Farscape RPG suggestions

Feb 21, 2003 19:47

Ideas to make Delvians more Farscape-like. This applies to all Delvians, not just mystics or priests.
(I'll do the other races as time goes by)

1/day perform any one manual task within a tenth of its normal time. [Premiere]

Immune to the effects of extreme cold. [Bone to be Wild]

Carnivore - Must consume meat several times a month or will trigger a reproductive process which turns the Delvian into a non-sentient fungal predator within a few days. Poisonous spores will fill very large areas requiring saving throws or minuses are inflicted on all non-Delvian dice rolls. [Home on the Remains]

Extremes of light (ie Solar flares) trigger orgasms which incapacitate a Delvian for up to an arn. [Til the Blood runs Clear] [Cracker's don't Matter]

Delvian sap has medicinal uses (but you need medical skills to use it) - including the reduction of drug withdrawal. [Throne for a Loss]

Violent combat is addictive and will cause a Delvian to go mad. Every violent act should requires some sort of saving throw. A mad Delvian's eyes are red. [Rhapsody in Blue]

Combat Changes

Most obviously, why can a gun only be fired once in every six seconds? The easy fix for this is to tell everyone a round is a period of time between half a second and six seconds approximately. Usually combat happens only for the entire group and they all do similar things. If one group is trying to reach another which is in combat - work out the distance they need to cover, and modify with dramatic license as to when they actually turn up.

Hit locations (2D6)
Roll Shooting location Melee Location
2 Vitals - Sensory Vitals - Sensory
3 Vitals - Think Vitals - Think
4 Limb - Man Outer Main Mass - Inner
5 Limb - Man Inner Main Mass - Outer
6 Main Mass - Outer Limb - Man Inner
7 Main Mass - Inner Limb - Man Outer
8 Main Mass - Lower Limb - Mot Outer
9 Limb - Mot Inner Limb - Mot Inner
10 Limb - Mot Outer Main Mass - Lower
11 Vitals - Digest Vitals - Digest
12 Vitals - Repro Vitals - Repro

Shooting locations tend to hit the largest part of a target (people instinctively aim for the middle).
Melee locations assume the most common slash attack which goes from the outside in. Most likely you stick a limb out to protect yourself as well.
These are non-humanoid-centric tables for criters too.
Sensory - Eyes, ears, etc
Think - Brain, spine
Digest - Stomache, kidneys etc
Repro - Groin
Man - Manipulative limb, arm, hand
Mot - Motive limb, leg, foot

Give locations 4 levels of hurt - Flesh wound, debilitating, seriously injured and destroyed.

Alternative damage rules.

Hit dice now represent a damage level save. Remember your hit die type.

Attacker rolls weapon damage (ie Qualta Blade is 3d8)
Defender rolls Hit dice (ie 4th level Luxan gets 4D12)
each weapon die beaten by a hit die removes both. Any damage dice left count as one wound level to wherever they hit.
Armour points remove damage dice.

For a more deadly variant - the amount the damage dice exceed the hit dice can be the level of wounds taken. This is about the only way I can see for someone to die from a knife wound (1D4). Although you would still need to roll very low in defence (all ones) and the attacker would need at least a 2-4 and possibly a hit in a vital area.

The Farscape Adventure Recipe

Ingredients-

1) Up to four settings. Too many and you can't keep the situation insular enough to create the right kinds of tension.
2) Up to two well known (or at least known) science fiction plot(s). Read a book, watch a movie or watch the TV (last resort).
3) Up to six interesting characters. Make sure they aren't too good and aren't too evil or you will spoil the game (too saccharine or too salty).
4) Scientific knowledge.
5) Melodrama.
6) Action.
7) Tragedy.

Instructions-
Take your plots and combine them. Give them a twist and add a touch of tragedy as necessary.
Apply some scientific knowledge if required - but strip it of all words larger than two sylables and don't ever use technobabble. If necessary use Farscape slang.
Throw in your interesting character at the deep end if possible. Spice with as much melodrama as you can lay your hands on - you should include at least a troubled relationship between two or more PCs.
Add some action to move the plot between the settings.
Mix well.
Cook in a high heat if possible.
Allow the adventure to rise. Do not lower the heat too early or it will deflate. Try not to overcook or it becomes a two-parter.
After consumption allow an arn to settle, a denoument for the characters to deal with what happened.
Clean utensils for further use later.

design, science fiction, humour, rules, tv series, roleplaying, recipe, farscape, parody

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