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Starscape: Introduction - Races - Feats - Gear - Ships - Misc STARSCAPE FEATSMany of the feats presented here are the result of specialized alien physiology, like the Sheyang's ability to project flaming bile or the Scarran's ability to project heat. The Scarran species has developed a powerful gland to produce heat as a natural weapon and defense; few other species, if any, are likely to have developed the same kind of gland. The use of such powers help to make the races of Farscape unique, so most of the feats below are restricted to particular species. The Unity series of feats stands out because they describe a spiritual trance. Some species are more aware of their spirituality and are able to teach others how to use the trance, but they tend to keep the knowledge within their own species. With the DM's approval, however, other species could conceivably acquire the Unity feats (although they are unlikely to develop Deeper Unity or Ecstatic Unity). Berserk(As found in the Farscape core book, without being restricted to warriors.) As a half action during combat, a character with this feat may fly into an unstoppable rage. Benefit: While in this state, the character gains +2 attack bonus, +2 damage bonus, and suffers a –2 Defense penalty. This state lasts for 3 rounds + the character’s Constitution. When the rage wears off, the character’s Strength and Constitution are reduced by –2 until the end of the engagement (-1 attack, -1 damage, -1 wound point per level). The character cannot run or charge for the duration. Deeper UnityDeeper Unity allows a character to enter a more substantial (and dangerous) Unity bond. Prerequisite: Initiate Unity
After 40 consecutive minutes spent in Unity, both partners heal Wound and Vitality points as though they had rested for the day. This benefit may only be gained once per day. Both partners gain a +4 insight bonus on any check made to heal each other’s minds (Wisdom, Intelligence, or Charisma damage). They also gain an additional +2 insight bonus to Sense Motive checks regarding each other. These bonuses will last for one day. Special: It is at this stage that one partner can first attempt to harm another. Those without Deeper Unity cannot attack. Those with this feat can try to steal 2 ranks in any skill based on Wisdom, Intelligence, or Charisma that the target possesses. Unity must be maintained for 40 minutes before any attack can be made. The attacker must make a Concentration check (DC 10 + 1 per character level of the target) to strike. This check is opposed by the target’s Will save. If the attacker fails, the target has a chance to notice the attempt. The target can roll a Sense Motive check versus the attacker’s Bluff to notice. If the target notices, they can try to break free from the trance with a Will save (DC 10 + 1 per character level of their attacker). If the attacker succeeds, they are able to drain 2 ranks in any one qualifying skill they choose. The target must have at least 2 ranks in the skill to be drained. The attacker can try to hide their deed with a Bluff check versus the target’s Sense Motive. If the trance is not broken, the attacker can attempt to steal again. Trying to hide the theft gets harder, however; the attacker gains a cumulative –2 penalty to their Bluff check for each attempt. If the target makes their Sense Motive roll, then they can try to break the trance as above. The target will “heal” their ranks back at the rate of 1 rank per day. The attacker will lose 1 rank per day until the stolen ranks are gone. Flaming BileDue to their specialized physiology, Sheyangs can expel and ignite their bile and use it as a weapon. Prerequisites: Base attack bonus +3 or higher, Sheyang. Benefit: After 5 minutes of preparation, a Sheyang can expel a gout of flame once per round for every character level they possess. After the last round, the Sheyang must prepare for another five minutes before they are able to use their flame again. The bile is used as a hurled weapon and has a range increment of 30 feet. The damage is 1d6 per every 2 levels of the Sheyang. Attempting to hit targets further away reduces the damage by 1d6 for every range increment after the first. If the character is wounded while preparing or expelling flames, they must make a Fortitude save. Failure results in the sheyang taking 6d6+1/level of damage. Ecstatic UnityEcstatic Unity allows the character to enter into a Unity bond so intense it is regularly described as orgasmic, if it is described at all. Only powerful mystics are able to create such a trance, through which so much can be given – or lost. Prerequisites: Initiate Unity, Deeper Unity. Benefit: Ecstatic Unity is an exhilarating eternity of sensation. The reason that this type of Unity seems to last forever is that it actually takes the partners’ minds outside the flow of time. The trance must last for 1 hour before any benefits can be gained or any attacks can be made. During this time, the participants will experience such an amount of pleasure that physical intimacies may be regarded as entirely unnecessary. If the trance is forcibly interrupted, both partners are considered staggered. The partners can relive repressed memories and can even explore each other’s dreams and subconscious minds. Partners who wish to hide particular events or shield their emotions must make a successful Bluff check versus their opponent’s Sense Motive. Both participants have a –4 penalty to their Bluff checks made during this trance. If one does not have Unity feats, the penalties stack for a total of –8. When the trance is over, the partners are healed of all regular bodily damage (Wound and Vitality Points), as well as most diseases (DM’s discretion). Both will be immune to poisons and toxins for 12 hours. Special: The dark secret of this trance is that it can be fatal. One participant can attack another until the balance of mind, body, and soul is destroyed. A participant must have the Ecstatic Unity feat to attack in this fashion. The attacker makes a Concentration check DC 10 + 1 per character level of the target to strike. This check is opposed by the target’s Will save. If the attacker succeeds, the target suffers two negative levels. This attack acts as per the psionic power Mindwipe in the Expanded Psionics Handbook (see page 121), with these exceptions: the range is reduced to 0 feet, and the saving throw required is Will. It does not take power points to activate this power during Unity, but power points can be spent to make the attack more powerful as covered in the power’s description. If the target succeeds in their Will save, they automatically know the terrible truth about their partner. Anyone trying to end this type of Unity has a –4 penalty to do so; such a deep trance is difficult to pull out of. If the trance is not broken, the attacker can try again and again until the target breaks free or dies. Gravity ShiftKalish are able to shift their center of gravity after 30 seconds of preparation. This allows them to climb walls very easily. Prerequisites: Base attack bonus +3 or higher, Kalish. Benefit: Kalish automatically succeed at any Climb check they make, with one exception: if they take damage while climbing, they must succeed at a normal Climb check. If they fail, the Kalish loses their balance and takes any due falling damage. Heat WaveThe character delivers a line of intense heat channeled through their specialized heat gland. Prerequisites: Base attack +3 or higher, Scarran or Disfavored with a functioning heat gland. Benefit: The character rolls a melee touch attack as a full round action. If successful, the target must succeed at a Reflex save (DC 10 + Scarran’s Constitution modifier + 1 per Scarran’s character level). This attack does 1d8 points of damage for every 2 character levels the Scarran possesses and has a range increment of 30 feet. Attempting to hit targets further away reduces the damage by 1d8 for every range increment after the first.
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