edit SideBar

FarscapeD20-to-Silhouette-RATs

You are on the archive wiki. The new wiki is here. Current Version: 0.1.4 (18 May 2005)

Brief:

This page contains the most current version of the Racial Adjustment Templates. These are used to create non-Human characters in the Silhouette system. They adjust the starting CP and SP pools available to a character based on alterations made to their race of choice. These alterations include altered attribute ranges and compulsory Merits/Flaws, as well as optional Merits/Flaws and various Special Abilities.

General Notes:
This document is still very much in development. I have yet to convert the additional races posted on the official website, although I will get around to this soon-ish. On the subject of how the various attributes were derived:

Build was the easiest. As this attribute is, basically, a Mass attribute, I calculated the average mass for each race and used to it to determine the Average modifier that the Build attribute would have. For most races this has worked farily well. In some cases, however, the minimum and maximum values are a little too high or low, but I'm not massively certain this is a problem as yet. Hynerians pose a problem with respect to Build. There is only one Build value that corresponds to their mass. After some thought I decided to lock Hynerian Build values at -5.

Appearance and Psyche were two attributes that I tried to avoid changing. And, with the exception of the improved Psyche profile of Baniks, I did so successfully. I chose to do this because these attrubutes are very much relative. One race's idea of beauty may not be another's. Similarly, one race's idea of empathy or mental instability may not be another's.

Most of the other attributes were derived by examining both the D20 racial profiles and the more abstract racial descriptions presented earlier in the Farscape D20 book. Thus, certain racial features that are not reflected in the D20 racial profiles are present in the Silhouette ones. However, since this document is still very much in its early phases, there may well be changes to a number of the races.

On the whole the biggest problem creating these Racial Adjustment Templates has been the isssue of whether or not the average member of a race conforms to the Template. This is a bit of an issue because while the average members of certain races might feature a certain racial profile, player characters will often not conform to the general rule. Thus, while most Nebarri are somewhat naive and biased about the universe around them, in general, the same is not true of a Nebarri rebel or a high-ranking individual in the Nebarri government. Thus, the major question has been: Should the Racial Adjustment Templates reflect the average member of a race, or should it relfect the average member of a race that a PC is likely to play? This is a question I'd welcome comments on, as I have certainly not solidified my ideas on this yet myself.

Racial Adjustment Templates:

Baniks:
CP Pool: +18 SP Pool: -20

Agility (AGI) Range: Normal
Appearance (APP) Range: Normal Build (BLD) Range: -4 to +2 (-1 Avg.)
Creativity (CRE) Range: -2 to +4 (+1 Avg.) Fitness (FIT) Range: Normal
Influence (INF) Range: Normal Knowledge (KNO) Range: Normal
Perception (PER) Range: Normal Psyche (PSY) Range: -1 to +5 (+2 Avg.)
Willpower (WIL) Range: Normal

Special Abilities:
Automatic Perks: Meta-Physically Gifted (5) Optional Perks:
Automatic Flaws: Highly Empathic (-3) Optional Flaws:
Notes: Baniks are the only race that I adjusted the Psyche attribute for. In most other cases I simply couldn’t justify it, as the Psyche stat is very abstract and adjusting it doesn’t make too much sense.

Delvians:
CP Pool: +0 SP Pool: -10

Agility (AGI) Range: Normal
Appearance (APP) Range: Normal Build (BLD) Range: -2 to +4 (+1 Avg.)
Creativity (CRE) Range: Normal Fitness (FIT) Range: -4 to +2 (-1 Avg.)
Influence (INF) Range: Normal Knowledge (KNO) Range: -2 to +4 (+1 Avg.)
Perception (PER) Range: Normal Psyche (PSY) Range: Normal
Willpower (WIL) Range: Normal

Special Abilities:
Automatic Perks: Meta-Physically Gifted (5), Delvian Immune System (5) Optional Perks:
Automatic Flaws: Optional Flaws:
Notes:

Hynerians:
CP Pool: +29 SP Pool: -30

Agility (AGI) Range: -3 to -1 (-2 Avg.) Not currently factored into costs…?
Appearance (APP) Range: Normal Build (BLD) Range: -5 to -5 (-5 Avg.)
Creativity (CRE) Range: -2 to +4 (+1 Avg.) Fitness (FIT) Range: -3 to -1 (-2 Avg.) Not currently factored into costs…?
Influence (INF) Range: -2 to +4 (+1 Avg.) Knowledge (KNO) Range: -2 to +4 (+1 Avg.)
Perception (PER) Range: Normal Psyche (PSY) Range: Normal
Willpower (WIL) Range: -1 to +5 (+2 Avg.)

Special Abilities: Slower than Human (-5), Quarter reach than Human (-10), Extra Movement Mode: Swim (10), Low-Light Vision (3)
Automatic Perks: Hynerian Immune System (3) Optional Perks:
Automatic Flaws: Optional Flaws:
Notes: Hynerians present the most problems as a race. Their attributes are in some cases very low and in others very high. The cap to maximum fitness has not been factored into the Hynerian template at present because the minimum value has remained the same. This may change, however.

Ilanics:
CP Pool: +39 SP Pool: -40

Agility (AGI) Range: Normal
Appearance (APP) Range: Normal Build (BLD) Range: -1 to +5 (+2 Avg.)
Creativity (CRE) Range: -2 to +4 (+1 Avg.) Fitness (FIT) Range: Normal
Influence (INF) Range: -4 to +2 (-1 Avg.) Knowledge (KNO) Range: -2 to +4 (+1 Avg.)
Perception (PER) Range: -2 to +4 (+1 Avg.) Psyche (PSY) Range: Normal
Willpower (WIL) Range: Normal

Special Abilities:
Automatic Perks: Meta-Physically Gifted (3), Acute Sight (1), Acute Smell (2) Optional Perks:
Automatic Flaws: Black Blood (-5) Optional Flaws:
Notes: The Ilanics have also troubled me somewhat. I’m not sure their improved Creativity and Knowledge attributes are deserved. That’s not to say they shouldn’t get any kind of bonus in the respect, I think that some more work may be necessary here.

Luxans:
CP Pool: +28 SP Pool: -40

Agility (AGI) Range: Normal
Appearance (APP) Range: Normal Build (BLD) Range: -1 to +5 (+2 Avg.)
Creativity (CRE) Range: Normal Fitness (FIT) Range: -1 to +5 (+2 Avg.)
Influence (INF) Range: -4 to +2 (-1 Avg.) Knowledge (KNO) Range: -4 to +2 (-1 Avg.)
Perception (PER) Range: -2 to +4 (+1 Avg.) Psyche (PSY) Range: Normal
Willpower (WIL) Range: -2 to +4 (+1 Avg.)

Special Abilities: Tongue-Sting (5), Vacuum Resistance (5)
Automatic Perks: Meta-Physically Gifted (3), Highly Acute Smell (4) Optional Perks:
Automatic Flaws: Black Blood (-5) Optional Flaws:
Notes: To add Hyper-rage or not to add Hyper-rage? That is the question…

Nebari:
CP Pool: -9 SP Pool: +0

Agility (AGI) Range: -2 to +4 (+1 Avg.)
Appearance (APP) Range: Normal Build (BLD) Range: -4 to +2 (-1 Avg.)
Creativity (CRE) Range: Normal Fitness (FIT) Range: Normal
Influence (INF) Range: -4 to +2 (-1 Avg.) Knowledge (KNO) Range: Normal
Perception (PER) Range: Normal Psyche (PSY) Range: Normal
Willpower (WIL) Range: -2 to +4 (+1 Avg.)

Special Abilities: Low-Light Vision (3), Nebari Leap (3)
Automatic Perks: Meta-Physically Gifted (3) Optional Perks:
Automatic Flaws: Optional Flaws:
Notes: The Nebarri are one reason the Illanics trouble me. As a race the Nebarri possess incredible technologies. However, it’s not so clear as to whether not the average Nebarri is more intelligent than a human in general. Thus, possibly changes to the Creativity and Knowledge stats are necessary for the Nebarri. However, the flip side of the coin is that Nebarri culture does not, in general, encourage much Creativity or Knowledge in the average Nebarri. So, then, the question is, do I create a race template that represents Nebarri, or do I make one that represents the kind of Nebarri a player is likely to play…?

Scarrans:
CP Pool: +5 SP Pool: -10

Agility (AGI) Range: -4 to +2 (-1 Avg.)
Appearance (APP) Range: Normal Build (BLD) Range: -1 to +5 (+2 Avg.)
Creativity (CRE) Range: Normal Fitness (FIT) Range: -1 to +5 (+2 Avg.)
Influence (INF) Range: -5 to +1 (-2 Avg.) Knowledge (KNO) Range: Normal
Perception (PER) Range: Normal Psyche (PSY) Range: Normal
Willpower (WIL) Range: Normal

Special Abilities: Slower than Human (-5), Vulnerable to Cold (-5), Scarran Hide (10)
Automatic Perks: Meta-Physically Gifted (5) Optional Perks:
Automatic Flaws: Optional Flaws:
Notes: These stats are for the non-Noble variety of Scarran.

Sebaceans:
CP Pool: +0 SP Pool: +0

Agility (AGI) Range: Normal
Appearance (APP) Range: Normal Build (BLD) Range: Normal
Creativity (CRE) Range: Normal Fitness (FIT) Range: Normal
Influence (INF) Range: Normal Knowledge (KNO) Range: Normal
Perception (PER) Range: Normal Psyche (PSY) Range: Normal
Willpower (WIL) Range: Normal

Special Abilities:
Automatic Perks: Optional Perks: Focus (5)
Automatic Flaws: Optional Flaws: Vulnerable to Heat (-5)
Notes: If choosing to play a “Pure” Sebacean the character must purchase both Focus and Vulnerable to Heat.

Sheyangs:
CP Pool: -13 SP Pool: +0

Agility (AGI) Range: -4 to +2 (-1 Avg.)
Appearance (APP) Range: Normal Build (BLD) Range: +0 to +6 (+3 Avg.)
Creativity (CRE) Range: -4 to +2 (-1 Avg.) Fitness (FIT) Range: -1 to +5 (+2 Avg.) Not certain?
Influence (INF) Range: -5 to +1 (-2 Avg.) Knowledge (KNO) Range: -4 to +2 (-1 Avg.)
Perception (PER) Range: Normal Psyche (PSY) Range: Normal
Willpower (WIL) Range: Normal

Special Abilities: Dark Vision (5), Slower than Human (-5), Expel Fire (10)
Automatic Perks: Highly Acute Smell (4, Non-acidic environments only) Optional Perks:
Automatic Flaws: Poor Sight (-1) Optional Flaws:
Notes: I still not totally certain that Sheyang should have a higher average Fitness than Scarrans. Or rather, I’m not certain Scarrans should be lest fit, on average, than Sheyang and Luxans. I’ll make up my mind once I’ve actually finally gotten to see one in the series…

Tavleks:
CP Pool: +10 SP Pool: -10

Agility (AGI) Range: Normal
Appearance (APP) Range: Normal Build (BLD) Range: -1 to +5 (+2 Avg.)
Creativity (CRE) Range: Normal Fitness (FIT) Range: -2 to +4 (+1 Avg.)
Influence (INF) Range: -5 to +1 (-2 Avg.) Knowledge (KNO) Range: Normal
Perception (PER) Range: Normal Psyche (PSY) Range: Normal
Willpower (WIL) Range: Normal

Special Abilities:
Automatic Perks: Optional Perks:
Automatic Flaws: Optional Flaws:
Notes: As with the Nebarri, Tavleks present some problems. The main issue is whether or not to factor in the effects the Gauntlet drug would have on certain attributes. This can be done using a Flaw, but it might be better to do it using attribute adjustments if, after all, most of the adult Tavlek population are addicted to the Gauntlet drug it is possible genetic changes have taken place. In this case the Tavleks may well see more changes to their attributes…

Vorcarians:
CP Pool: +10 SP Pool: -10

Agility (AGI) Range: -2 to +4 (+1 Avg.)
Appearance (APP) Range: Normal Build (BLD) Range: Normal
Creativity (CRE) Range: -4 to +2 (-1 Avg.) Fitness (FIT) Range: -2 to +4 (+1 Avg.)
Influence (INF) Range: -4 to +2 (-1 Avg.) Knowledge (KNO) Range: -4 to +2 (-1 Avg.)
Perception (PER) Range: -1 to +5 (+2 Avg.) Psyche (PSY) Range: Normal
Willpower (WIL) Range: Normal

Special Abilities:
Automatic Perks: Optional Perks:
Automatic Flaws: Optional Flaws:
Notes:

Zenetans:
CP Pool: +7 SP Pool: -10

Agility (AGI) Range: Normal
Appearance (APP) Range: Normal Build (BLD) Range: Normal
Creativity (CRE) Range: -2 to +4 (+1 Avg.) Fitness (FIT) Range: Normal
Influence (INF) Range: Normal Knowledge (KNO) Range: Normal
Perception (PER) Range: Normal Psyche (PSY) Range: Normal
Willpower (WIL) Range: Normal

Special Abilities:
Automatic Perks: Meta-Physically Gifted(3) Optional Perks:
Automatic Flaws: Optional Flaws:
Notes:

Edit - History - Print - Recent Changes - Search
Page last modified on January 01, 1970, at 12:00 AM