Autor Thema: Farscape  (Gelesen 4923 mal)

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Offline Waldgeist

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Farscape
« am: 4.02.2010 | 19:48 »
Ich hab jetzt mal damit begonnen, Farscape in GURPS abzubilden. Nach und nach (wann immer ich mal Zeit finde) werde ich hier ein Update posten. Als erstes schonmal meine Version eines Luxaners:

Luxaner
Dunkles Blut: Schnitt-, Stich- und Schussverletzungen (siehe p.B420 „Bleeding“) können bei Luxanern zu einer gefährlichen Blutvergiftung führen. Erleidet ein Luxaner eine blutende Verwundung, muss er einen HT-Wurf schaffen, um „Dunkles Blut“ abzuwenden. Bei solchen Wunden muss der Blutfluss durch Schläge oder Druck stimuliert werden, bis sich das Blut hell verfärbt. Dies kann jede Minute mit einem „First Aid“-Wurf versucht werden. In jeder Minute, in der das Blut des Luxaners dunkel fließt, erleidet er 1W Vergiftungsschaden.
Zungenstich: Ein Luxaner kann durch seine Zunge ein universelles Kontaktgift übertragen, das einen Humanoiden bewusstlos werden lässt, wenn ihm kein HT-Wurf gelingt. Dies ist ein normaler, waffenloser Angriff, der keinen Schaden verursacht und der alle 15 Sekunden eingesetzt werden kann. Die Bewusstlosigkeit kann mehrere Minuten andauern.

Luxans [30, 40 or 50]
Attribute Modifiers: ST+1 [10]; HT+1 [10].
Advantages: Acute Taste and Smell 3 [6]; Doesn’t Breathe (Oxygen Storage, 25x, -50%) [10]; Prehensile Tongue (Accessory; Reach C, 1; can grab objects with ST/4; cannot manipulate, punch, wield weapons, or grapple effectively) [1]; Tongue Sting (Affliction 1; Unconsciousness, +200%; Contact Agent, -30%; Melee Attack, Tongue, Reach C, 1, Cannot Parry, -25%; Takes Recharge, 15 seconds, -20%) [23]; Vacuum Support [5].
Disadvantages: Dark Blood (Weakness, 1d per minute; Occasional, Bleeding Wounds, x1; Resistible, HT, roll once per wound, not per cycle, -25%) [-15].
Optional Disadvantages: Code of Honor (Luxan) [-10]; Hyper-Rage (Berserk) [-10].

(This template is based on: http://farscape.wikia.com/wiki/Luxan)
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Offline Christoph

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Re: Farscape
« Antwort #1 am: 4.02.2010 | 19:50 »
Ui Farscape. Da hätte ich auch mal Lust zu spielen.

Offline Waldgeist

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Re: Farscape
« Antwort #2 am: 4.02.2010 | 23:57 »
Hynerianer
Hynerians [-10]
Attribute Modifiers: ST-4 [-40]; IQ+1 [20].
Secondary Characteristic Modifiers: Ground Move-3 [-15]; SM-2.
Advantages: Amphibious [10]; Extended Lifespan 3 [6]; Night Vision 5 [5]; Resistant to Poison (+3) [5].
Racial Quirks: Farts helium when nervous or frightened [-1].

(This template is based on: http://farscape.wikia.com/wiki/Hynerians)
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Offline Waldgeist

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Re: Farscape
« Antwort #3 am: 5.02.2010 | 00:02 »
Ui Farscape. Da hätte ich auch mal Lust zu spielen.

Wollte das nicht jemand auf nem Con anbieten? Ich meine, so etwas gelesen zu haben.
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Offline Waldgeist

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Re: Farscape
« Antwort #4 am: 6.02.2010 | 00:08 »
Delvianer
Erdheilung: Erkrankte Delvianer müssen im Erdboden ruhen, quasi Wurzeln schlagen, um Krankheiten heilen zu können.
Hungerknospen: Wenn Delvianer hungern müssen, kommt es bei ihnen früher oder später zu einer Knospenbildung. Diese Knospen setzen toxische Pollen frei, die heftige allergische Reaktionen bei fast allen anderen Rassen zur Folge haben. Nur frisches Fleisch kann die Knospung rückgängig machen.

Delvians [35]
Attribute Modifiers: IQ+1[20].
Advantages: Extended Lifespan 4 [8 ]; Flowering Buds (Affliction 1; Coughing/Sneezing, +20%; Area Effect, 4 yards, +100%; Drifting, +20%; Persistent, Extended Duration, 30 seconds, +60%; Respiratory Agent, +50%; Dissipation, -50%; Emanation, -20%; Temporary Disadvantage, Paranoia, -10%; Temporary Disadvantage, IQ-2, -40%; Trigger, Starvation, Very Common, Dangerous, -15%; Uncontrollable, -10%; once activated it stays on until fresh meat is eaten) [21].
Disadvantages: Unhealing (Partial, requires planting in soil; Disease Only, -40%) [-12].
Racial Quirks: Photogasm (during solar flares or under other intense lighting conditions) [-1]; Eyes turn blood-red when angry or murderous [-1].
Features: Carnivorous plant creature.

(This template is based on: http://farscape.wikia.com/wiki/Delvians)
« Letzte Änderung: 12.02.2010 | 10:09 von Waldgeist »
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Offline Waldgeist

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Re: Farscape
« Antwort #5 am: 6.02.2010 | 21:35 »
Sebaceaner
Hitzedelirium: Die akzeptable Temperaturspanne eines Sebaceaners liegt bei etwa -5°C bis 25°C (25°F bis 80°F, statt bei etwa 0°C bis 30°C (35°F bis 90°F) wie bei normalen Menschen. Außerdem können sie höhere Temperaturen schlechter kompensieren und leiden schneller an Erschöpfung (-3 auf alle entsprechenden HT-Würfe bei Anstrengung). Selbst bei Nichtanstrengung droht ein Delirium (HT+1 Proben, um dem halben, normalen Erschöpfungsschaden zu entgehen).

Sebaceans [10 or 11]
Attribute Modifiers: DX+1 [20] or IQ+1 [20].
Advantages: Acute Vision 1 [2]; Self-controlled pregnancy (females only) [1].
Disadvantages: Susceptible to Heat (-3 to HT rolls; Very Common) [-12].
Features: Temperature comfort zone is 10°F/5°C lower than for normal humans.

(This template is based on: http://farscape.wikia.com/wiki/Sebaceans)

Sebacean Offshoots
Andere von Sebaceanern abstammende Rassen (wie z.B. Menschen oder Acquaraner) teilen in der Regel weder Vorteile noch Nachteile der Sebaceaner.
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Re: Farscape
« Antwort #6 am: 7.02.2010 | 14:03 »
Nebari
Nebari [30]
Attribute Modifiers: DX+1 [20].
Advantages: Immunity to Sunburn [1]; Night Vision 5 [5]; Single-Minded [5].
Racial Quirks: Ignorant (difficulty in understanding foreign social concepts sometimes result in -1 to reaction rolls) [-1].
Features: Grey skin, black (males) or white (females) hair; Blue blood.

(This template is based on: http://farscape.wikia.com/wiki/Nebari)

Das sind erstmal soweit die Charakterrassen der ersten Staffel (wenn man sich an den Protagonisten orientiert). Als nächstes stehen dann die "Charakterklassen" an.
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Re: Farscape
« Antwort #7 am: 11.02.2010 | 00:15 »
Aristokrat
Aristokraten stellen die herrschende Elite eines Reiches oder einer Organisation dar. Sie sind Adelige, Politiker, Manager oder Handelsprinzen, verfügen über finanzielle Ressourcen und verschiedenste Einflussmöglichkeiten.

Aristocrat [150]
Attributes: ST 10 [ 0]; DX 10 [ 0]; IQ 13 [60]; HT 10 [ 0].
Secondary Characteristics: HP 10 [ 0]; Will 13 [ 0]; Per 13 [ 0]; FP 10 [ 0].
Advantages: Charisma 2 [10], Status 2† [5], and Wealthy [20]. • 20 points chosen from among IQ +1 [20], Administrative Rank 1-4‡ [5/level] or Courtesy Rank 1-4 [1/level], Claim to Hospitality (other aristocrats) [5], Contacts [varies], Favor [varies], Independent Income 1-5 [1/level], Serendipity 1 [15], or Smooth Operator 1 [15].
Suggested Disadvantages (not included in template cost): Enemy [varies]; Secret [varies]; Selfish [-5*]; Sense of Duty (State/People, Large Group) [-10].
Primary Skills: Diplomacy (H) IQ [4]-13; Politics (A) IQ+1 [4]-14; Public Speaking (A) IQ+1 [4]-14; Savoir-Faire (High Society) (E) IQ+2 [4]-15.
Secondary Skills: Either Beam Weapons (Pistol) (E) DX+1 [2]-11 or Guns (Pistol) (E) DX+1 [2]-11. • Six of Acting (A) IQ [2]-13, Administration (A) IQ [2]-13, Body Language (A) IQ [2]-13, Current Affairs (Business) (E) IQ+1 [2]-14, Current Affairs (High Culture) (E) IQ+1 [2]-14, Detect Lies (H) Per-1 [2]-12, History (H) IQ-1 [2]-12, Intimidation (A) Will [2]-13, Leadership (A) IQ [2]-13, or Smallsword (A) DX [2]-10.
Background Skills: Area Knowledge (Homeworld) (E) IQ [1]-13; Computer Operation (E) IQ [1]-13. • Three of Connoisseur (choose subject) (A) IQ, Dancing (A) DX, Games (choose game) (E) IQ, or Heraldry (A) IQ.

* Multiplied for self-control number.
† Includes +1 to Status for being Wealthy.
‡ Administrative Rank 2-4 grants +1 to Status.
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Re: Farscape
« Antwort #8 am: 11.02.2010 | 20:25 »
Krieger
Krieger sind Soldaten, Söldner, Sondereinsatzkräfte oder einfach nur kämpferische Individualisten. Sie bilden das Rückgrat der Streitkräfte der verschiedenen Reiche oder bestimmter Organisationen (wie den Peacekeepern), sind Leute fürs Grobe oder kämpfen schlicht um das eigene Überleben.

Warrior [150]
Attributes: ST 12 [20]; DX 12 [40]; IQ 10 [ 0]; HT 11 [10].
Secondary Characteristics: HP 12 [ 0]; Will 10 [ 0]; Per 10 [ 0]; FP 11 [ 0].
Advantages: Combat Reflexes [15] and Fit [5]. • 20 points chosen from among ST +1 [10], DX +1 [20], IQ +1 [20], Per +1 or +2 [5 or 10], Military Rank 1-4† [5/level] or Courtesy Rank 1-4 [1/level], Ambidexterity [5], G-Experience (Zero-G) [1], Hard to Kill 1-3 [2/level], Hard to Subdue 1-3 [2/level], High Pain Threshold [10], Improved G-Tolerance (0.3 or 0.5 G increments) [5 or 10], Indomitable [15].
Suggested Disadvantages (not included in template cost): Code of Honor (Soldier’s) [-10]; Duty [varies]; Impulsiveness [-10*].
Primary Skills: Two of Beam Weapons (Pistol or Rifle) (E) DX+2 [4]-14, Gunner (Beams or Cannon) (E) DX+2 [4]-14, or Guns (Pistol or Rifle) (E) DX [4]-14. • One of Broadsword (A) DX+1 [4]-13, Shortsword (A) DX+1 [4]-13, or Knife (E) DX+2 [4]-14. • One of Boxing (A) DX+1 [4]-13, Brawling (E) DX+2 [4]-14, or Karate (H) DX [4]-12. • Either Judo (H) DX [4]-12 or Wrestling (A) DX+1 [4]-13.
Secondary Skills: One of Hiking (A) HT [2]-11, Piloting (Aerospace, Contragravity, or High-Performance Spacecraft) (A) DX [2]-12, or Riding (choose animal type) (A) DX [2]-12. • Seven of Acrobatics (H) DX-1 [2]-11, Armoury (Body Armor or Small Arms) (A) IQ [2]-10, Camouflage (E) IQ+1 [2]-11, Climbing (A) DX [2]-12, Electronics Operation (Security) (A) IQ [2]-10, Environment Suit (Battlesuit or Vacc Suit) (A) DX [2]-12, Explosives (Demolition) (A) IQ [2]-10, First Aid (E) IQ+1 [2]-11, Forward Observer (A) IQ [2]-10, Free Fall (A) DX [2]-12, Intimidation (A) Will [2]-10, Jumping (E) DX+1 [2]-13, Navigation (A) IQ [2]-10, Stealth (A) DX [2]-12, Survival (choose terrain type) (A) Per [2]-10, Swimming (A) DX [2]-12, Tactics (H) IQ-1 [2]-9, or Throwing (A) DX [2]-12.
Background Skills: Area Knowledge (Homeworld) (E) IQ [1]-10; Computer Operation (E) IQ [1]-10; Savoir-Faire (Military) (E) IQ [1]-10; Soldier (A) IQ-1 [1]-9.

* Multiplied for self-control number.
† Military Rank 2-4 grants +1 to Status.
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Offline Waldgeist

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Re: Farscape
« Antwort #9 am: 14.02.2010 | 16:17 »
Schurke
Schurken verkörpern den „Schattenaspekt“ einer Gesellschaft. Bei ihnen kann es sich um Schmuggler, Diebe, Betrüger, Schwindler, Agenten, Spione oder ähnliches handeln.

Rogue [150]
Attributes: ST 10 [ 0]; DX 12 [40]; IQ 12 [40]; HT 10 [ 0].
Secondary Characteristics: HP 10 [ 0]; Will 12 [ 0]; Per 12 [ 0]; FP 10 [ 0].
Advantages: 30 points chosen from among DX +1 [20], IQ +1 [20], Per +1 or +2 [5 or 10], Ambidexterity [5], Contacts [varies] or Contact Group [varies], Danger Sense [15], Fit [5], Flexibility [5], or Perfect Balance [15].
Suggested Disadvantages (not included in template cost): Callous [-5]; Chummy [-5]; Curious [-5*]; Enemy [varies]; Greed [-15*]; Secret [varies]; Selfish [-5*].
Primary Skills: Stealth (A) DX+1 [4]-13; Streetwise (A) IQ+1 [4]-13. • After choosing secondary skills promote two of them to primary skills by increasing their point cost by 2 and adding 1 to the listed skill levels [4].
Secondary Skills: Two of Beam Weapons (Pistol) (E) DX+1 [2]-13, Guns (Pistol) (E) DX+1 [2]-13, or Knife (E) DX+1 [2]-13 • Two of Acrobatics (H) DX-1 [2]-11, Climbing (A) DX [2]-12, Escape (H) DX-1 [2]-11, Jumping (E) DX+1 [2]-13, or Running (A) HT [2]-10. • Three of Acting (A) IQ [2]-12, Carousing (E) HT+1 [2]-11, Detect Lies (H) Per-1 [2]-11, Fast-Talk (A) IQ [2]-12, Gambling (A) IQ [2]-12, Lip Reading (A) Per [2]-12, Merchant (A) IQ [2]-12, or Sex Appeal (A) HT [2]-10.  • Five of Disguise (A) IQ [2]-12, Electronics Operation (Security or Surveillance) (A) IQ [2]-12, Filch (A) DX [2]-12 or Holdout (A) IQ [2]-12 or Pickpocket (H) DX-1 [2]-11 or Sleight of Hand (H) DX-1 [2]-11, Forced Entry (E) DX+1 [2]-13, Forgery (H) IQ-1 [2]-11, Lockpicking (A) IQ [2]-12, Observation (A) Per [2]-12, Poisons (H) IQ-1 [2]-11, Shadowing (A) IQ [2]-12, Smuggling (A) IQ [2]-12, Throwing (A) DX [2]-12, Traps (A) IQ [2]-12, or Urban Survival (A) Per [2]-12.
Background Skills: Area Knowledge (Homeworld) (E) IQ [1]-12; Computer Operation (E) IQ [1]-12. • Two of Connoisseur (choose subject) (A) IQ-1 [1]-11, Gambling (A) IQ-1 [1]-11, Law (Homeworld Criminal or Homeworld Police) (H) IQ-2 [1]-10, or Savoir-Faire (Criminal or Police) (E) IQ [1]-12.

* Multiplied for self-control number.

(EDIT: ein Paar Fehlerchen in den Skill-Listen korrigiert.)
« Letzte Änderung: 4.03.2010 | 14:24 von Waldgeist »
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Offline Waldgeist

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Re: Farscape
« Antwort #10 am: 15.02.2010 | 11:34 »
Folgende Templates habe ich noch in der Warteschlange: Priester und Wissenschaftler. Außerdem denke ich gerade über ein generisches Raumfahrer-Template nach, das Pilot & Techniker als Spezialisierungen hat.

Fallen euch noch sinnvolle/interessante Templates ein? (Oder einfacher: Was würdet ihr gerne in Farscape spielen, was nicht schon durch eines der Templates oben abgebildet ist?)
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Re: Farscape
« Antwort #11 am: 24.02.2010 | 22:46 »
Wissenschaftler
Wissenschaftler sind nicht reine Theoretiker, sonder auch Feldforscher. Entsprechend bringen sie nicht nur akademisches Grundwissen mit, sondern auch Fähigkeiten im praktischen Einsatz von Technologien und in der Entwicklung von Prototypen.

Scientist [150]
Attributes: ST 10 [ 0]; DX 10 [ 0]; IQ 14 [80]; HT 10 [ 0].
Secondary Characteristics: HP 10 [ 0]; Will 14 [ 0]; Per 14 [ 0]; FP 10 [ 0].
Advantages: Eidetic Memory [5] and Single-Minded [5]. • 30 points chosen from among Gadgeteer [25], Mathematical Ability 1-2 [10/level], Tenure [5], or Versatile [5].
Suggested Disadvantages (not included in template cost): Will -1 [-5] or Will -2 [-10]; Per -1 [-5] or Per -2 [-10]; Obsession (choose goal) [-5 or -10*]; Overconfidence [-5*]; Stubbornness [-5]; Workaholic [-5].
Primary Skills: Choose one of the following packages:
•   Astronomy (H) IQ [4]-14 and Mathematics (Applied) (H) IQ-1 [2]-13 and Physics (VH) IQ-2 [2]-12
•   Bioengineering (Genetic Engineering) (H) IQ [4]-14 and Biology (Earthlike) (VH) IQ-1 [4]-13
•   Brain Hacking (H) IQ [4]-14 and Computer Hacking (VH) IQ-2 [2]-12 and Computer Programming (H) IQ-1 [2]-13
•   Engineer (Electronics) (H) IQ [4]-14 and Electronics Repair (choose specialty) (A) IQ+1 [4]-15
•   Engineer (Robotics) (H) IQ [4]-14 and Mechanic (Robotics) (A) IQ+1 [4]-15
•   Expert Skill (Epidemiology) (H) IQ [4]-14 and Diagnosis (H) IQ-1 [2]-13 and Physician (H) IQ-1 [2]-13
•   Expert Skill (Psionics) (H) IQ [4]-14 and Electronics Operation (Psychotronics) (A) IQ+1 [4]-15
•   Geology (choose planet type) (H) IQ [4]-14 and Prospecting (A) IQ+1 [4]-15
Secondary Skills: Computer Operation (E) IQ+1 [2]-15; Research (A) IQ [2]-14. • Either Beam Weapons (Pistol) (E) DX+1 [2]-11 or Guns (Pistol) (E) DX+1 [2]-11. • Six of Cartography (A) IQ [2]-14, Criminology (A) IQ [2]-14, Cryptography (H) IQ-1 [2]-13, Electronics Operation (Sensors) (A) IQ [2]-14, Expert Skill (Military Science) (H) IQ-1 [2]-13, Expert Skill (Xenology) (H) IQ-1 [2]-13, History (H) IQ-1 [2]-13, Intelligence Analysis (H) IQ-1 [2]-13, Linguistics (H) IQ-1 [2]-13, Piloting (Aerospace, Contragravity, or High-Performance Spacecraft) (A) DX [2]-10, Speed-Reading (A) IQ [2]-14, Teaching (A) IQ [2]-14, or 2 points to raise a 2-point skill of your chosen primary package by one level.
Background Skills: Area Knowledge (Homeworld) (E) IQ [1]-14. • Three of Administration (A) IQ-1 [1]-13, Area Knowledge (choose area) (E) IQ [1]-14, Photography (A) IQ-1 [1]-13, Public Speaking (A) IQ-1 [1]-13, Savoir-Faire (Academic) (E) IQ [1]-14, or Writing (A) IQ-1 [1]-13.

* Multiplied for self-control number.
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Re: Farscape
« Antwort #12 am: 8.03.2010 | 23:07 »
Priester
Priester sind Heiler, Hirten und seelischer Beistand. Neben tiefen Überzeugungen verfügen sie auch über weltliches und außerweltliches Wissen. Überzeugung und Wissen lassen sie spirituelle Kräfte ohne gleichen meistern.

Priest [150]
Attributes: ST 10 [ 0]; DX 10 [ 0]; IQ 13 [60]; HT 10 [ 0].
Secondary Characteristics: HP 10 [ 0]; Will 13 [ 0]; Per 13 [ 0]; FP 10 [ 0].
Advantages: Social Regard (Respected) 1 [5]; Blessed [10]. • 25 points chosen from among IQ +1 [20], Will +1 or +2 [5 or 10], Charisma 1 or 2 [5/level], Claim to Hospitality (temples of your religion) [2], Clerical Investment [5] and Religious Rank 0 [ 0], and maybe Religious Rank 1-4† [5/level] or Courtesy Rank 1-4 [1/level], Healer 1 or 2 [10/level], Oracle [15], Sensitive [5] or Empathy [15], or True Faith [15]. • 20 points chosen from among the following paranormal abilities:
  • ESP Talent 1 [5]; Clairaudience (ESP, -10%) [30] or Clairvoyance (ESP, -10%) [40] or full Clairsentience (ESP, -10%) [45], Detect (Common, paranormal activity; ESP, -10%) [18], Psychometry (ESP, -10%) [18], or See Invisible (ESP, -10%) [14]
  • Psychic Healing Talent 1 [5]; Detect (Common, disease or poison; ESP, -10%) [18], Cure Disease (Psychic Healing, -10%) [15] or Heal Injuries (Psychic Healing, -10%) [21] or full Healing (Psychic Healing, -10%) [27], Slow Regeneration (Psychic Healing, -10%) [9] or Regular Regeneration (Psychic Healing, -10%) [23], or Regrowth (Psychic Healing, -10%) [36]
  • PK Talent 1 [5]; Binding 10 or 15 (Unbreakable, +40%; One-Shot, -10%; Psychokinetic, -10%) [24 or 36], Telekinesis 2 to 8 (Psychokinetic, -10%) [9 to 36], Temperature Control 2 to 8 (Psychokinetic, -10%) [9 to 36], or Vibration Sense (Psychokinetic, -10%) [9]
  • Telepathy Talent 1 [5]; Mind Control (Telepathic, -10%) [45], Mind Reading (Telepathic, -10%) [27], Mind Shield 5 (Telepathic, -10%) [18], or Telesend (Telepathic, -10%) [27]
Suggested Disadvantages (not included in template cost): Charitable [-15*]; Disciplines of Faith [varies]; Honesty [-10*]; Pacifism [varies]; Selfless [-5*]; Truthfulness [-5*].
Primary Skills: Esoteric Medicine (H) Per [4]-13; Theology (your religion) (H) IQ [4]-13.
Secondary Skills: Two of Beam Weapons (Pistol) (E) DX+1 [2]-11, Guns (Pistol) (E) DX+1 [2]-11, Knife (E) DX+1 [2]-11, or Wrestling (A) DX [2]-10. • Two of Acting (A) IQ [2]-13, Diplomacy (H) IQ-1 [2]-12, Leadership (A) IQ [2]-13, Public Speaking (A) IQ [2]-13, or Psychology (humanoids) (H) IQ-1 [2]-12. • Five of Autohypnosis (H) Will-1 [2]-12, Dreaming (H) Will-1 [2]-12 and maybe Fortune-Telling (Dream Interpretation) (A) IQ [2]-13, Exorcism (H) Will-1 [2]-12, Hypnotism (H) IQ-1 [2]-12, Meditation (H) Will-1 [2]-12, Mental Strength (E) Will+1 [2]-14, Mind Block (A) Will [2]-13, Naturalist (H) IQ-1 [2]-12 and Pharmacy (Herbal) (H) IQ-1 [2]-12, Occultism (A) IQ [2]-13, Religious Ritual (your religion) (H) IQ-1 [2]-12, or Surgery (VH) IQ-2 [2]-11.
Background Skills: Knowledge (Homeworld) (E) IQ [1]-13; Computer Operation (E) IQ [1]-13. • Two of Cooking (A) IQ-1 [1]-12, Electronics Operation (Medical) (A) IQ-1 [1]-12, Musical Instrument (choose category) (H) IQ-2 [1]-11, Singing (E) HT [1]-10, or Teaching (A) IQ-1 [1]-12.

* Multiplied for self-control number.
† Religious Rank 2-4 grants +1 to Status.
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Re: Farscape
« Antwort #13 am: 8.02.2011 | 00:57 »
Raumfahrer
Als Piloten, Navigatoren, Techniker stellen Raumfahrer die Besatzung der Raumschiffe dar – egal, ob auf einem Peacekeeper-Kommandoschiff oder an Bord eines zenetanischen Piraten.

Spacer [150]
Attributes: ST 10 [0 ]; DX 12 [40]; IQ 12 [40]; HT 10 [0 ].
Secondary Characteristics: HP 10 [0 ]; Will 12 [0 ]; Per 12 [0 ]; FP 10 [0 ].
Advantages: Artificer 1‡ [10] or Hot Pilot 2‡ [10] • 25 points chosen from among IQ +1 [20], Common Sense [10], Lightning Calculator [2], Military/Merchant Rank 1-4† [5/level] or Courtesy Rank 1-4 [1/level], Single-Minded [5], or Versatile [5].
Suggested Disadvantages (not included in template cost): Chummy [-5]; Code of Honor (Pirate’s or Soldier’s) [-5 or -10]; Duty [varies]; Impulsiveness [-10*]; Overconfidence [-5*].
Primary Skills: Choose one package:
•   Gunner (Beams or Cannon) (E) DX+2 [4]-14, Navigation (Space) (A) IQ+1 [4]-13, Piloting (High-Performance Spacecraft) (A) DX+2 [8 ]-14
•   Computer Programming (H) IQ [4]-12, Electronics Repair (Communications, Computers, or Sensors) (A) IQ+1 [4]-13, Mechanic (High-Performance Spacecraft) (A) IQ+2 [8 ]-14
Secondary Skills: Either Beam Weapons (Pistol) (E) DX+1 [2]-13 or Guns (Pistol) (E) DX+1 [2]-13. • Free Fall (A) DX [2]-12; Vacc Suit (A) DX [2]-12. • Four of Acting (A) IQ [2]-12, Armoury (Heavy Weapons) (A) IQ [2]-12, Electronics Operation (Communications or Sensors) (A) IQ [2]-12, Engineer (Starships) (H) IQ-1 [2]-11, Machinist (A) IQ [2]-12, Piloting (Aerospace or Contragravity) (A) DX [2]-12, or Shiphandling (H) IQ-1 [2]-11.
Background Skills: Area Knowledge (Space Lanes) (E) IQ [1]-12; Computer Operation (E) IQ [1]-12; Spacer (E) IQ [1]-12. • Two of Brawling (E) DX [1]-12 Carousing (E) HT [1]-10, Electronics Operation (Security or Surveillance) (A) IQ-1 [1]-11, Gambling (A) IQ [1]-12, or Savoir-Faire (Merchant or Military) (E) IQ [1]-12.

* Multiplied for self-control number.
† Military/Merchant Rank 2-4 grants +1 to Status.
‡ Not included in skill levels; Artificer: p.B90; Hot Pilot: p.S220.
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