Farscape Roleplaying Game

Sci-Fi Network's hottest television series is now an RPG. Play in a world of villanous Peace Keepers, mysterious aliens & renegade prisoners in stolen Leviathans. This ... full color hard bound book is full of information on the people, places & things of the Farscape universe, and utilizes the innovative D20 System.
 

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Farscape

Farscape is AEG's d20 system roleplaying game based on the SciFi Channel series of the same name. The series covers the travels of John Crichton, a human astronaut who is involuntarily propelled across the galaxy to an alien sector of space called the uncharted territories, where he joins forces with a group of escaped alien prisoners in fleeing from a fleet of human-looking militants called the peacekeepers aboard a living ship called Moya.

The Farscape game has been a long time coming. AEG announced the game some time ago, but it has spent a long time in the hands of the licensing folks. It is finally here, but it comes on the eve of the disappointing news that the SciFi Channel intends to cancel the series.

A First Look

The Farscape RPG is a 320 page hardcover book priced at $39.95. This is comparable to WotC's Forgotten Realms Campaign Setting.

The front cover depicts two of the show's main characters, the human astronaut John Crichton (portrayed by Ben Browder) and the sebacean (near human) officer Aeryn Sun (portrayed by Claudia Black.) The back cover has the typical cover blurb and a shot of the all of Moya's crew (well, as of the end of season 2; fans will realize that quite a bit has changed since then.)

The interior is color. The book features many stills from the series, as well as artists depictions (primarily for pictures of the races in the introductory section as well as the creatures in the lifeforms chapter.)

The body text is dense, similar to WotC products and other AEG d20 system hardbounds. Some header text is pleasant and readable, with a style similar to the show logo. However, the chapter headers and table titles use an alien looking font that is, unfortunately, very difficult to read. Finally, multiple tables in the book seem to be missing asterisked footnotes.

A Deeper Look
Note: The following review assumes you have at least a passing familiarity with the Farscape series. The numerous details of the races and other setting elements are beyond the scope of this review.

The introduction and first four chapters of Farscape are an introduction to the setting. The introduction is story showing the some of the show cast in what might be a typical Farscape episode (or adveture). The first chapter is an overview of the first two seasons, convenient for folks new to the setting -- or folks like me, who miss a show now and then due to the weekly game being on the same night as the show. :) The second chapter outlines personalities of the show. The third chapter outlines the major (non-mechanical) details of major races of the show. The fourth chapter describes several worlds of the uncharted territories.

The fifth chapter (which begins on page 146), character creation, is the first sight of mechanics in the book. The handling of ability scores is similar to the d20 core rules. The first major deviation is that hit points are not used per se. Instead, characters have values called wound points and control points.

Wound points perform a function similar to hit points, and like hp, they increase by rolling a number of dice equal to the character's level. The first difference is that the type of dice is not determined by the character's class. Rather, the character's race determines the die type, though there is a modifier to each dice derived from the character's class. Constitution modifies wound points just like hp.

The only difference in the way hp are handled in the system is that there are effects on the character other than death at zero wound points. When characters are reduced to a small portion of their original hp, they suffer side effects. Also, when a character loses half of their wound points in one shot, they must make a fortitude save or fall unconscious and start losing wound points similar to as if they were reduced below zero wound points. One unfortunate omission is that the rules do not mention what the DC of this fortitude save is supposed to be.

Control points are a new mechanic. They are accumulated like hp in that the dice used is determined by the character's class, though there are modifiers for race and the character's wisdom. Control points can be expended to add to dice rolls, temporarily gain a skill, take an extra action, or reroll dice rolls, as a means of giving the character a bit of heroism. It is also used when a character uses a power, special abilities available to priests and mystics.

The character races defined in the books are baniks, delvians, hynerians, ilanics, luxans, nebari, scarrans, sebaceans, sheyangs, tavleks, vorcarians, and zenetans. For the most part, the feel of the races was captured, with a few problems. The first thing that you notice is that many races use odd numbers for racial ability modifiers, with no good reason. It's not as if many of these races aren't significantly different from humans, and in general, the modifiers look to small for me. For example, the physically powerful scarrans (which tend to throw cast characters around like rag dolls) only have a +2 strength. Further scarrans, who are near immune to light weapons fire, only have a +2 natural armor bonus to show for it.

There are eleven character classes in Farscape. The classes are mostly self-explanatory, but I'll throw in a few sample characters from the series: Aristocrat (Rygel), Commando (Aeryn), Diplomat, Mystic, Pirate, Priest (Zhaan), Rogue (Chiana), Scavenger, Scientist (John, Scorpius), Tech (Gilina), and Warrior (D'Argo, Crais, John). John Crichton is, of course, a multi-classed character. As you can see, the dynamics of the Farscape series lend themselves well to a class-based system.

Commando and warrior are similar. A commando has more class skills and skill points, but a warrior has a better attack bonus progression and more bonus feats.

Similar to Star Wars and Spycraft, Farscape characters receive a defense rating according to class and level. Like the first edition of the Star Wars game, armor replaces the class defense modifier.

Farscape characters have an additional feature: backgrounds. Backgrounds cost the character skill points (or a feat) and say a little about the character's history. A character can take up to two backgrounds, and they provide benefits similar to feats.

The skills used by Farscape are similar to those in the d20 core rules, except for the addition of some skills and categories appropriate to the sf setting. Overall the skill descriptions seem well executed, but there is one choice that I found dubious. The game has a negotiation skill in addition to the diplomacy skill, which I find redundant.

Similarly, the feats use resemble those in the d20 core rules, adapted to the setting. Some of the new feats involve the futuristic weapons and technology, such as the burstfire feat (allows the character to more quickly fire a burst with an automatic weapon) and evasive manuevers (allows a pilot of a starship to evade incoming fire).

Powers are a new feature of the game. Powers represent the seemingly supernatural abilities exhibited by many creatures in the show. In the game, one gains powers as class abilities through the expenditure of control points. Powers require concentration checks in situations where the character may be distracted, and some powers cannot be used while injured. Powers allow characters to do things like plant suggestions, attack others, heal others, enhance senses, or defend against attacks, among other things.

The equipment chapter provides game statistics for many items from the show.

The combat system is similar to the d20 baseline, with a few features added that you may recognize from AEG's Spycraft. Like Spycraft, instead of using the "standard" and "attack" action dichotomy of the d20 core system, Farscape uses full and half actions. Any character can make 2 half actions or a full action in a round.

This does lead to a little confusion, however. Unlike Spycraft, Farscape continues to use the iterative attacks used by the core rules. However, unlike the d20 core rules, there is no full attack action in Farscape. It never says exactly when you can use your multiple attacks, but the implication is that you would use them in a normal attack action, which only takes a half action in Farscape.

The combat chapter has rules for other situations as well that could come up in a Farscape game. Rules are included for different environments (including space) as well as a simplified XP system that takes into account heroic actions. I am left a little confused by the XP rules, as little is said about how the simplified rules and the XP for actions and encounters are supposed to work together.

The Farscape game has a ship construction and combat system. However, the construction system is a bit more like a character generation system than a typical construction system. Ships are defined by the typical Fine to Colossal scale used by creatures in the d20 system, though in this case it is relative to various starships. Fine ships are escape pods, where Colossal ships are command carriers (a slight hiccup in the table suggests that command carriers are only gargantuan, while later in the book they are listed as Colossal.) Stats are included for a number of different ships included in the series.

The combat system is tactical in nature, but otherwise fairly simple. The system utilized a hex map and relies on the underpinnings of the basic d20 combat system. The system looks fairly fast and fun, but one thing struck me as odd. When a ship take significant damage, the pilot of a ship must make a Wisdom check to avoid a hull breach in the ship; what relevance the pilot's wisdom has I am uncertain.

The GM chapter provides a lot of the typical advice for GMing games, as well as some good insight to the elements of a campaign that would capture the Farscape "feel." The only thing I might want for here is, perhaps, a list of starting situations and adventure ideas. As fun as the Farscape series is, the situation seems rather unique. I am sure if I was running this game, I could use some inspiration on coming up with who the PCs are and what they are doing.

The last two chapters of the book cover creatures that the characters might run into in the uncharted territories, as well as NPC statblocks, including stock NPCs of various archetypes as well as the major characters of the show as of season two. The stock NPCs are assumed to be sebacean; the GM will have to do the footwork if another race is desired.

The cast NPCs are interesting for any gaming fan of the show. As a fan of the show, I naturally have quibbles. First, Scorpius is only given a 9 strength. This is patently ridiculous. Scorpius regularly bats around humans (er, sebaceans) like rag dolls in the show. Second (and much more minor), I always pictured John and Aeryn having a higher pilot score than +4 and +5 respectively.

Conclusions

Farscape is a graphically impressive product, which goes a long ways to recapture the feel of the show.

Mechanically, the game has a few warts, but is still a very good effort. The racial ability score modifiers should probably be higher, some classes are out of balance, and the combat system would work better if you adopted some of SWRCRB's armor conventions.

Farscape seems a bit more rules light than most d20 SF games I have seen, and would be more accomodating to a fast-and-loose type of gaming experience.

-Alan D. Kohler
 
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What got me a little confused was that they apparently just put up the skill ranks in the description.

I figured this out, when I saw D'Argo's Climb skill of +1 (which would mean he would have a negative rank in it if his strength bonus is already figured in...)

That and the (sometimes rounded) meters instead of feet...
Although I am glad they used celsius instead of fahrenheit, this way I (and many other people at least here in Germany) would know how hot/cold certain things have to be to give any modifiers...
 


Although I own the book and love the setting, there are a number of development problems with the d20 mechanics which can interfere with game play and which generate some OGL (Open Gaming License) confusion.

First off, the most glaring error is the Attack Bonus calculation. The following formulas are given in the book on page 225:

Melee Attack Bonus -- base attack bonus + Strength modifier + applicable feats + target's size modifier.

Ranged Attack Bonus -- base attack bonus + Dexterity modifier + applicable feats + target's size modifier.

You do NOT add your target's size modifier to your attack bonus as the formula and the text states...that makes it EASIER to hit smaller creatures. Instead, you add your OWN size modifier to your attack bonus, which balances against the size modifier your target adds to its defense.

Second, the condition modifiers for the Security Systems skill are entirely unclear as to which they affect, the skill check or the Difficulty Class. The first set of condition modifiers on page 195 applies to the skill check, while the second set of modifiers on page 196 applies to the DC, but that is not explained anywhere in the text.

Third, weapon proficiency for ranged weapons is divided into one-handed and two-handed ranged weapons, but no sizes are given for the weapons in the equipment list and it is unclear which weapons are one-handed and which are two-handed.

Fourth, there are several unexplained notations on the explosives table dealing with range increments...the number 4 is in parentheses next to each entry. While they aren't explained in the Farscape book, I thought they looked familiar. Eventually, I found the source; that notation is used in the Star Wars d20 book (and it is explained therein). In fact, the frag grenade's damage, range increment, weight, and damage type in the Farscape book exactly match those of a frag grenade in the Star Wars book...

Which leads me to the OGL confusion. I thought I'd look for some more similiarities between the Farscape book and the Star Wars book...and I found them. A number of the Star Wars feats (which are not OGC) are duplicated in the Farscape book. Some, such as Athletic and Nimble, have the same title and mechanics but different flavor text; others, like Heroic Effort and Skill Emphasis, are repeated practically verbatim; and still others, like Quick Witted and Tech Mind, have different titles from their Star Wars counterparts (Sharp-Eyed and Gearhead, repsectively), but have the same mechanics. I don't know exactly how much of a difference is necessary to constitute original work, but I do know that the Star Wars book is NOT OGC and nothing in it is supposed to be used in other d20 products.

(To be fair, I noticed the same level feat of duplication in the Dragon Star d20 book in regards to Star Wars as well.)

Once again, I want to reiterate that I love the product and I hope they'll continue to support the setting (I read rumors that there WON'T be any more Farscape products, and I hope they're untrue). I just wanted to point out some problems to those people debating about purchasing it, so you're aware of what you're getting.

Christopher Campbell
planehopping@hotmail.com
 

To meta-comment; the explosive notation is explained in the explosives description, and below the table of explosives.

The size modifer thing looks to be intentional, if bizzare; they do, however, appear to use that notation consistantly.

As far as the number of hands for weapons, the weapon class description in the "Feats" section is fairly clear; one handed are Pistol class, and Two handed are Rifle class. One Handed also explicitly includes thrown weapons.

From a quick reading, ALL the Security System modifers are to the characters roll; the first set are for characters attempting to break into the system, the second for an authorized character using a security terminal to find or lock out someone breaking into the system.
 

By Steven Creech, Exec. Chairman, d20 Magazine Rack

Sizing Up the Target

Just in time to see the cancellation of the series by the Sci-Fi channel, the Farscape Roleplaying Game is released by the team at Alderac Entertainment Group (AEG). This much-awaited 320-page hardcover, which retails for $39.95, gives role-playing gamers what they’ve been waiting for – the chance to play in the Farscape universe. Having never seen a single episode (I don’t have cable), I was looking forward to reading this book to see what the hype is about.

First Blood
The book opens with a short fiction piece that flavors the rest of the book with personality by giving the characters identity of their own. It’s an entertaining read. Following this is a rundown of the setting and role-playing in general. The first half of the book is source material from the Farscape setting while the second half contains the meaty game mechanics.

An episode synopsis of the first two seasons comprises chapter one. This gives the reader a very good understanding of the setting. Chapter two introduces you to the show’s personalities, otherwise known as the crew of the leviathan ship, Moya. You also get details of two of the show’s more familiar badguys. Here you learn all you need to know about the characters. Farscape races is the subject of chapter three. Each race is defined according to description, homeworld, nature, and society. Chapter four is a sampling of locales and worlds within the Uncharted Territories. Essentially this is your detailed guide to the Farscape galaxy.

The d20 game mechanics explanation begins on page 145 with chapter five. Character creation guidelines are outlined followed by explanations of key terms such as wound points. Chapter six lists playable races while chapter seven goes into character classes.

Feats, powers and skills is the aptly named title of chapter eight. Besides the common feats and skills you are used to seeing, several appropriate to the setting are offered. The powers are similar to what you might see in the Psionic’s Handbook except that they are either physical or metaphysical in nature.

Chapter nine, equipment, is a respectable collection of weapons and gadgets derived from the series. Chapter ten covers combat and just about every other game mechanic a GM would deal with in this setting. Chapter eleven is a collection of ships complete with rules for construction. Game Masters get their own chapter (12) containing tips and suggestions for running campaigns in the Farscape universe. Monsters (aka lifeforms) comprise chapter thirteen and let me say that this is one eclectic collection. Finally, the appendix contains NPCs (complete with stats) that can be quickly used by GMs.

Critical Hits
The book excels at capturing the Farscape feel and would fit into most any science fiction d20 game. The wound point system offers a good alternative to the standard hit point system that most folks are accustomed to. The combat and hazard rules are written cleanly in an easily understood manner.

Critical Misses
Obviously, this is meant to appeal to the masses that love Farscape and therefore has limited marketability. Another criticism goes back to those that are common in Star Trek; all alien races are humanoid in body type. Why not have some playable races that aren’t restricted to bipedal forms?

Coup de Grace
So assuming you are not a diehard fan of Farscape, why should this book become part of your collection? Well, that’s a tough answer. I can only relay my thoughts on this matter. The Farscape RPG is a solid book that offers gamers the chance to explore the universe in a science fiction setting that doesn’t have the Force or have fantasy creatures like Drow and dragons. A major drawback is that there are no future support products planed for 2003 by AEG (although there is good support on their website). From the sounds of it, this is a one-shot book. However, this one single book has enough information to sustain an enterprising and industrious GM for some time to come. My final opinion is that it is a good book if you are looking for something different, yet still d20 science fiction. But be prepared to develop your own campaigns.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

Hi.

I love the description (pages 1-134), but the rule system has so many holes in it. The +1 mods for abilities shows they don't understand d20 system.

Scarrans should get at least a +6 strength. All of the abilities need to be adjusted. Also, some races don't seem to reflect the descriptions of them earlier.

Throughout the system, they don't seem to grasp Damage Reduction, and treat Defense similar to AC of D&D. Defense in SW is based around dodging. Armor provides a DR.

Ths skills seems are sparse, and sometiems seem redundant, e.g. Negotiate vs. Diplomacy, which both can be used to reduce the price of an item.

The classes do not offer many unique abilities, and seem boring. The classes are also not well balanced. The commando has a medium progression with BAB, while the pirate seems to be the strongest combat character.

Personally, if I were to run a game in this, I would scrap their rules, and use d20 modern or a custom one based off of StarWars and/or SpyCraft. I would definately use this book as a resource as there is excellent descriptive (non-rulewise) material.
 

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