I 5 6+4
8 7.8. 9 6 5 4 3 2 6 7+5
9 8.9. IO 7 6 5 4 3 2 7 8.6
‘0 9. IO.I1 8 7 6 5 4 3 8 9+7
I’ IO,11, I2 9 8 7 6 5 4 9 10 +
I2 11, 12,13 10 9 8 7 6 5 ‘0 I1 + 9
13 12.13.14 I’ IO 9 8 7 6 I1 12 + 1
0
’4 13, 14,15 I2 II 10 9 8 7 I2 13 + II
15 14.1516 13 12 I1 10 9 8 ‘3 14 + 12
16 15.16.17 14 ‘3 I2 I1 10 9 ‘4 15 13 +
‘7 16.17.18 15 ‘4 13 I2 I‘ 10 15 16 + 14
18 17.18,19 16 ‘5 14 ‘3 I2 ‘I 16 ‘7 15 +
‘9 18.19.20 ‘7 16 15 ‘4 ‘3 I2 ‘7 18 16 +
20 ‘9+ 18 ‘7 16 ‘5 ‘4 ‘3 18 ’9 ‘7 +
Same pair: Generally, two threats of the same CR constitute an encounter level 2 points higher. For instance, two
Peacekeepers with CRs of 4 actually have an EL of 6. Every time you double the number of same-pair threats. the EL of the
combined threat rises by 2. For example, four Peacekeeperswith CRs of 4 have a combined EL of 8. eight such characters have
a combined EL of IO, and so on.
Mixed pair: This column shows which combinations of CRs constitute higher ELs. For instanco rnmbining a threat with a CR
of 6 and a threat with a CR of 4 garners a combined EL of 7.
Challenge Ratings for Monsters and NPCs are listed in their appropriate sections.
259
I
{HIP (ONITRWION RUM
For rules purposes, a ship is considered a special
kind of character, which buys its stats out of its
building costs rather than by experience.
6"
Class
I The first step in creating a ship is to determine its
r8
class. There are numerous classes 01 ship available,
e
with basic descriptions detailed on the next lew pages.
Specific ships of a given class may vary slightly. based
* ' on upgrades, battle damage, and the like.
Each ship class will be presented in the following format
Base Cost: The cost in currency pledges of the least
expensive vessel of this class (in other words, a level I ship of
this class). Such a ship has the bare minimum of armament,
power, maneuverability and so on, and does not have a crew.
Cost per Additional Level: The cost in currency pledges
of improving the quality of the ship. Each time the ship gains a level.
it gains one more ship's feat from the list available.
Size: The rough size of the ship, from Colossal to Fine.
Hull Integrity: A n indication of how many sealed doors. force
fields, and other safety measures exist to contain breaches in the hull.
The higher the hull integrity number, the more stopgaps exist, and the
longer the ship can function as sections are exposed to the vacuum of
,pace
Weapons: A description of the weaponry on the vessel
Movement Rate: The number of hexes a ship may move in one turn
Cargo: The tonnage that the ship can carry.
Maneuverability: A n indication of the ship's maneuverability. This IS the
number of hexes that a ship must move between turns.
Crew: The number of people typically required to run the ship
Passengers: The number of passengers which the ship can carry
(in addition to the crew).
Defense: A n indication of how difficult a target a ship is.
Hull Hardness: The hull's resistance to damage.
Wound Points: The number of wound points that the ship will have,
and the amount 01 damage that the hull may absorb before it completely
breaks apart When a ship's wound points are reduced to or below zero,
the ships power supply shuts down. and it is essentially dead in space.
261
Range C In H e x e s 3
Weapon Damage PB S m L
Small pulse cannon 4d10x 2 2 3 4
Medium pulse cannon 4d10 x 4 2 4 8
Large pulse cannon 5d1o x 5 3 6 I2
Torpedoes 8d1o x 2 I 2 4 8
* Rail guns inflict a critical hit on a natural roll of 19-20.instead of just 20.
**
Frag Cannons inflict a critical hit on a natural roll of 18-20, instead of just 20.
maneuuermg [ t u r n s 3
Some ships can turn more quickly than others. A Prowler,
5-6 Engine. The engines of the ship are
for example, can maneuver much more efficiently than a
reduced in power by ‘/3;all pertinent
Leviathan. A ship must move its Maneuverability score in
movement and maneuveringstatistics
hexes in between each change of a hex side that they turn.
are cut in half. A second critical hit on
Turning in this way does not use a hex of the ships movement
the engine cuts power completely:
rate. Keep in mind which direction the ship is facing.
the ship is adrift and cannot move until
For example, if a ship is moving 6 hexes and it has a
repairs are conducted.
Maneuverability of2, it may move I hex, turn I side to its right,
move 2 more hexes, turn right by I side. and move another 2 2011again if the vessel in question is a Leviathan.
hexes, then turn I more hex side to the right and move I more
Special consideration must be given to the vessel’s firing
hex. This allows i t to effectively reverse its course.
arcs. The weapons may be placed into whichever arcs the
5auing T h r o l u s u s . Hull B r e a c h ship’s owner sees fit. There are four firingarcs: fore, aft, port,
and starboard. Weapons rnay only be fired along the hexes
When a weapon causes damage greater than 10% of the
indicated by their arcs. Weapons with a “top” or “bottom”
ship’s total hull points, the pilot of a ship will need to make a
configuration rnay fire in any direction.
Wisdom check. The DC of this roll is determined by the
Hull Integrity of the vehicle:
Hull I n t e g r i t y DC
I 25
20
265
Passengers: 10,ooo
Defense: 19
Hull Hardness: 24
W o u n d Points: 30.000
Starting Feats: Internal Hatches, Boarding Hatch, Hangar,
Docking Web
1'
combination of chemicals require
Hynerians The Flax is fairly rare: only a few pirates nave ener
While Hynerians are not known for their armada, they do resources necessary to activate it The 7nnotn1- ,+rd
secrets iealously and take carefL 'ep it fro
possess a powerful fleet that is more than capable of
falling into outside hands. Normall! e de
defending their territory. Their best-known ship is the
from a Zenetan ship. If word ever spreads that any no
Hynerian Battlearc. a mid-sized warship bristling with
Zenetan has possession of one, the pirates will go to
weaponry. The Battlearcs are well-suited for repulsing
lengths to reclaim their "stolen" weapon. The f l a x is not
attacks, though the Hynerians also utilize them for recommended for use in standard comba w f i t
blockades. where they are equally effective. PCs should not normally have access is dc
more as a plot device (like a storm or stellar pnenomeno
Hynerian Battlearc
rather than a weapon. The GM shoulJ taLo rareflll
Base Cost: 9,500,000 cps
Cost per Additional Level: 4.000 cps
Size: Gargantuan (600 meters x 500 meters x 500 mete131
Hull Integrity: 4
261
n Hull Hardness: 12
W o u n d Points: 4,500
Starting Feats: Internal Hatches, Boarding Hatch, Hangai.
Ram
The small vessel owned by Io
primitive ship, ill-suited for cor,lu.t. It has been T'kast
modified by Leviathan technology, granting
Base Cost: ioo,ooo cps
it limited interstellar travel, but at first glance,
Cost per Additional Level: 800 cps
it appears frighteningly outdated. It is, however,
" Size: Small (7 meters x 3 meters x 4 meters)
well-suited for wormhole travel ,ugh Crichtc
Hull Integrity: o
does not fully understand why.
Size: Diminutive (3.5 meters eter Weapons: 4 small pulse cannons (fore)
Movement Rate: 9
I
Cargo: I ton
Maneuverability: o
Movement Rate: E Crew: I
Cargo: 0.5 ton Passengers: o
Maneuverabili Defense: 14
Crew: Hull Hardness: I
Passe rV6= I
W o u n d Points: 125
Defense: \
Starting Feats: None
Hull Hardness
W o u n d Points: 75
-'
wting Feats: No
Due to their ongoingwar with the Scorvians, the Ilanics have
developed many warships. The staple of their navy is the
llanic Cruiser, a massive warship based on the Luxan Assault
Piercer that possesses a tough outer hull and a strong set of
defenses.
llanic Cruiser
Base Cost: 4,500,ooo cps
Luxan warships are powerful vessels, as befits a race of
Cost per A d d i t i o n a l Level: 1.500 cps
warriors. Among the most dangerous are the Assault
Size: Huge (450 meters x 50 meters x loo meters)
Piercers. While not as large a5 Command Carriers. Assault
Hull Integrity: 3
Piercers can be a match for vessels twice their size. Luxans
Weapons: I large pulse cannon (fore); I medium pulse
also use a variety of smaller craft, including potent one-man
cannon ifore)
fighters called T k a s t . which roughly translates to "small-but-
Movement Rate: 7
deadly-knife."
Cargo: 40 tons
Luxan Assault Piercer Maneuverability: 4
Base Cost: 6,000,000 cps Crew: 75
Cost per Additional Level: 2.000 cps Passengers: 50
Size: Huge (450 meters x 50 meters x io0 meters) Defense: 17
Hull Integrity: 3 Hull Hardness: 12
Weapons: 2 large pulse cannons (fore): 2 medium pulse W o u n d Points: 4,000
cannons (fore):IO small pulse cannons (2 fore: 2 aft: 3 port: 7 Starting Feats: InternalHatches, Boarding Hatch, Hangar
starboard)
Movement Rate: 7
Cargo: 70 tons Sheyangs do not possess a fleet, though numerous raiding
Maneuverability: 4 ships can be found throughout space. Their vessels are
Crew: 550 often heavily modified. due to the amount of technology
Passengers: loo they scavenge from other ships.
--
Zenetan Frigate Base Cost: 6.000.000 cps
Base Cost: 4.000.000 cps Cost per Additional Level: 2,000 cps
Size: Gargantuan (800 meters x 75 meters x 70 meters,
Cost per Additional Level: 5.000 cps
Size: Large ( 2 0 0 meters x 30 meters) Hull Integrity: 2
I
Hull Integrity: 2 Weapons: 2 medium pulse cannons (fore)
F - A
1
A
*
A
a'
1h .I
269
1
--
Movement Rate: 4 Passengers: 50
Cargo: 2.000 tons
I Defense: II
210
Cost per Additional Level: 900 cps difficult, especially when adventures take the
Size: Large (50 meters x 40 meters x io meters) characters off of the ship. O n the other hand,
I
Maneuverability: 4 CII
Passengers: io0
Defense: 9
Hull Hardness: 4
active, regular character i n the
stealing the spotlight f r o m the pl
ga without
I
W o u n d Points: 900
Starting Feats: Boarding Hatch
Size: Large (up to 2.5 m s tall
LEUIATHRnS
W o u n d Dice: id12+ 3per level
Leviathans a r e among the galaxy’s most unique and Initiative: + I (Improved lnitiativ
I
wondrous creatures: biomechanoid ships which move ‘+eed: o (Pilots aro immnhile
freely between the stars. Though living creatures.they share with a Leviathan)
many properties with artificial space ships, including a self- Defense: 13 (-3 Dexterity: -I sizc
contained internal atmosphere, specialized areas such as Attacks: Punch + c
command centers and flight hangars, and even living Damage: Punch id
quarters for dozens of crewmen or passengers. They Face/Reach: 2 meters met4
appear as a huge ovoid shape with the end tapering back Special Qualities: M~,,,-,askir,e
into three curved tails. They are primarily a coppery gold multiple mental-based skill roll
color, with the windows providing speckles of light and simultaneously); multiple liml
darkness. Leviathans work as space-worthy beasts of arms, with no arm considere
burden for friendly races. They feed primarily on solar Regeneration (Pilots can rege
energy. but this can be supplemented by waste from their though they heal no faster than norm
residents. Saves: Fortitude +3. Reflex -3. Mill + I
In order to maintain internal atmosphere for passengers. Abilities: Str 14. Dex 4, Con ,Ws 12,Cha IO
each Leviathan requires a Pilot, a species of symbionts who Skills: Computer +3. Knowle ical sciences) +%
bond into a special chamber within the Leviathan where Knowledge (theoretical scien
they help maintain the large creature’s systems. Once Pilot (Leviathans only) +15 ( + J n Pi
bonded, they merge into the Leviathan’s systems. and Security Systems +i
become completely immobile. They operate using a Feats: Born Pilot: lmprovea in1
combination of bonded telepathy and external controls. Challeng- D3tinp. -
using one of six chitinous limbs. which can easily grasp and
manipulate delicate objects.
For Pilots, Leviathans came as a n incalculable blessing.
Though socially, philosophically, and technologically
advanced, Pilots could not accomplish the one goal they
strongly desired: to explore space. Their anatomy and
Sample Leviathan
GM’s discretion
i
Security Systems +7,Spot +!
Feats: Tech Mind
Challenge Rating: ‘/4 1
213
' arbitrator all rolled into one, the GM handles every aspect
of the game besides the player characters themselves.While
this involves a lot of work. it can also be one of the most
rewarding aspects of role-playing.Many GMs find they prefer their
duties to the simpler tasks of the players.
The GM's primary job is to prepare adventures and scenarios for
the player characters to participate in. He describes what the characters
see, gives them iniormation about their surroundings,and allows them to
make decisions based on the particular situation. When non-player
I
characters (NPCs)show up, he portrays them as well. interacting with the
PCs and (if needed) engaging in combat. He handlesthe pace and direction
of the adventure, plans out the overall campaign, and generally makes the
game session as fun and exciting as it can be.
That's a lot to do, but it's not nearly as difficult as it seems.
Blarrator
More than anything. Farscape is the Game Master's universe. He knows its
nooks and crannies, understands its denizens. and presents it to the players in
an exciting way. During the adventure, the GM serves as the PCS' eyes and
ears. They don't know what's in that room until the GM informs them, nor can
they tell who's shooting at them unless the GM describes it first. In order to do
that, GMs need a working familiarity with the Farscape universe. How do
Hynerians act? What's on that planet up ahead? 1s there a Peacekeeper
outpost nearby?This book provides most of the details for that, as does the
television show. The rest you can easily develop on your own.
215
Technology and scientific principles exist side-by-side with - have a limited presence there, they still use the Territories
the monsters and magic, playing an equal role in the for any number of political games. In this atmosphere.
proceedings. Crichton and his friends demonstrate a strong it becomes very easy to get entangled in any number of
knowledge of technology, and the devices they use all have Machiavellianplots.
scientific - not mystical - origins. Political stories have little room for direct action. The PCs
When push comes to shove, however, Farscape science can’t simply blast their way to their goals. Instead. they must
steps aside in favor of fantasy... or at least whimsy. The rules use cunning and guile to get what they want, engaging in
of science apply in Farscape. but they differ in some ways oblique conversations and using their assets to influence
from the science of Earth... and they can sometimes be other people. They must often make concessions to others’
broken. When would that be? Usually, if it makes for good desires, and take circuitous routes before achieving their
storytelling: if the excitement increases, or it provides a objectives. Such stories are often some of the best means
unique solution to a given problem. It shouldn’t be tossed of role-playing,giving the players a chance to act out their
aside on a whim, but neither should it limit the game. characters in social situations. It’s also a good way to
It should serve as a dramatic tool, not an unbending barrier. introduce important NPCs, and to establish prominent
personalities in the players’ minds. Fighting with a warlord
Oarhness only makes him a target. but trying to outmaneuver him in
In many ways, the Farscape universe is quite grim. Most of his efforts to marry a local ruler... that shows what kind of a
the major powers (Peacekeepers. Scarrans, Nebari) are character he is.
oppressive empires who subjugate entire worlds.
Corruption runs rampant, and the universe holds some Humor
truly terrifying creatures. Farscape never shrinks from the One of the unique things about Farscape is its sense of
bleaker side of things, and the heroes often come face to humor. As intense as the show can get. it never forgets to
face with the worst that civilization has to offer. During those add a little levity at the appropriate moments. Much of it is
moments, the show takes on aspects of an Orwellian self-effacing, showing Moya’s crew in a ridiculous or
nightmare or even gothic horror. Sooner or later,your party clownish light. At times, the characters themselves are
will probably confront that fact, whether it‘s a trip to the heart
of Scarran space, or a parasitic alien who dissects sentient
beings for sustenance. And while it’s possible to
v-
vanquish some of these nightmares, the
darkness itself can never truly fade.
The Peacekeepers aren’t going
anywhere, and some monsters are toc
powerful to really die...
Heroism
I
As pervasive as Farscape’s gloom can appear,
it never becomes all-encompassing, and brave
individuals can successfully defy it if they wish.
Such a path is not without risk, of course. and
i
may require great sacrifice. But the notion that
one person can make a difference runs very strong
i
-.
in Farscape, and the PCs should never forget that their
efforts have merit.
“Have we sent the wants them to handle a delicate negotiation. While some
campaigns are conducive to a particular type of character,
too much of the same type can become one-dimensional.
‘don’t shoot us, we’re pathetic‘ As the GM. you know what kind ot challenges the PCs will
transmission yet?” face. Make sure that the players create different types of
characters to deal with those situations.
The players also need to function as a team. In a role-
-John Crichton playinggarne, the PCs ultimately owe their loyalties to each
other. Characters with unreasonable hatreds or prejudices
As with other aspects of GMing, it‘s important to match might not work well with others and cause undue conflict
the mood of your game with the sensibilities of your players. within the group. Similarly, characters who focus too much
Farscape can encompass any number of adventure styles: on their particular needs won’t function well with a larger
the trick is to balance these elements until they strike just the group. A PC who hates Hynerians. for example, is going to
right tone for your group. Some players enjoy lots of action, have a hard time operating in a party that has three of them.
while others might like a politically-basedstory. You might As the players flesh out their characters, keep an eye on
enjoy focusing on different themes for different adventures, them, and make sure they can all function as a team.
changing the theme to fit the style of play for that particular “Function” doesn’t mean “get along perfectly.” Many of
evening. When you’ve figured out what kinds of themes the Farscape characters bicker and fight with each other on
your players will enjoy the most, you’ve gone a long way a regular basis. Some view their circumstances as a
toward becoming a good GM. temporary alliance. and some may even dislike the other
PCs. A certain degree of inter-party strife is an integral part
of the setting. and can make for great fun if played properly.
PUTTING IT fill TOGWIER Using the above example. the Hynerian-hater might engage
in endless arguments with his diminutive colleagues, or even
You’ve read the rules, you’ve watched the show, and you’re plot against them if it makes for an interestinggame.
ready to Game Master your own Farscape campaign. What However, everyone needs to understand where the line
must you keep in mind in order to ensure the game comes is drawn. A character who routinely harms other PCs has no
off successfully?Below are a few tips and guidelines. place at the table. Neither does a character who instigates
permanent or irreconcilable conflicts. The Hynerian-hater
can argue all he likes and that‘s fine, but if he kills a Hynerian
diplomat that one of the other PCs promised to protect,
(REATING A
DUEN
U
IREI weaponry could make short work of any rnrear
they encounter, and will quickly
. - lead a boring
campaign. Lightly armed frigates, with just enou,
The Game Master‘s principal role is presenting adventures room for the party and their fri
to the other players. Novice GMs may be intimidated by patchwork vessels from the likes of the >heya
their first few sessions, especially if they’re running an are much more appropriate choices. Leviathan,>
adventure or campaign which they created. It‘s perfectly all make ideal ships; they lack overpowered
right to borrow inspiration trom other sources, especially weaponry, yet still possess speed and the abili
to get the PCs anywhere; in addition, Leviathan
early on. A favorite episode of the Farscape TV show,
Pilots can be used as convenient plot
slightly rearranged with new characters and settings, can
expositionists. Whatever the vessel, however,
make a tine introductory adventure. You can also borrow
it should always remain in context. A reliable
from other N shows, as well as movies, books, or comics.
form of travel should never overpower the rest
As time goes on, you’ll be able to branch out from these of the campaign or give the players a too-ea
root sources, telling stories that are uniquely your own. solution to their problems.
If you don’t wish the cha ters to I their
Flduenture Formatting own ship, you’ll h er
Obviously, the first step to a good adventure is defining the transportation available. Th bo(
narrative. It‘s easiest to lookat each adventure as an episode passage on a broken-down transport
of the FarscapeTV show. It presents a danger or task which away on a Peacekeeper Command -.
the party will have to negotiateto get what they desire. In the Finding transport could conceivably fori
--
enemies hot on their trc”
dramatic. It could be a treasure which one of the PCs has
been searching for all his life. or an escaped criminal they
want to recapture for the reward money. With the goal in
mind, you can then define the structure of the adventure:
what the PCs need to do, which steps they must take to get
there, and who will help or hinder them on their way. Some involve a small number of encounters, while longer ones
adventures can be accomplished in a single evening, while may require dozens. They build slowly towards a climax of
others take many nights to finish. some sort - a showdown with the villain, the discovery of the
Essentially. each adventure consists of a string of prize, etc. wherein the PCs either succeed or fail, and reap
~
encounters - some simple, some very challenging - which the appropriate rewards.
lead the characters closer to their goal. Short adventures
219
drawn out to savor the details. As a general rule, you should I require that the party has their ,el, thou
they can certainly take placc hip
keep things flowing as much as possible. Don’t dwell on
long as the Pcs have a Ted> IU the1
particular elements lor too long; while if‘s nice to include a
~ Generally speaking, the bigger tl hip, mo
vivid description 01 a Peacekeeper Command Carrier. YOLJ
engaging the on-ship adventure, sin larg
don’t need to describe every single hull divot. 01 course.
spacecraft have more space (and it areas)
some things merit extra descriptiveness, and you may want run around in.
to spend a little more time lingering on those details. The A threat or complication ,,,- ,J introduc,,
story should take precedence in all matters. If an encounter into the ship, either througl ome internal
drags on too long, or you’re spending too much time on malfunction, or an external sourc iich enters the
irrelevant die rolls, wrap it up and move on to the next ship for reasons of its own. The danger must center
pertinent bit. The exact sort of pacing depends on the on the vessel or someone on it: otherwise, the ship
players; as you gain experience, you’ll learn the style that becomes incidental and you have a more standard
work best for yours. adventure. Finally, the characters onboard should
be prevented from leaving, either because they
P a r t ic ip ati on can’t (e.&., the lifepods have been deactivated and
there’s no other ships in the vicinity) o r because
No one likes being ignored, and every PC needs a chance to
some compelling reason keeps them aboard (e.&.,
shine. When creating adventures, keep the PC‘s strengths the villain wants to blow the sf m d they’d
and weaknesses in mind. and then tailor the challenges so rather he not).
that everyone can contribute. If a villain is planting a bomb. Once the threat IS estat kea, a(
don’t just depend on the warrior to kill him before it‘s done. encounters based along it. If the I __ neeJ tn
Give the tech a chance to defuse it, let the diplomat damage, necessitate several steps bi
convince nearby residents to flee, and make sure the pilot do so. If an adversary i s afoot, makt
can swoop in and get them all out at the last minute. Major just get right to his goal. Try to vary the c
threats and obstacles should require group cooperation to as much as you can, using the different areas
overcome. making every player feel like they contributed. ship to the best advantage. For examplt, -
encounter could involve crawling through f
Alternately. you can tailor particular adventures to focus
I.
maintenance tubes, searching for a particular piece
on one or two characters. giving them a chance to play the
of machinery, while another could be a wild firefight
heroes while the others serve as support. Then switch gears
on the bridge. If possible, make elements of the
lor the next adventure. and give a new PC a chance on
vessel an integral part of the encounter,
center stage. This allows all the players to have their emphasizing the importance of the surroundings as
moment, but take care not to miss anyone. If possible, a the story proceeds. Above all, make sure the tasks
strong mix of group-based adventures and well-balanced involved differ significantly from the party’s
individual attention makes for the best kind 01 story. standard routine. Nothing should be solved A
by a simple Repair roll o r Piloting check
\
~
held for ransom. Similarly, an abandoned how much fleshing out they need.
spaceship might make a great hiding place,
and the party could find themselves returning
there multiple times. eventually turning it into
.
a secret base
Also remember that recurring elements
should never remain static throughout the campaign I
Justas the PCs grow and change through their adventure
so too do the worlds and people surrounding them
Governments change hands, businesses move, and wars or
other disasters engulf entire systems. As the characters
learn more about a given location or NPC, allow them to
discover new things. to see a side of it they hadn’t noticed
before, or to note changes where time and life have left their
mark. They may catch a normally friendly contact in a bad
mood, or confront a hated enemy only to learn that he’s had
a change of heart. Crais’s development from relentless
villain to wary ally in the Farscape show is the perfect
example of this sort of change.
A
Villains, sidekicks, cannon fodder, helpful walk-ons... all of
these and more comprise the ranks of non-player
characters. By definition. any character not directly
controlled by the players become the A
P ROA(TI U E characters in the game are spear carriers: they don’t interact
much with the PCs and generally come and go in the space
A good I to get around Steel Rail Syndromc
~
then dutifully going through the motions of Below are some of the more prevalent problems, as well as
solving it. The more you allow your players to ways to avoid them:
come up with their own raison d’btre and tn
pursue such goals with regularity, the Clicha5s
more exciting the game will be. Put-upon GMs may find themselves falling back on familiar
plots and characters to get them through. It can be fun to
play such cliches from time to time, but eventually. their
tired, worn-out nature becomes a drag. As a rule of thumb,
Shining S t e e l R a i l s
While good GMs always prepare for their campaigns, it‘s
Robplaying isn’t an exact science, and there are no hard
quite possible to plan too much. If you develop the story to
and fast rules. What works for one group may not work tor
the point where every detail is meticulously mapped out.
another. The above examples are intended as helpful
I
then the party won’t have anything to do. They simply follow
guidelines, not the final word on GMing. You and your
the predetermined path to the end. This is referred to as
players will eventually learn which style of play works best tor
“Steel Rail Syndrome,” where the players are dragged
you. As always, the purpose of the exercise is to have tun. It
through an unbending adventure, incapable of changing the
someone in your group isn’t enjoying himself. change things
outcome of events. Every good GM should have the
to make sure he does. In the end, if everyone teels included
flexibility to get the players to the finale without restricting
and an integral part of thegame,your Forscapecampaignwill
their freedom of choice. Let them make their own decisions
be a success.
whenever possible, and always have a back-up plan in case
they make an unexpected move.
initiative rolls.
Speed: The maximum distance the creature can
cover on land in a single move. If the creature has other
forms of movement (swimming or flying, for example).they
are listed after the main entry.
Defense: The creature‘s Detense for normal combat.
including modifications for armor, Dexterity. and the like.
Attacks: All of the creature’s physical attacks, whether with artiticial
weapons or otherwise.
Damage: The damage each of the creature’s attacks inflict.
1 Face/Reach: “Face” describes the amount of space the creature
needs to fight effectively. “Reach” describes how close it must be to an
opponent to threaten it.
281
I Face/Reach: 2m x 2m/2m
Special Qualities: Empathy
Ba'Har
Size: Large (1.5-2meters at the shoulder: 3-4 meters long)
Saves: Fort ' 3 , Ref +o,Will + O
Wound Dice: iod8 50 +
Abilities: Str ii, Dex ii. Con 12, Int 8. M i s io, Cha 8
Initiative: +I (Dex)
Skills: Wilderness Lore ' 5 . Sense Motive +iz (+8is fror-
Speed: 60m
Empathy),Listen 12,Spot +2. Move Silently +I
Defense: 15(-1 size. +IDex, +5natural)
Feats: Tracking
Attacks: 2 claws '17 melee, plus I bite t i 2 melee
Challenge Rating: 2
Damage: Claw id6 7. bite: 2d6 7
+ +
Arrat are pack hunters from Mysaa II. a world of wide plains. Face/Reach: 2m x 4 m/2m
They are sentient, though primitive, and never developed Special Attacks: Trample id8 +7
technology beyond the spear and rudimentary clothing. Special Qualities: Scent
When a group of Tavlek mercenaries came to Mysaa II fifty Saves: Fort +12, Ref +4,Will +4
cycles ago, the Arrat were fascinated. The two species Abilities: Str 25. Dex 13. Con 20. Int 2. Wis 13. Cha 7
quickly came to an Skills: Listen ' 7 , Spot '7. Climb ' 2 . Swim +4
understanding, and today 4 Challenge Rating: 6
some Tavlek mercenary
Ba'Kar are large omnivorous creatures from the
groups have aid and
Luxan homeworld The Luxans domesticated
backup in the form of Arrat
them ages ago for use as mounts during war
Arrat possess a very
campaigns As they became more
strong pack mentality. made
technologically adept. they gradually
stronger by an empathic
abandoned use of Ba'Kar. though a
bond that all members of their
few still appear on modern
species share With it. the pack
battlefields Solitary Luxan warriors
can transmit basic concepts and
and bounty hunters occasionally
work as a fluid unit They use it both
tohelp them weed out prey. and to ) keep Ba'Kar to use in their
campaigns and hunts. Bred
communicate silently during pack
and trained for war.
maneuvers While individuals
?- ~ Ba'Kar are ferocious
exist within the pack. everyone is
fighters and loyal to their
considered part of the whole. and
trainer They can travel
selfish considerations rarely arise.
nearly any terrain, from thick
The pack is not lust a hunting party, it is a
lungles to vast plains to deep
family. a tribe, and the center of all social
swamps
interaction within their culture
Mild Ba'Kar still exist
A n Arrat is never alone as long as he
on the Luxan homeworld,
has his pack
and, though they usually
Though known primarily for their
shun contact with
hunting skills. Arrat have a rich and beautiful culture,
humanoids, a hungry specimen can be
including a healthy sense of spiritualism The\ are a simple
very dangerous Ba'Kar can be trained as guard animals,
folk with simple needs and desires They enloy hunting,
though their size and often expensive price make such
eating. mating. and dancing. and do their best to see that
*
Originally from the Sheyang
the creature when it is young
horneworld of Yanglin. the
establishes a strong bond, an?
%- bastick spitter is a common
the Ba'Kar forms a deep and Ba'Kar
1
predator in the equatorial
very personal loyalty with its
regions of that planet
master Once grown, it
follow its owner everywhere it
will -- It hides in the lower
branches of trees and
can. and protect him or her with
its life Most Ba'Kar owners feel the
waits until suitable prey 1
passes beneath, then douses the
same way about their mounts and
unfortunate creature with highly
grow personally attached to the beast
f acidic spittle The bastick spitter
Those few who mistreat Ba'Kars, 1 normally does not attack other
however, often find that their
creatures openly unless
loyalty is not blind They
very intelligent animals and
are
cornered, relying on ambushes 1
to secure food They are complete
isolated cases exist of abused
carnivores and cannot digest plant matter Basticks secrete
Ba'Kar turning on their owners
I
their acid from a gland right below their tongue to break
Trample: As a standard action during a combat round. a
down their food before they swallow it
Ba Kar can run over a creature of at least one size category
Several centuries ago Sheyangs began domesticating
smaller than itself The trample deals bludgeoning damage
bastick spitters They usually serve only as attack animals
A target can make a Reflex save at DC 20 for half damage
Scent: A Ba Kar can detect opponents within io meters
because they do not suppress their hunter instincts very
well Even domesticated bastick spitters will attack if
1
by sense of smell If the opponent is upwind the range
frightened or surprised They tend to get hungry very often
increases to 20 meters If downwind it drops to 5 meters
and will hunt down their own meals if not fed regularly Still
Particularly strong scents can be detected at twice or even
Sheyangs find these traits valuable and the richest often
three times the normal range (GM's discretion) The Ba'Kar
keep packs of spitters for their amusement
cannot sense the opponent's exact location. only its
brr,J
a
Some Sheyangcrime lords feed their victims to
presence The Ba Kar can also track creatures using this
pits full of the creatures
ability. making a Wisdom check to follow the trail
The typical DC is IO,though that rnay increase or -
$d k Numerous Sheyangs have taken bastick
spitters off world. and it comes as no surprise that
decrease depending on the circumstances
many have escaped their masters and made
(GM s discretion) This form of tracking
homes in the cracks of civilization
ignores the effects of surface conditions
and poor visibility
I
r-
* 4-F In spaceports frequented
the rodent population has shrunk
by Sheyangs
289
anything to fill their enormous gullet. Stories mind the tang of a Luxan's blood ... or anything else that may
persist of entire fleets being swallowed whole, and fall into their gullet.
entire civilizations collapsing once a Budong travels C'Arankas rarely appear off of the Luxan homeworld ana
through their system. Thankfully, they are transporting them violates numerous interplanetary laws.
extremely rare. Capturing such a creature is very difficult and dangerous.
Budong corpses provide a lucrative re Nonetheless, a rare few have been smuggled offworld for
the form of nogelti crystals, whic iinei display in zoos, both public and private. Several crime lords
out of their bones and sell for a subst, own C'Arankas. which they utilize for gladiatorial combat
Several Budong carcasses support larg
and other sadistic forms of entertainment. Several lords
operations, despite the dangers inherer
record their pets' feedings and sell these recordings on the
Budongs appeared in the Season Two episode gathering in pairs to mate. After mating, the female will lay
Home on the Remuins. and thG eason Three five to ten eggs, which she guards until they hatch. The eggs
episode Green-eyed Monsfer. No stats have been are considered a delicacy among many species. and many
provided for the beasts. They can crush small people risk life and limb to harvest them. Since transporting
planets beneath their bulk and even the largest the eggs is significantly easier and more legal than
warships are barely a mouthful for them. The transporting an adult, most offworld C'Arankas left the
notion of balanced mechanics f o r Budongs would Luxan homeworld while still in their embryonic stages.
be ludicrous, and GMs should not use them as
Once the eggs hatch, the mother ignores the young and may
foes: rather, they can serve as a n overarching plot
even eat them if they should cross her path again.
device - like a hurricane o r a nuclear
C' R r a n ka
Size: Huge (5-6meters tall)
W o u n d Dice: 18dio 76 +
Initiative: +I (Dexj
Speed: 40m
Defense: 14 (-2size, + I Dex, +5natural)
Attacks: Bite '20 melee
Damage: Bite 5d8 13 +
Face/Reach: 4m x 4m/6m
Special Attacks: Improved unarmed strike:
swallow whole: scent
Saves: Fort '15, Ref +12. M i l l +8
Abilities: Str 28, Dex 12,Con 19. Int 2, M i s 15,Cha IO
Survival ‘4. Listen +2. Spot +2 Damage: Bite 2d8.6, claws 2d6.6
Feats: Power Attack. Cleave, FaceIReach: 4m x 8m/4m
Weapon Proficiency Group (Melee) Special Attacks: Heat radius, damage reduction 5
Challenge Rating: 3 Saves: Fort ‘14, Ref ‘ 9 , Will +5
Abilities: Str 22, Dex 12.Con 18,Int 2, Wis 9, Cha II
Found on the planet Orilis. the Crouack are a sentient
species that has just begun to rise above stone tools.
They live in loosely-organized tribes. ranging between
Skills: Climb +i6,Survival +6,Move Silently ‘4,
Spot +8, Listen +8
Search ‘4.
I
Feats: Track, Power Attack, Cleave, Great Cleave.
twenty to one hundred members each. These tribes are
Blindfighting
normally led by the eldest Crouack, except in war when the
Challenge Rating: 16
Dagos S n a k e
Size: Medium
Wound Dice: id8.10 (14)
Initiative: +8
Speed: 6m
Defense: 16 ('2 natural. +4Dex)
Attacks: 4 Bites +6 melee
Damage: Bite id6 poison
+
Face/Reach: 2m x rmlim
Saves: Ret +6
Abilities: Str io, Dex 18.Con io. Int 2, M i s io. Cha 6 Dagos Snake
Skills: Climb '4. Hide +8.Sneak +8,Spot +a, Listen + I
Feats: Improved Initiative
Challenge Rating: 2
T
Territories. Some stories speculate that they
The Delvian spore hound is a are not natural creations, but the results of genetic
large predator native to Delvia. experiments. Others claim that Donari do not exist
Like most higher life forms on save in the minds of the space-mad.The Donari do, indeed,
that world. the"hound is an animate exist, but they do not speak of their origins. They are very
plant life form. Numerous subspecies exist, quiet, observant beings who value their anonymity and
most traveling in packs of twenty to thirty. M i l d spore rarely reveal themselves to outsiders.
hounds rarely attack humanoids unless provoked or Donari possess an unusual ability to reshapetheir bodies,
very hungry. Recently, however. a disease mimicking the appearance of virtually any humanoid life
called the mala/ has become common
amongst them, making them far more
violent than normal.
,4'*
3 1
form. They have a feared reputation, leading to wild stories
about body-snatching, identity switching and the like.
In truth. they are not particularly bloodthirsty or eager to
The Delvians domesticated spore
hounds long ago. and they make
, steal another person's identity. They prefer to make their
own identity, living quietly in secret among
excellent pets. They often serve as
guard dogs at Delvian military bases
1
7
unsuspecting members of numerous races.
They tend to avoid
and similar institutions.They are often Vorcarians. Luxans,
L?
brought to dangerous colonies to help and other races with
- s
293
I
Gratandi ones will fight to defend
Size: Medium (2 meters tall) themselves or those they
Wound Dice: id12 care about.
Initiative: -I (Dex) Some Gratancji have
'
I escaped slavery, and try to
Speed: 2om
Defense: 18 ( I Dex. +9natural) find jobs where they can use their
Attacks: I Slam +3 melee strength and endurance without resorting to
Damage: Slam id8 +2 combat. Many free Gratandi work as
Face/Reach: 2m x 2rnl2m miners or heavy laborers, and take
Saves: Fort + 2 , Ref -1. Mill + O particular pride in handling high-
Abilities: Str 14,Dex 8. Con io. Int 6, risk jobs such as deep-space
MIS io. Cha 8 salvage. Whether mining an
I Skills: Listen +5,Spot +I. Hide +I
Gratandi
asteroid or working in an orbiting
Feats: Power Attack. Improved Unarmed Strike shipyard, Gratandi are most satisfied when they feel useful.
Challenge Rating: 2 As slaves, they seem fairly content with their lot in life, but
they may just be covering their true feelings under their
These large silicone-based life forms come from Zarilli
stony faces.
Prime. a barren world with a thin. harsh atmosphere
Though sentient, Gratandi are not known for their high H~~~~~
intelligence. They are, however, very strong
Size: Small (I I 5 meters tall)
and durable: they do not need to breathe and
Wound Dice: id6
can survive with little difficulty in the vacuum
Initiative: +2 (Dex)
__
of space Gratandi have no spacefaring
Speed: 40m
technology of their own, but numerous
Defense: 13 (+I size, +2 Dex)
specimens exist offworld Slavers
Attacks: Pulse pistol (palm), + I rangeu,
discovered their primitive culture a
or knife. -I melee
thousand cycles ago, capturing large
Damage: Pulse pistol 3d6, or knife id4
numbers of Gratandi and putting
Face/Reach: 2m x 2m/2m
them to work
Saves: Fort to.Ref '4. Mill +i
They are normally a very 1 Abilities: Str 8, Dex 14,Con io. Int 8, MIS
12. Cha 8
passive race They have no
Skills: Hide +6.Move Silently '4. Search +2
predators. and survive by eating
Feats: Nimble
the lichen from rocks on their
Challenge Rating: '14
homeworld They also eat their
dead when food gets scarce As a Kagaans are not a particularly welcome
slow-witted. primitive, strong, and species on any world, though only a handful of
Kagaan
relatively docile race, the Gratandi make planets specifically bans them Opportunistic
an excellent slave race Their strength and endurance also predators and scavengers. Kagaans are known to abduct
made them well suited for gladiatorial combat, though their children, Hynerians. and pets or livestock as prey Most lack
Territories. When a merchant vessel landed on the planet but their stony faces and unemotional natures typically put
several hundred cycles ago, they overran the ship. and soon off other species. K'kcar has a single trading city. and
figured out how to use it. Once they reached other worlds. travelers come to buy and sell most anythingthere. Most of
they began to steal and scavenge new vessels, which they the merchants are off-worlders. though some K'kcarak sell
used to great efficiency. While the Kagaans are not native technology and food. They have no real artwork or
particularly accomplished pilots (and have little technology
of their own). they know enough to make themselves a
crafts, since they are an eminently practical people, and the
use of art eludes them.
A
considerable nuisance. K'kcarak are beginning to move further out into the
Kagaans rarely attack a target unless they know they can Uncharted Territories, where they find professions that suit
defeat it. They try to outnumber their victims by at least four their stolid demeanors. Businessmenhire them tor security.
to one, and become more bold when they attack Hynerians and less reputable characters have found they make
or other, smaller races. Sheyangs in particular despise the invaluable bodyguards or enforcers. Their unusual
Kagaans. and can often send the little creatures into fits of appearance is very intimidating, and their size and strength
fear. Even the appearance of Sheyangs near a tribe of add to the illusion of a violent, poor-tempered race. But the
Kagaans may incite a panic. Kkcarak are not nearly as angry as their reputations indicate.
To them, almost everything is simple, emotionless business. I
Size: Large (2.5-3meters tall)
Wound Dice: id12+I
Initiative: -I (Dex)
Speed: 30m
Defense: 18 (-1 size, -I Dex, +IO natural)
Attacks: I Bite +Imelee
Damage: Bite 2d6 +I
Face/Reach: 2m x 2mI2m
Saves: Fort +3, Ret -I, M i l l + O
Abilities: Str 12, Dex 8, Con 12, Int 8.
M i s IO. Cha 8
Skills: Wilderness Lore '3. Intimidate +9
Feats: Improved Unarmed Strike
Challenge Rating: I
295
Sense Motive +6
' Speed: 40m
Defense: 17(+2 Dex. +5 natural)
Feats: Zero-G Combat, Endurance,
Attacks: Pulse blaster +8/+3or knife +12/+7melee
Dodge
Damage: Pulse blaster 3d6: knife id4 +6
Challenge Rating: 15
FaceIReach:2m x 2m/2m
Commonly found around the gas Special Attacks: Tongue attack
giant Kurav (see pages 126-1271,wind Special Qualities: Scent
whales live on a number of similar Saves: Fort + I O , Ref '7, Mill +4
stellar bodies across the Uncharted Abilities: Str 22. Dex 15. Con 17. Int io. M i s IO, Cha IO
Territories, leading to much Skills: Hide '5. Move Silently +9.Listen +io,Search +8
speculation on the location of their spot +io
true homeworld. They normally ride Feats: Blind Fight, Improved Unarmed Strike, Track
the thermal currents in the upper layers of gas giants, but in Challenge Rating: 5
very rare instances they have been spotted traversing deep
Kyattar are known and feared throughout the galaxy.
space. Sighting are also common near asteroid belts,
Mothers tell their children to behave, or the Kyattar will get
leading some to think that multiple subspecies exist.
them. Works of fiction speak of Kyattar
M i n d whales do not ingest food, at least in the normal
who track and kill victim after
sense: they gain energy by exposure to heat. Using internal
victim, destroying entire
gravity bladders, wind whales can regulate their altitude
. villages in their bloodlust.
within a planet's atmosphere, allowing them to hover or
A They feed on brain
fly despite their lack of lift.
matter, and only sentient
Most wind whales live in pods of ten to thirty
brains will sate them.
members. They tend to avoid most observers by
Thankfully, everyone
diving deep into the atmosphere of the nearest gas
knows the Kyattar don't
giant. Because of this, little is known of their habits or
exist They're only a work of
intelligence. Those seen in deep space have showed an
fiction, an invention to scare
amazing ability to disappear despite a lack of objects to
hide behind. It is not clear how wind whales
So they say.
reproduce. but infants do appear amongst some of
Unfortunately. Kyattar are very
the larger pods.
I
much alive.They hail from Syarin ~
291
Initiative: +6 Initiative: -2
Speed: Swimming 18m Speed: iom
Defense: 17 (+6natural, 12 Der -1 size) Defense: 16 ( - 2 Dex. +8natural)
Attacks: Bite +8 Attacks: I bite
Damage: Bite 3dio+4melee Damage: Bite 2d6
Face/Reach: 2m x 4m/2m Face/Reach: 2m x 2m/2m
Special Attacks: Swallow whole Special Quality: Immune to poison
Saves: Fort +6.Ref +6,Mill -I Saves: Fort '5,Mill +I, Ref -2
Abilities: Str 18,Dex 14. Con 16. Int 2, M i s 9. Cha 6 Abilities: Str 14.Dex 6, Con 16.Int -, M i s 12. Cha 6
Skills: Swim +iz. Hide '4. Spot + 4 Skills: Search +12,Spot +2, Listen +2. Climb +i2. Swim + 2
Little more than a giant pair of laws with a body the phelat Recyclers are small
fish is native to the world of Hyneria Reborn (seepage 119) It Phelat Fish bio-mechanoid creatures
has become a common prey amongst the local
fishing fleets, upper class Hynerians everywhere P
- that consume
material and
favor its tasty flesh Unfortunately catching excrete it in an
the fish presents numerous unrefined form
hazards not only can the They have found a place on
phelat s laws bite through steel large ships, breaking carbon
but the fish possess a dioxide into carbon and oxygen and
predatory cunning that can recirculating it for the crew to breathe
confound the most skilled
fisherman It is easily capable
of swallowingsmaller
Y Other specimens can be found in manufacturing
plants, breakingwaste into usable buildingmaterial, and
mining operations aiding in the digging of tunnels
creatures whole Though they lack sentience, they have a high level of
The phelat fish animal intelligence. and can recognize their keepers as well
eats whatever it can as strangers Recyclers do not tolerate abuse, and pain or
find often swimming torture do not work well It is also difficult to hold a recycler
L
with its mouth open and against its will. since it can consume any material it comes
swallowing anything that happens to fall in It IS especially into contact with Pirates and thieves sometimes keep the
fond of other large fish and Hynerlans Some of the more creatures penned. then release them to dispose of bodies
daring fishermen pay Hynerians to donate blood for use as or break into safes
lures Considering that the creatures' meat often sells for As a primitive bio-mechanoidcreature recyclers can be
one hundred cps per kilogram (and each fish produces up programmed to seek out specific forms of material and
to one thousand kilograms of meat) most consider the risk transform them into something specific. They can excrete
worthwhile. any non-organic material, developing it from the broken-
Swallow Whole: Anytime the phelat fish succeeds on down compounds of its food. Thus, they can create
a bite attack against a Small-sized opponent by more than aluminum from ferrous iron, or high-quality steel from
ten points, it swallows the target whole. The target then takes rusting metal. The excreted material is usually raw and
idio points of damage per round until they die or are freed shapeless, however, and must be forged or reshaped into
from the fish's jaws. With a successfulStrength check against something useful. Only elements and simple compounds
a DC of 15 the victim may attack the phelat fish from within, can be created with a recycler; they cannot create
(the creature's gullet has an Defense of 8). A victim must computers or other complex equipment.
inflict 30 points of internal damage to successfully cut his or
her way out.
299
found in almost every spaceport and most ships with a less Born from a botched experiment by a group of llanic and
than perfect maintenance history. Thought to have Luxan scientists two hundred cycles ago, the Shaeloss are
originated in Peacekeeper space. the scrapper rats have victims of badly overactive translator microbes. Their name
spread to every corner of the known galaxy thanks to their comes from Luxan mythology and refers to a race of
amazing adaptability. Considering their less-than- zombie-like monsters who threatened entire kingdoms.
benevolent behavior, their ubiquitous nature is not The experiment sought to use the translator microbes to
considered a good thing. affect more of the body. increasing the subjects strength,
In addition to their horrific appearance. scrapper rats endurance, etc. But something went horribly wrong. Instead
have an unfortunate appetite for metal, specifically
bio-mechanoid alloys A gland in their throats makes their
saliva very acidic allowing them to chew through metal with
little difficulty Their metabolism is very high, so they eat
nearly constantly and a nest of scrapper rats can
render a spacecraft inoperable in a matter of days
Because of this, most captains regularly check their
ships for the pests Countless ships have found
themselves stuck in deep space because scrapper
rats chewed through a vital system
L;
official or purchasing large quantities of black market
Feats: Alertness
weapons. Their home base and objectives are completely
Challenge Rating: 3
unknown. Those who have met them consider them cold-
hearted machines bent on some inscrutable plan to Found on the Scarran world of Korusin, the shar wing
transform more people to their kind. The last substantiated has the rare ability to manifest metaphysical powers.
contact with the Shaeloss occurred in the Uncharted creatures are remarkably intelligent for a non-sentient
Territories when a group of Luxan miners found lifeform and easy to train. but this does not adequately
an underground base on an asteroid. Half of
the miners were killed in the ensuing fight
before they could escape.
Microbe Control: Shaeloss can
use their advanced microbes to
."
f - explain how they havegained their abilities Despite the
frightening visage of the creatures and their
misunderstood abilities, the Scarrans are very
fond of them: ownership of a shar wing is
fast becominga sign of wealth amongst
1
communicate with the translator the Scarrans. I
301
I
Special Attacks: Backstab
Special Qualities: Shadow meld
Saves: Fort +o.Ref '3, M i l l + O Shasan
L on Shasa Four, but those who leave the
planet find work very quickly. Thirty
cycles ago, the Scarrans launched a half-
Abilities: Str IO. Con IO. Int 8,
Dex 13, hearted attempt to enslave the race, but
M i s IO. Cha 9 they found it difficult to catch the stealthy
Skills: Hide '15. Move Silently +IO people. After ten cycles of war with little to
Feats: Stealth, Improved Initiative.Tracking show for it. they left the planet. A few
Challenge Rating: I A Shasan are still bound in slavery,
302
‘I
must be paralyzed or otherwise unable to resist during this
Defense: 13 (+2 Dex, +I natural)
attack, which takes one full round. The blood of some races.
Attacks: 2 claws +2 melee, I bite +2 melee
such as Luxans. Ilanics,and Delvians (who lack “blood” as we
Damage: Claw 1d6. bite id4 and poison 1
understand it). is not edible to the Shiskatni.
Face/Reach: 2m x 2ml2m
Climbing: The Shiskatni can climb any surface due to
Special Attacks: Poison: blood drain
Special Qualities: Blind sight (60 meters), climbing
small sticky hairs on their body. This grants +3to their Climb 1
checks.
Saves: Fort ‘4, Ref +2,M i l l +I
Abilities: Strength 11, Dex 13. Con 12, Int 8. M i s 12, Cha 6
Skills: Climb +8,Hide +8.Spot ‘7. Move Silently +3
Feats: Stealth
Challenge Rating: I
, Shiskatni
Shiskatni are a vile race of parasites from the
Uncharted Territories. They have found a niche as
assassins, spies, and thieves. but even those
who hire them find the race discomforting. I
can begin.
These creatures are experts
at silence and stealth, and can
climb virtually any surface
‘ 7
due to tiny sticky hairs
on their body. With the A
addition of their night
vision. Shiskatni make
formidable thieves and
assassins. Though sentient,
r
their general intelligence is
not particularly high. They make up for it with
‘I
a cunning. predatory instinct and a strongvisual acuity.
As a race, they are very cold and dispassionate.
They rarely show emotions, though there is one notable
exception: they love the hunt and enjoying killing their
P rey. 1
Poison: The victim must make
a Fortitude check (DC 14) or be
paralyzed for five rounds.
Once the victim is paralyzed.
the Shiskatni may feed freely.
Blind Sight: Using their
acute hearing and sense of smell,
Shiskatni ignore all combat penalties incurred through
vision Invisibility, darkness, and other factors simply don’t
303
1
from external or internal sources. to carve a large enough
Attacks: 2 Slams *i2/+7 melee or a toxic splash +6missile
hole for the victim to escape
Damage: Slam 2d8.4. toxic splash 2d6
I Face/Reach: 4m x 4m/4m
Special Attacks: Engulf
So-otl
Size: Small (I - 1.5meters tall)
Saves: Fort +6. Ref -4, Will - 4
Wound Dice: id8
Abilities: Str 18. Dex 7, Con 14.Int I. Wis 5. Cha 4
Initiative: +I(dex)
Skills: Climb + 2 , Hide + 2 , Move Silently 12.Survival +6
Speed: 30m, climb 40m
Feats: Great Fortitude
Defense: 12(+I size, + I dex)
Challenge Rating: 4
Attacks: Punch + o melee, bite + O melee
Smoggers were first spotted on the world of Pulkar's Damage: Punch id8. bite id4
Mistake. but over the last few cycles they have appeared on Face/Reach: 2m x 2m 12m
a number of worlds under a Peacekeeper influence. O n Saves: Fort to.Ref '3, M i l l +o
some worlds, the presence of the Peacekeepers wasn't Abilities: Str 11, Dex 12, Con IO. Int 8, Wis io, Cha io
even known until smoggers were found. They are formed Skills: Climb +9. Intimidation + 5 . Listen ' 3 . Spot '3.
when a certain kind of toxic waste called R-236 ~ produced Wilderness Skills + 4
by Peacekeeper industrial plants - is dumped into a Feats: Improved Unarmed StriCn
wilderness area and then accidentally consumed by the Challenge Rating: I
local animal life. Most quickly become addicted to the
These small arboreal predators are native to the moon 01
substance, despite the horrible transformation that begins to
Dysar, a world of vast, deep oceans. and thick, tall forests.
take hold. Within a few months the poor animal will no
The So'oti are the apex of the food chain in the forest world,
longer be recognizable as its original species, instead
the top predators of a fairly sedate environment.Their small
becoming a disgustingmound of flesh and protoplasm
frame hides a powerful strength: pound for pound. they are
with a few bony tentacles. Little of their intellect
among the strongest races in the
remains; instead they are driven by the urge to
Uncharted Territories. They are not
consume more R-236 and animal matter, which
a spacefaring race. but they can be
allow the smogger to increase in size. Most
found on numerous worlds, working
smoggers are two meters across, but
as enforcers, bodyguards. and mercenaries.
much larger specimens have been
reported.
L,, Slavers discovered the So'oti about 300 cycles
ago. Ecstatic to find a primitive, compact,
Unfortunately,
smoggers are rather
Ah. -
r
b
and strong species, the slavers began
transporting them off their homeworld
tough. On Pulkar's
and selling them throughout the
Mistake, they are a constant
Uncharted Territories.They did not last
long in slavery. however: their terrible
temper and surprising strength made
them poor candidates for forced labor. Most
planet. While they are slow enough for most Srnogger
escaped their servitude, and they managed to find a
agile creatures to avoid, the smoggers can be
niche in their new home.Though they are powerful fighters,
surprisingly quiet and more than one scavenger has
their attitude makes it difficult for them to work with others.
awakened to find himself engulfed by the horrible thing.
While they will tolerate functioningwith others. they do not
Since the appearance of the smoggers. the Peacekeepers
work well with group tactics, preferring to operate on their
have tried to remove R-236 from their industrial processes.
own as much as possible.
but it has not been completely eliminatedyet.
304
, *
-?
though, and it will never behave with the same
willingness to please.
aggressive tendencies. They are not
P
Tisan can also be trained as war mounts,
entirely tame, and in the heat of battle, , although such training is difficult,
they are known to bite into their E considering their reaction to punishment.
opponent and even devour chunks Once trained, they are not frightened by
\
of flesh. O n their homeworld. they combat and will strike out with their
take down their prey by throwing teeth at any opponent indicated by the
the target from the treetops and rider. Luxans value the tisan for use in
beating it into submission. and they cavalry and owning a trained tisan is
continue to use such tactics considered the mark of a skilled and
offworld. They are not adverse compassionatewarrior.
to using improvised weaponry, Because of their development
however, and will grab rocks, in a desert environment, tisan
furniture, or even amputated require little water to survive - less
limbs to swing like clubs. A n than a liter per week. They do not
enraged So’oti can give even a handle humid environments well
Luxan pause. though, often growing sick from mold
forming in their lungs. The tisan prefer
eating meat and will often catch their
l i s an own meals if allowed to.
Size: Large
Wound Dice: 3d8.18 (31)
Initiative: +I v
So’oti
Speed: i8m
Defense: 14(+Dex.’4 natural,
Attacks: Bite +6 melee
-I size) r7=
Damage: id8.4
Face/Reach: 2m x qrn/im
Saves: Fort ‘4, Ref +2. Will +I
Abilities: Str 18,Dex 12. Con 14,Int 3, Wis io, Cha 12
Skills: Climb +8, Hide +2, Move Silently +6,Survival +6
Feats: Dodge
Challenge Rating: z
'
templates represent Sebacean or Sebacean
offshoot characters. You may easily shift them if you
wish to change their species, using the rules in
Chapter Six.
'
Spd: Speed.
WP: Mound points.
Atk: Attack modifiers.
S Q Special Qualities, such as backgrounds, racial abilities,
and the like.
SV: The character's saving throws: Fortitude, Reflex, and Mill.
r SZ: Size.
CP: Control points.
Rssassin [ C c m m a n d o 13
lnit -2 (Dex): D 14 (-2clas5. + L Dex): Spd IOm: WP 14: Atk +omelee. +;
C o n Flrtist [ R o g u e 21
Init '2 (Dex): D 17 (+5class, Spd I O m: M P 17:Atk +I melee, -2 ranged;
+2 Dex):
301
308
(military history)),Weapon Group Proficiency (melee Device '2, Gather Information +2.Listen +I.Negotiate +2.
weapons).Weapon Group Proficiency (one-handed Pilot (surface/subsurfacevehicles) +I, Repair +4,Search '3%
ranged),Weapon Group Proficiency(two-handed ranged). Spot +2, Survival +I.
Weapon Group Proficiency (heavy weapons). Feats: Armor Proficiency(light),The Touch, Weapon
Group Proficiency(meleeweapons).Weapon Group
noble C R r i s t o c r a t 13 Proficiency (one-handedranged).
lnit -0: D 13 (+3
class): Spd IO m; WP 9: Atk * o melee, +o
ranged: SQ Noble Born, +2attacldskill modifier (6 control Politician C D i p l o m a t I3
points): SV Fort +o,Ref +I. Will -3: SZ M; CP 7: Str IO. lnit +o;D 14('4 class): Spd IO m: WP 9; Atk -0melee. +o
Dex 11. Con IO, Int 13. Wis 12,Cha 12. ranged: SQ Politician. +2 attacldskill modifier (6 control
Equipment: Comm. computer pad. fine clothes, points): SV Fort ' 0 . Ref +I,Will +3:SZ M; CP 7: Str IO,
access passes. Dex IO, Con IO. Int 12,Wis 13,Cha 14.
Skills: Bluff '3. Computer +I,Concentration 12, Equipment: Computer pad. comm, palm pulse blaster.
Diplomacy -2. Disguise *I, Gather Information+4, Skills: Bluff '4,Computer +2, Concentration +2,
Intimidate *I, Knowledge (culture and etiquette)*I, Diplomacy +4,Gather Information +2, Knowledge (history)
Knowledge (politics)'3 Negotiate '3. Read/Write (any one +3,Knowledge (politics)'3, Listen +2 Negotiate +3,
language)+2, Sense Motive '2. Read/Write (any one language) +2, Sense Motive '3.
Feats: Persuasive,Weapon Group Proficiency(melee Feats: Persuasive,Weapon Group Proficiency
weapons). Weapon Group Proficiency (one-handedranged). (one-handedranged).
PeaceII e e p e r Troop e r
CUJarrior 33 lnit +o;D 13 ('3 class): Spd IO m; WP 8;Atk +omelee, +o
Init +I (Dex); D 19 (-3 class, -5 armor, +IDex); Spd IO m: ranged: SQ -2 attack/skill modifier (6 control points):
WP 26; Atk + 4 melee, -4 ranged; SQ Peacekeeper. SV Fort -I, Ref +I,Will +5:SZ M: CP 11: Str IO. Dex IO,
*2 attackiskill modifier (6control points);SV Fort '4,Ref +3, Con 8, Int 15,Wis 11, Cha 12.
Will +I: SZ M; CP 12: Str 13, Dex 12. Con 12. Int IO, Wis IO, Equipment: incense burner, robes, palm pulse blaster
Cha I O . Skills: Bluff '2. Concentration +4,Disguise -2.
309
Equipment: Tool kit, lightrod. pulse blaster pistol Equipment: Pulse blaster rifle, haphazard star charts.
Skills: Bluff +I,Computer +4.Concentrate +2, scanner, boxes with false bottoms.
Craft (computer technician) +2, Craft (electronics)+2. Skills: Appraise 12,Bluff +2,Climb +I,Disable Device +3,
Craft (mechanic)'3 Disable Device +2. Knowledge Escape Artist +2, Forgery -3, Gather Information +2, Hide '4,
(engineering)-3. Pilot (surface/subsurfacevehicles) -2, Move Silently +I,Pilot (spacecraft)' 2 . Search '3. Security
Repair '4, Security Systems +2. Sleight of Hand -2, Spot -4.
Systems '3, Sense Motive +3,
Feats: Tech Mind, Weapon Group Proficiency Feats: Armor Proficiency (light),Born Pilot, Weapon
(one-handed ranged). Group Proficiency (melee weapons),Weapon Group
Special: Peacekeeper Techs (those with the Proficiency (one-handedranged).
Peacekeeper background) lose the Gadgeteer background
and 6 points of skills. In exchange, they gain the Toughness Soldier/Police Force
Feat and have access to Peacekeeperfunds and facilities. CWarrior I3
lnit +I(Dex):D 16 (-2 class, *3armor, +IDex): Spd IO m:
Scientist [Scientist I3 M P 18: Atk +2 melee. -2 ranged: SQ Soldier, +2 attack/skill
Init to:D 14 i+4class): Spd IO m: M P 9: Atk *o melee, +o modifier (6 control points):SV Fort '4.Ret -2, Mill +o;
ranged: SQTechnically Gifted, +2 attacldskill modifier SZ M: CP 5: Str 13, Dex 12, Con 14. Int 11, M i s 11, Cha IO.
(6 control points): SV Fort +o.Ref +I% M i l l +I:SZ M: CP 7; Equipment: Leather armor. stun baton, pulse blaster
Str IO. Dex IO, Con IO. Int 15. M i s 11, Cha IO. rifle, restraints.
Equipment: Portable scientific laboratory, scanner, Skills: Climb +I, Demolitions +I, First Aid *I, Intimidate +I,
copious notes. Jump+I.Pilot +2,Survival +I,Swim +I.
I Skills: Computer +4.Concentration +I,Craft Feats: Armor Proficiency(light),Armor Proficiency
(medium).Armor Proficiency(powered).Athletic,
310
311
I
environment suit, PK commando armor, PK Prowler, comrn
(mysticism)+12,Knowledge(naturalsciences) +8,Knowledge
(politics)+4,Search +3,Sense Motive 45, Survival '2
H a O'W-qo
Feats: Heroic Effort, Iron Will, Quick Witted, Skill
Luxan Warrior 8
Emphasis (knowledge: botany), Weapon Group Proficiency
Init: +2 (Dex)
(melee weapons).Weapon Group Proficiency (one-
Defense: 16 (-4
class, +2 Dex)
1 Speed: lorn
handed ranged)
Powers: Deflect Energies, Detection, Empathy, Enhance
WP: 74
Senses, Physical Ability Boost, Telepathy
Attack: +12/+7melee, IO/+^ ranged
Equipment: Apothecary (medicalkit). incense burners,
S Q Attack focus, skill focus, soldier
scanner, meditation tools. comm
SV: Fort +io,Ref +6,Mill +I
SZ: M
CP: 22 Chiana
Abilities: Str 18. Dex 15, Con 16, Int 11, Wis 8. Cha 7
Nebari Rogue 6
Skills: Bluff +I,Climb +2,Computer -2, Disable Device +2,
Init: +4(Dex)
First Aid +I, Gather Information Intimidate +8,lump -2,
11,
312
Intimidate '2,Jump+6.Listen +6.Move Silently +7, Pilot subiects, mostly related to species culture and etiquette: 1
(surface/subsurfacevehicles) +I, Repair +I,Search -2, scores range from 3-71. Listen '3. Move Silently +2.
Security Systems '3, Sense Motive -2, Sleight of Hand '3. Negotiate +9,Pilot (space craft) '3. Read/Write
Spot '3, Survival '2,Swim +3,Tumble +6 (Delvian)'3. Read/Mrite (Scarran)'3, Read/Write
Feats: Armor Proficiency (light),Dodge, Evasion, Nimble. (Sebacean)+5,Search -3, Security Systems +5,
Weapon Group Proficiency (melee weapons).Weapon Sense Motive -6,
Sleight of Hand *3
Group Proficiency (one-handedranged) Feats: Alertness, Armor Proficiency (light).Dodge.
Equipment: Palm pulse blaster, comm Persuasive, Quick-Witted, Stealth,
Weapon Group Proficiency (melee weapons),
R y g e l XU1 Weapon Group Proficiency(one-handed ranged)
Hynerian Aristocrat OI Equipment: Thronesled (hoversled),scepter, stun baton.
Init: +3(+2
Dex. +I size) various small pilfered items
Defense: 20 (+7class, -2 Dex, *I Size)
Speed: 6 m
WP: 30 Sebacran Warrior IO
313
SPEED
-- EClIIT WtiLIlT
7ACi SIZF
LEVEL
--
EYES r,,\IR
(LA%
TEMP TEMP
ICORE MODiIIER
-I 0
7 STR
STRENGTH
30
-
7
I30 con
CONSTITUTION
130 InT
INTELLIGENCE
30
d 0 .. 1
TCTA. MAX
SHILLS w
o+o+o
acNUZ
o*o*o
CONSTITUTION ;KILL NAME
I= 3 APPRAISE INT ~ ~
WILL
vIy)oM o+o+o
II=
rOTAL
dONLS
BPSF
ATTACK
4BlL~M
I1ODI'IER
lii15C
' 4 X IIEH
7
3
7
7
3
BLUFF
CLIMB
COMPUTERS
CONCENTRATION
CRAFT I
w
~ ~-
CH
STi\
INT
MIS
INT
1;0*0*0 0
0
0
CRAFT
CRAFT
DEMOLITIONS
1
1 -
-
INT
INT
INT
~=O+O+O 0
0
DIPLOMACY
DISABLE DEVICE
CHA
CHA
CHA
OTHER 0 DISGUISE
DEX'
0 ESCAPE ARTIST
0 FORGERY '"7
iA
0 GAMER INFORMATION
DEX'
0 HIDE
0 INTIMIDATE w SlRJCHA
0 IUMP rr
T
0 KNOWLEDGE 1 ~
IN
0 KNOWLEDGE I ~-
-1 INT
0 KNOWLEDGE I
< 1 INT
0 KNOWLEDGE ~
INT
0 KNOWLEDGE (
MIS
0 LISTEN
DEX'
0 MOVE SILENTY
CHA
0 NEGOTIATE
DEX
0 PILOT
0 RkADWRITE I-
0 READIWRITE 1 ~
0 READWRITE 1
I I I I 0 READIWRITE 1-
0 READWRITE I ~
INT
0 REPAIR
DEX
0 RIDE
0 SEARCH a INT
0 SECURINSYSTEMS INT
0 SWIM w STR
)EX'
0 TUMBLE
0 ~
0 ~
0
0
0
0 + ~- +
0
..
1.'
ITEM WT ITEM WT
I I I
r CURRENCY PLEDGES
OTHER CURRENCY
TRADE GOODS
Alertness feat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 Combat Instincts feat . . . . . . . . . . . . . . . . . . .'99 DRDs (DiagnosticRepair Drones) . .16.78.272-273
aliens . . . . . . . (see "lifeforms" or specific species) combat. sequence of . . . . . . . . . . . . . . . . . . 230 .
Dreadnaught Scarran ...................... 267
Ambidexterity feat . . . . . . . . . . . . . . . . . . . . . . . . 198 .
Command Carrier Peacekeeper . . . . . . . . . . . 265 Dream a M e Dream . . . . . . . 48.50
Ancients. the . . . . . . . . . . . . . . . . . . . . . . . . . . . .32. 57 commando class . . . . . . . . . . . . . . . . . . . . . . .164-165 Dregon . . . . . . . . . . . . . . . ....... "'55
Appendix . . . . . . . . . . . . . . 307.314 comms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219.223 drowning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256
Appraise skill . . . . . . . . . .183-184 Computer skill . . . . . . . . . . . . . . . . . . . . . . . . .185.186 Duranga . . (see "Lesser Duranga Satellite Cluster')
Arc . Delvian ...... . . . . . . 26 9-270 Con Artist NPC ....................... .307.308 Durko Refurns . . . . . . . . . . . . . . . . . . . . . . . . 30-31
aristocrat class . . . . . . . . . . . . . .162-164 Concealed Gunports ship's feat . . . . . . . . . . . . . 262 Durka. Captain Selto . . . . . . . . . .23.30-31.64.76. 77
armor . . . . . . . . . . . . . . . . . . . . . . . . . . .219. 223 concealment . . . . . . . . . . . . . . . . . . . . .238. 239 Empathy power . . . . . . . . . . . . . . . . . . . . . . . . . . 209
Armor Proficiencyfeat . . . . . . . . . . . . . .198 Concentrationskill . . . . . . . . . . . . . . . . . . . . . 186 Empreis Novia . . . . . . . . . . . . (see "Novia Empress") .
Arrat . . . . . . . . . . . . . . . . . . . . 288 Constitution . . . . . . . . . . . . . . . . .'47 encounters . . . . . . . . . . . . . . . . . . . . . . 258-259
Assassin NPC . . . . . . . . . . . . . . . . . . 307 control collars . . . . . . . . . . . . . . . .2i9. 223 encumbrance . . . . . . . . . . 249
.
Assault Piercer Luxan . . . . . . . . . . . 268 control points . . . . . . . . . . .149.204-205 Endurance feat . . . . . . . . 199
Athletic feat . . . . . . . . . . . . . . . . .198 coup de grace . . . . . . . . . . . . . . . 235energy nets . . . . . . . . . . . . 215. 222
attack actions . . . . . . . . . . . 233-237 cover . . . . . . . . . . . . . . . . . . 237-239 Enhance Senses power . . . . . . . . . . . . . .209
attack roll . . . . . . . . . . . . . . . 2 25-226 cover fire . . . . . . . . . . . . . . . . . . 235 environment suits . . . . . . . . . . . . . . . 2 2 0 . 223
attack rolls . . . . . . . . . . . . . . . . . 232 Crackers Don't Matter . . . . . . . . . . . . . . . . . ..4 3.44 Equipment . . . . . . . . . . . . . . . . . .215-223
attacks. special . . . . . . . . . . . . . . . . . . . 239-241 Craft skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186-187 Escape Artist skill . . . . . . 189-190
Aura of Peace power . . . . . . . . . . . . . . . . 206 Crais. Captain Bialar . . . . 7-11.16-17,24 35-37.39-41. . Evasion feat . . . . . . . . . . . . . . . . .199
autofire attack . . . . . . . . . . . . . . 234 46.47. 51.57, 60,64-65.80-81.265.313-314 Evasive Maneuvers feat . . . . . . . . . . 200
Autofire feat . . . . . . . . . . '99 .
Crichton john . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Evedor . . . . . . . . . . . . . . . . . . . . ."7
avalanches . . . . . . . . . . . .254 5-11.15-65.68-69. .
93 94.105.177.221,268.311 Exodus From Genesis . . . . . . . I8-20
Ba'Kar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .288-289 Crime Boss NPC . . . . . . . . . . . . . . . . . . . . . . . . . . 308 experience points . . . . . . . . . . . . . 257
backgrounds . . . . . . . . . . . . . . . . . . . . . . . . . .177-179 critical hits . . . . . . . . . . . . . . . . . .232 Expertise feat . . . . . . . . . . . . . . . . . . . 200
Back and Bock and Bock to the Future . . . . . . . . . 21 crook background . . . . . . . . . . . 178 Extra Cargo Space ship's feat . . . . . . . . 262
Baniks . . . . 36. 59-60.62-63. 85-87,115.132.135.152 Crouack . . . . . . . . . . . . . . . 29' Extra Crew Quarters ships feat . . . . . . . . .262
bastick spitter . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289 Cruiser. llanic . . . . . . . . . . 268 Extra Power ships feat . . . . . . . . . . . . . . .263
batons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .215.222 Daegan fireclaw . . . . . .114.291-292 Extra Weapons ships feat . . . . . . . . . 263
.
Battlearc Hynerian . . . . . . . . . . . . . . . . .267 Daegis . . . . . . . . . . . . . . 113-114 face . . . . . . . . . . . . . . . . . . . . . 239
Bekhesh . . . . . . . . . . . . . . . ..20.63.64.6 5.107 dagos snake . . . . . . . . . . . 292 falling . . . . . . . . . . . . . . . . . . 248
Berserk feat . . . . . . . . . . . . . . . '99 damage . . . . . . . . . . . . . ..226.227 falling objects . . . . . . . . . . . 253
01
Beware Dog . . . . . . . . . . . . . . . . . . . . . 56-57 damage multiplier . . . . . . . . . . . .226 Famiiy Xes . . . . . . . . . . . . . . . . . . . . . . 39.40
Blind-Fightingfeat . . . . . . . . . . . . . . . . . . .'99 damage rolls . . . . . . . . . . . . . . . .232 Farshotfeat . . . . . . . . . . . . . . . . . . . . . . . . 200
Blood Trackers . . . . . . . . . . . . . . (see "Vorcariani") Dam-Ba-Da(Depot) . . . . . . . . . . . . . . . . . . . . . 26.115 Farscape I . . . . 15-16.26. 29.68.262. 268
Bluff skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184 .
D ' A g o . Ka . . . . . . . . . . 5 - II . 15-65 72-73~90. 175~312 Fazia ......... . . . . . . . . . . . . . . . . . . .118
BoardingHatch ship's feat . . . . . . . . . . . . . . . . 262 Deaden Pain power . . . . . . . . . . . . . . . . . . .20 7-208 feats . . . . . . . . . . . . . . . . . . . . .19a-204
Bolt of Fury power . . . . . . . . . . . 2 0 6.207 Death and dying . . . . . . . . . . . . . . . . . . . . . .245-246 feats. ship's . . . . . . . 262-263
bonus step . . . . . . . . . . . . . . . 229 Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 27-228 feint . . . . . . . . . . . . . . . . . . 234
Boneto beW;/d . . . . . . . . . 37.38 Defense Screen ship's feat . . . . . . . . . . . . . . . . . . 262 First Aid skill . . . . . . . . . . 190
Born Pilot feat . . . . . . . . . . 199 Deflect Energies power . . . . . . . . . . . 208 Flax. The . . . . . . . . . . . 28.29
Br"ee . . . . . . . . . . . . .37-38 Delvian ships ........................ .269-270 Flax. the . . . . . 28.44.111.267
Braca . Lt. . . . . . . . . . . . . . . . 54 Delvian spore hound . . . . . . . . . . . . . . . . . . . . . . . . . fleets . . . . . . . . . . . . . .265-270
BSogg . . . . . . . . . . . . . . . . . .47-48 (see "spore hound Delvian") . flight suits . . . . . . . . . . . . . 2 2 0.223
Budong . . . . . . . . 47- 48. 124.125 290. Delvians . . . . . . . . . . . .27.67-88. 116-119.138. 152-153 food cubes . . . . . . . . . . . . . . . . . . . . 2 2 0.223
.
BCJg.5 Lif. A . . . . . . . . . . . . . . 34 '
Demolitions skill ....................... .187-188 Forgery skill . . . . . . . . . . . . . . . . . . . . . . . . . '90
burstfire attack . . . . . . . . . 233-234 Detection power . . . . . . . . . . . . . . . . . . . . . . . . . . 208 free action . . . . . . . . . . . . . . . . . . . . . .229
Burstfire feat . . . . . . . . . . . . . . . '99 Dexterity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 freighters . . . . . . . (see "cargo freighters")
C'Aranka . . . . . . . .290-291 Diagnosan . . . . . . . . . . . . . . (see "Tocot. Diagnosan") fresh food . . . . . . . . . . . . . . . . . .220. 223
Cargn . . . . . . . . . . . . 53-56 Die Me. Dichotomy . . . . . . . . . . . . . . . . . . . . . . . . 65 Frigate. Zenetan . . . . . . . 249
cargo freighters . . . . . . 271 Diekan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 full actions . . . . . . . . . . . . . 229
carrying capacity . . . . . . . . . . . .248-249 Diplomacy skill . . . . . . . . 188 Furlow . . . . . . . . . . . . . . . . . . . 2 6-27
Chameleon power . . . . . . . . . . . . . . 207 diplomat class . . . . . . . . . . . . . . . .I65-166 gadgeteer background . . . . . . . . . . . . . . . . . . . . . 178
changing ability scores . . . . . . . . . . . . 148 Disable Device skill . . . . . . . . . . . . . .188 Game Master . . . . . . . . . . . . . . . . . . ..12.13.27 4.285
character creation . . . . . .' 144-149 disarm . . . . . . . . . . . . . . . 237 Gather Information skill . . . . . . . . . . . . . . . 190-191
charge . . . . . . . . . . . . . . . . . . . . . . . . 243 diseases . . . . . . . . . . . . . . .250-252 Gilina Renaer . . . . . . . . . . . .(see "Renaer. Gilina")
Charisma . . . . . . . . . . . . . . . . . . . . . . . . '40 Disguiseskill . . . . . . . . . . . . . . . 189 glowsticks . . . . . . . . . . . . . . . . . . . . . . . . . . .220. 223
Chiana . . . . . . . . . . ..30-65.76.170.31
2.313 disruptors . . . . . . . . . . . . . . . . . . .215. 222 GM . . . . . . . . . . . . . . . . . . . . . . . (see "Game Master")
.
classes character . . . . . . . . . . . 161-179 DNA Madscientist . . . . . . . . . . . . . 2 4-25 grapple krappling attacks) . . . . . . . . . . . . . . . . .237
Clavor. Prince . . . . . . . . . . . . . . . . 53-56 Dockingweb ships feat . . . . . . . . . . 262 Gratandi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
f
. 311
Ritles . . . . . . . . . . .(see "pulse rifles..."slug rifles") StarBurst . . . . . . . . . . . . . .. I6. 78.79,272 transport pods ....... . . . . . . 270
rogue class . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170-171 Stark . . . . . . . . . . . . . 35-37.59-60.62-64.65 transport shuttle. Nebari . . . . . . . 266
ro-NA . . . . . . . . . . . . . . . . . . . . . . . . . 54 starvation . . . . . . . . . . . . . . . . . . . . .255 trip (trippingattacks) . . . . . . ..2:
Sample NPCs . . . . . . . . . . . . . . . .307-311 stun batons . . . . . . . . . . . .218. 222 underwater combat 256-257
saving throws . . . . . . . . 22a subdual damage . . . . . . . . . . . 241 vacuum . . . . . . . . . . . . . . 252
scanners . . . . . . . . . . . . . . . . . . . . . . . . . . . 221.223 substitute attack actions . . . . . . . . . . . . . . . . . . .237 Varla ....... . . . .6 1.62
Scarran ships . . . . . . . . . . . . . . . . . . . . . . . .266-267 suffocation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Velorek. Lt. . . . . . . . 46.47
Scarrans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sun. Aeryn . . . 15-65.70-71.98.101.164,265 . 311-312 Verell . . . . . . . . . . . .21
q53-56.58. 97-99 . 1i8.118-119.1~4-125.131,1=j5. 139.156 superior student . . . . . . . . . . . . . . . . . . . . . . . . . 179 vision . . . . . .246-247
scavenger class . . . . . . . . . . . . . . . . . . . . . . .i71-172 suppressingfire . . . . . . . . . . . . . . . . . . . . . . . . . 237 W a s Mortis ... . . . . . 41-42
scientist class . . . . . . . . . . . . 173-174 surprise . . . . . . . . . . 231 Volmae . . . . . . . . . . . . 22
Scientist NPC . . . . . . . . . . . . . . .3'0 Survival skill . . . . . . 107 Vorc(s) . . . . . . . . . . '56-57
Scorpius . . . . . . . . . . . . . . . . . . . . . . . . -35-37.37-39, Swift Strike feat . . 202 Vorcarians ,.27. 63. 108.110 . 158-159
.
40-41 53-56.57-58. 62-64.65. 82-83 173.314 . Swim skill.... . . . . . . . I97 warrior class . . . . . . . . . . . . . . . . . . . . . . . 1 75.176
scrapper rat . . . . . . . . . . . . . . . . . . . . . . . . . . . 300 swimming . . . . . . . 256-257 May Me Weren't. The . . . . . . . . . . . . . . .46-47
Search skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195 swords 218.222 Weapon Finesse feat ....... . . 203
Shadow-Hunter . . . . . .,3ee "Shasan") 37-38.39-41, 50 .bo. 64.65 . . ,8.79 . 81 ,, . 265 Whirlwind Attack feat . . . . . . . . . . . . . . . .2 0 4
Shaeloss . . . . . . . . . . . . . . . . .300-301 taunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 wind . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256
Shaman NPC . . . . . . . . . . . . . . . 310 Tavlek Gauntlets . . . . . . . . . . . 20. io~-io8.218.222 bind bhale. Kurav . . . . . (see "Kurav bind *hale)
Shapeshift power . . . . . . . . . .212-213 Tavleks . . . . . . . . . . . . . . . . . . . 20 . 63.100-108.158 Wisdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
shar wing . . . . . . . . . . . . . . . . . . . .301-302 tech class . . . . . . . . . . . . . . . . . . . . . . . . 174-115 With Friends LiAe 7hese. . . . . . . . . . . . . . . . . . . . .
Shasan "Shadow Hunter" . . . . . . . . . . . . . . . . .302 Tech Mind feat . . . . . . . . . . . . . . 202 .
(see "Liars Guns and Monek'i
Sheyang ships . . . . . . . . . . . . . . . . . . . . . .268-269 technically gifted background . . . . . . . 1' 9
withdrab . . . . . . . . . . . . . . . . . . . . . . . .
"3
Sheyangi . . . . . . . . . . . . . . ..23.104-io6.143.1~ 7-158 technology classes . planet (chart) . . . . . 14 Won'f Get FooledAgoln . . . . . . . . . . . . . . . 57-58
ship construction rules . . . . . . . . . . . . . . ..261-263 .
Teeg Lt. . . . . . . . . . . . . . . . . . 24 wound points (u'ounds) . . . . . . . . . . . . .149.245
ship's teats . . . . . . . . . . . . . . . .(see "feats. ship's") Telekinetic Manipulate power . . 213 yachts . . . . . . . . . . . . . . . . . . (see "spaceyachts")
ship-to-shipcombat rules . . . . . . . . . . . .264-265 Telekinetic Push pober . . 'I3 Yinaran Moon Chain . . . . ........ '43 ' '
ships. types of . . . . . . . . . . . . . . . .26 5-273 Telepathy power . . . . . . 213 Zelbinion. The . . . . . . . . . 23. 77.
Shiskatni . . . . . . . . . . . . . . . . . . . . . 303 Tellin Prime . . . . . . . . . . . . 141 Zenetan ships . . . . . . . . . .269
Shoot on the Run feat . . . . . . 202 "Ten Little Alieni" . . . . . . . . . . 5-11 Zenetans . . . . . . . . . . . . . . . . . . . . . . . . . . . .