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Capsule Review
August 13, 2002 Edited: August 28, 2017 by: bv728
bv728 has written 2 reviews, with average style of 4.00 and average substance of 4.50 The reviewer's next review is of Exalted: The Abyssals. This review has been read 2027 times. |
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So, Farscape has been liscensed and the book is here. How solid is it? Let us take a look.
The next segment of the book covers the various races and their history. Some races recieve much more information than others: The Scarrans and Sebaceans (specifically the Peacekeepers) both recieve multiple page write-ups, for example. The Races given are Baniks, Delvians, Hynerians, Iliancs, Luxans, Nebari, Scarrans, Sebaceans, Sheyangs, Tavleks, Vorcarians, and Zenetians. No race recieves less than a full page of society.
Last in the setting chapters is a gazetter of known planets in the Uncharted Territories. Most of these appear to be from the series, but described in seriesless terms (i.e. they describe the planet as it would be before Crichton's arrival in the area.) Some of these exist to flesh out previous information, some of them seem to be there mostly to provide locations and adventure seeds. Many of them have stills, although it can be difficult to quickly deterimine which still is attached to which write-up; they are often, but not always, directly after the write up.
Next are the game effects of the races. Each race has a number of bonuses: all races are more than zero-sum, often having not only one or more special abilities, but net positive ability scores. Strength does seem to be emphisised over other stats, however the races with Strength Bonuses also have a number of other special abilities as well. Races have Control modifiers, to represent their inherent mystical potiential and social tendencies. However, the largest break from D&D3rd comes here: the character's hit die are determined by their race. Yes, their race. Luxans, for example, have d12's, the highest value, while Nebari have d8's, the lowest value. Sebaceans have d10's. Also worthy of note is that no race is an exact human equivilant; Sebaceans and their offshoots gain 1 to a single stat rather than a free feat.
After races, logically, come classes. Each class is a 20 level class; no prestige classes are given. Classes are: Aristocrat, Commando, Diplomat, Mystic, Pirate, Priest, Rogue, Scavenger, Scientist, Tech, and Warrior. While there is some overlap between classes, mostly they are fairly unique, gaining special abilities focused around the concept; I forsee extensive multiclassing. All classes have a defense bonus. Your class also determines your Control die type, and has a Wound Die modifier. Also, not all classes are "allowed" for all races, mostly for setting reasons: The Banik race are almost universally enslaved, and thus have no Scientists, Aristocrats, or Diplomats, as an example.
So, how does this fit together? Let's take a Sebacean Scientist: Sebaceans have d10's for wounds, and the Scientist has a Wound modifier of -1, so each level they would gain d10-1 wounds. Scientists have d8's for control dice, and Sebacean's have -1 control, so you get d8-1 control a level. There's an oversize table for all this in the end of the chapter. In addition, there are backgrounds: These can be taken as your starting feat, or bought during character generation by expending skill points. These are things like Crook, which gives one rank in a skill that would aid a criminal, and thereafter treat that skill as a class skill.
Next, we have a list of skills, adding Six new ones: Repair, Pilot, Negotiation, Computer, Security Systems, and Demolitions. Only one (Negotiation) seems to overlap overmuch with any current skill. Profession, however, is suspiciously missing from the list, although new Craft and Knowledge Specializations are given.
Following this are Feats. Several new martial arts feats are introduced; each of these feats is a level of mastery, with the upgrade path based from Improved Unarmed Strike, each step improving the damage dealt by the character's unarmed strikes, culimating in a instant death attack allowed to Panthac Masters. This level of abstraction works well for the series. There are also feats such as The Touch, which allows the character to re-roll a failed Computer, Repair, or Security Systems check by punching, kicking, or otherwise beating into submission the device in question.
Last in this chapter are Powers. These are the various abilities avilable to characters of the Mystic and Priest classes. Most of them are rather low key, being mostly powers to enhance the user's body, skills, or senses. Each power has a control cost, averaging 6-10, and if you use a power without sufficent control, it costs you wounds. Run out of Wounds this way, and you not only pass out, but lose 2 wounds permenently.
Next we have Equipment. The average Pulse Pistol does 3d6 damage, and the Luxan Qualta Blade does 1d8 damage in Melee, and 3d8 Damage ranged, with 1d8 "splash" to adjancent spaces. I'd assume that an Average PC will have about 14 hit points, which makes Pistols rather dangerous, and even more so given some bits in the combat chapter.
As a whole, this is a solid book, providing enough information on the Farscape universe to make it playable, and attempting to bring the focus on the feel of Farscape. While there are some issues (Missing DCs for some effects, Lack of scale for Starship combat, and some confusing rules wording), I expect that the net errata shouldn't exceed a page or so, which is a good deal. At $40 it's a bit pricy, but requires nothing but the Players Handbook for How to Roll Stats and the Level Advancement Tables. I'd give it a solid reccomendation to fans of the series, with the caveat that, as always, you'll likely want to re-stat the Characters from the series.
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