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FarscapeD20-to-Silhouette-SAs

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Brief:
On this page you will find a list of the new Special Abilities added to Silhouette in order to better model the Farscape universe. Special Abilities allow one to define certain unique
racial features that are not already modelled using Attributes or Merits and Flaws. So, for example, a Sheyang's ability to spit fireballs will be defined here.

General Notes:
The Silhouette Core rulebook advises that most abilities that can be designed using the System Design rules should be factored in during racial design as Special Abilities. This is not a hard-and-fast rule however, so certain Special Abilities may not conform to this rule. Thus, certain Special Abilities may end up being changed or turned into Merits and Flaws. The converse may also be true. Some Special Abilities may be designed without the System Design rules.

Special Abilities:

Low-Light Vision (5 CPs?): This character is able to see in bad conditions with very little light. Ignore the negative modifiers for poorly lit conditions. The character still suffers a penalty in the absence of all light.

Dark Vision (5 CPs?): This character is able to see in conditions with no light whatsoever. Ignore all negative modifiers that result from poor or non-existent light.

Expel Fire (10 CPs?): Sheyangs are capable of expelling gouts of flame given a little preparation. After 5 minutes of preparation a Sheyang can expel a burst of flaming kalack once every 5 rounds for the next 5 minutes (A maximum of 10 gouts). A Sheyang can expel a maximum of 20 Gouts within a 30 minute space of time. If a Sheyang is wounded while preparing or expelling flame he or she must make a Health check with a Threshold of 7. If the check is failed, the Sheyang suffers a number of Light Wounds equal to the Margin of Failure. Treat the fire gout as a weapon system with the following properties:

Accuracy: +1
Damage: x50 (Personal Scale) Base Range: 1 (10m maximum)
ROF: -5 Ammo: Special
Perks and Flaws: Incendiary, Persistent, Armor-Crushing, Anti-Structure

Nebari Leap (3CPs, Nebari Only): Nebari have a very flexible spine structure that is almost springlike. This evolutionary trait allows them to leap further, on average, the similarly built members of other species. Horizontal jumping distance is equal to MoS? x 1.0m (As opposed to MoS? x 0.75m) while Vertical jumping distance is equal to MoS? x 0.5m (As opposed to Mos x 0.25m).

Quarter reach than Human (-10 CPs?): This character has very short arms which can only reach a quarter or so of the distance that a normal human’s arm can.

Scarran Hide (10 CPs?): Scarrans have incredibly thick hides capable of resisting an incredible amount of damage. However, Scarrans are unable to wear any kind of standard armour, although technically custom-produced armour is an option, although it might prove bulky and cumbersome. However, Scarrans do not generally resort to such equipment (Possibly it is considered cowardly?). A Scarran’s thick hide is considered to have an Armour Value of 30. If a Scarran attempts to wear any kind of armour he or she suffers an additional -2 Encumbrance penalty, over and above any that the armour already applies.

Tongue-Sting (5 CPs?, Luxan Only): A Luxan possesses a string at the end of his or her tongue. This sting is capable of delivering a powerful neurotoxin directly into the victim’s blood-stream. The neurotoxin is a powerful sedative that paralyses the target for anywhere between a few minutes and half an hour, depending on the dosage. Treat the sting as a weapon system with the following properties:

Accuracy: +1
Damage: x15 Base Range: 0 (3m maximum)
ROF: -10 (It takes 1 minute for the Tongue-Sting to “Re-arm” itself…) Ammo: 4 (It takes 1/1/2 hours for a Luxans body to produce enough neurotoxin to sting once. Enough neurotoxin for 4 stings can be stored at any one time...)
System Perks: Melee, Luxan Tongue-Sting

Vacuum Resistance (5 CPs?, Luxan Only): Luxans are capable of surviving in the frozen vacuum of space for 20 to 30 minutes. Instead of falling unconscious after (12 + FIT) 6-second rounds, as per the usual rules, a Luxan will do so after 10 to 15 minutes. Thereafter a random mental attribute drops by 1 every 30 seconds
(5 rounds). If any single mental attribute reaches -5, the character dies.

Vulnerable to Cold (-5 CPs?, Scarran Only): Scarrans are a hot-blooded race and thus suffer the effects of extreme cold a great deal more than most other races. They suffer a -1 penalty to all rolls when the ambient temperature is below 22 degrees Celsius. If the temperature is below 10 degree Celsius the Scarran suffers an additional -2 to all rolls (A cumulative total of -3 in other words). If the temperature drops below 0 degrees Celsius an additional -2 penalty is incurred (Bringing the total to -5). Furthermore, a Scarran suffers a Light Wound every 5 minutes (50 rounds) under such conditions.

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