INTRODUCTIONSPECIESFEATSGEARSHIPSMISCELLANYDOWNLOAD
SPECIES CONVERSION PROTOCOL
In the Stargate d20 system, the human race is divided up into various macro-specialties, or major professions (like being in the Air Force). Each macro-specialty grants specific bonuses to characters called shared species talents. This way, all Air Force personnel share certain bonuses with each other, but are different from those in the Marines. Each macro-specialty has sub-specialties, which are even more specialized (like an Air Force pilot or technician). Each sub-specialty grants the character extra bonuses in addition to the bonuses granted by the macro-specialty. Thus, an Air Force pilot gets the same macro-specialty bonuses as a technician, but gets a different set of bonuses through the pilot sub-specialty. Common human macro-specialties and sub-specialties are given in the Stargate core rulebook and won't be covered here.
Instead, this section will focus on alien species, which are handled in much the same way. There are different alien macro-species, and each macro-species has its own sub-species. Alien characters get the benefits from one macro-species and one sub-species. In Stargate, sub-species are based on professions. In Farscape, however, some alien races have closely related sub-species that vary in special physical ways. For example, the Banik race has a sub-species called the Stykari. The Stykari are still Baniks but they have some extra abilities that most Baniks don't. At the same time, some races in Farscape are divided up by profession; a Luxan warrior receives a very different type of training than a Luxan Orican.
In this conversion, Farscape alien races have been converted to the Stargate system and format. There are fifteen macro-species, and most of those have related sub-species. Some macro-species stand alone because there isn't enough information on them to make adequate sub-species. This conversion is based heavily on information presented in the Farscape core rulebook. The descriptions below are focused on game material rather than background information. You can find more in the Farscape core rulebook and the Farscape Encyclopedia Project.
Banik (Macro-Species)
Baniks are a race of spiritual beings that create physical bodies to interact with the universe. Their bodies appear to be Sebacean for all intents and purposes, but Baniks experience the universe in a way most Sebaceans will never know. While they once lived in peace, most Baniks now live in slavery to the Peacekeepers, though rumors of free Banik colonies persist.
Shared Species Talents
+2 Wisdom, -2 Con. The Baniks are inherently a spiritual race with a broader view of life, but the physical bodies they manifest tend to be fragile.
+2 species bonus with Will saves.
Species Feats: The character may choose from level based feats from the species feat tree. Namely, they may take Alien Healer, Clear Mind, Lucid Touch, Initiate Unity, and Deeper Unity.
Stykari
"If you've got a deity you had better make your peace with it now, because I'm going to lead you to the other side real quick."
- Stark, Farscape, "The Choice"
Stykari have rifts in their physical forms that allow their true nature to flow through. They can use their released energy to soothe minds and ease pain. They often help the dying to expire peacefully and to cross over into spiritual afterlife. If a Stykari does not cover their rift, however, they risk releasing so much energy that they would not be able to hold their physical bodies together. Thus, most Stykari keep their rifts covered until they are needed.
Special Talents
+1 species bonus to First Aid and Concentration checks. This bonus increases by +1 at 4th level and every 4 levels thereafter.
Naturally Psionic: Stykari gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psionic Favored Class: Stykari are almost always psions who specialize in Clairsentience or Telepathy.
Species Feats: The character may choose the Ecstatic Unity feat.
Delvian (Macro-Species)
"The ionic radiation gives her photogasms, unless she's faking it. They can do that, you know. Hey, Zhaan, you faking it?"
- Crichton, Farscape, "Crackers Don't Matter"
Delvians are a plant-based race of blue-skinned mystics. Their culture tends to be highly spiritual and appreciative of natural life, especially but not limited to forms of flora. They are noted for their pacifism and cooperation with other races, as well as their esoteric knowledge.
Shared Species Talents
+2 Dexterity, -2 Con. The Delvians, due to their cartilaginous skeletons, are more flexible but less sturdy than many other races.
+2 species bonus with Fortitude saves to resist poisons.
Disrupt Nutrient Flow: A Delvian can disrupt the flow of nutrients to one limb once per day, causing that limb to shrink and thereby gaining a +10 species bonus on the next Escape Artist check, or check to resist a grapple. The limb will be useless until it is healed. After the Escape Artist/grapple check is made, each depleted arm acts as 10 points of Dexterity damage; each depleted leg acts as 15 points of Dexterity damage. Thus, they are healed as per ability damage.
Species Feats: The character may choose from level based feats from the species feat tree. Namely, they may take Alien Healer, Clear Mind, Lucid Touch, Initiate Unity, and Deeper Unity.
Delvian Priest/Priestess
"Soft, yes. Weak, no."
- Zhaan, Farscape, "Throne for a Loss"
The Delvian Seek is a large religious group that worships the Goddess. Through self-control and worship they strive toward enlightenment, and their success is evident in the mystical powers they develop.
Special Talents
+2 Wisdom
+1 species bonus on two of the following: Concentration, Craft (Alchemy), First Aid, and/or Knowledge (Biology) checks. This bonus increases by +1 at 4th level and every 4 levels thereafter. Delvian priests are known for concocting powerful healing salves through their knowledge of living things and alchemical processes.
Naturally Psionic: Delvian Priests and Priestesses gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psionic Favored Class: Delvian Priests and Priestesses are almost always psions who specialize in the powers of Clairsentience or Telepathy.
Species Feats: The character may choose the Ecstatic Unity feat.
Hynerian (Macro-Species)
"Oh, you really do have three stomachs... and the smallest little heart I've ever seen."
- Stark about Rygel, Farscape, "Relativity"
Hynerians are a small sized race more at home in water than on land. Since they developed interstellar travel, however, Hynerians have found themselves quite at home in space, forging an empire through cleverness more than brute force.
Shared Species Talents
+2 Intelligence, -2 Str. The Hynerians have sharp minds, but they have had to use technology to supplement their physical weakness.
Small: The character is small-sized.
Speed: The character has a base speed of 20 on land, but a speed of 30 feet in the water.
Low light vision.
+2 species bonus to Fortitude saves to resist poisons.
Hynerian Nobility
"I may be small but allow me to remind you that only serves to put me at castration level."
- Rygel, Farscape, "Relativity"
Hynerian nobility enjoys special privileges but is expected to be able to maneuver in the realm of politics - if not on the larger scale, then on the local level.
Special Talents
+2 Charisma
+1 species bonus on two of the following: Appraise, Bluff, Diplomacy, and/or Sense Motive checks. This bonus increases by +1 at 4th level and every 4 levels thereafter.
Bonus Feat: Charmer.
Ilanic (Macro-Species)
The Ilanics have a long history as allies of the Luxans and physically resemble them. Despite common intermarriage, Ilanics have a deep appreciation for knowledge and science, which sets them apart from the warring Luxans.
Shared Species Talents
+2 Intelligence, -2 Charisma. Ilanics do not suffer from the -2 Charisma penalty when dealing with Luxans or members of their own race.
+1 species bonus to Spot, Search, and any science-based Knowledge. This bonus increases by +1 at 4th level and every 4 levels thereafter. Ilanics have keen eyesight and a better than average sense of smell. They are also natural scientists and reared to appreciate the power that knowledge can have over others.
Blood Poisoning: If an Ilanic takes Wound point damage, they must make a Fortitude check. If they fail, they begin to suffer blood poisoning. They will lose 1 Wound point per round until they take 4 points of real or subdual damage to the wound. This will make their blackened, toxic blood flow clear, losing its toxicity.
Interion (Macro-Species)
The Interions live in a society based on reason, in which disputes are solved with negotiation and knowledge is very important. Physically, the Interions appear much like Sebaceans except that their hair begins higher up on the skull and its color tends to change color when the Interion is under stress.
Shared Species Talents+2 Intelligence, -2 Constitution. Interions train all of their lives in the strength of the mind and may not be ready for the shocks of the universe.
All Knowledge skills are treated as class skills.
Species Feats: The character may choose from level based feats from the species feat tree. Namely, they may choose Shriek.
Kalish (Macro-Species)
The Kalish live in Scarran-controlled territory and hate the Scarrans with a passion, but are only able to do so much against them. The Kalish have abilities that make them tougher to kill and are generally very fast learners, which aids in their survival under Scarran rule.
Shared Species Talents
+2 Intelligence, -2 Strength
Kalish can ignore starvation for up to two months at a time.
Kalish cannot benefit from translator microbes; they must learn to speak languages individually.
Species Feats: The character may choose from level based feats from the species feat tree. Namely, they may choose Limb Regeneration and Gravity Shift.
Luxan (Macro-Species)
"Oh, yes. Luxans make fine pilots, exceptional bodyguards and superlative lovers."
- Noranti, Farscape, "We're So Screwed (1): Fetal Attraction"
Bound by a tradition of honor and combat, the Luxan race as a whole appreciates strength of will and body.
Shared Species Talents
+2 Constitution, -2 Charisma. Luxans do not suffer from the –2 Charisma penalty when dealing with Ilanics or members of their own race.
+1 species bonus to Craft and Spot checks. +2 to Search checks. Bonuses increase by +1 at 4th level and every 4 levels thereafter. Luxans have keen eyesight and a very good sense of smell. They are also taught to work with their hands in the making of weapons, instruments, and portable pieces of art.
Blood Poisoning: If a Luxan takes Wound point damage, they must make a Fortitude check. If they fail, they begin to suffer blood poisoning. They will lose 1 Wound point per round until they take 4 points of real or subdual damage to the wound. This will make their blackened, toxic blood flow clear, losing its toxicity.
Luxan Warrior
"I am a full-blooded Luxan, and ladies, I have so much cash in my pocket that I can assure you that the three of us will crawl out of here on our hands and knees come sunrise tomorrow morning. I've been arrested for saying exactly the same thing on four different planets."
- D'Argo, Farscape, "Scratch 'n' Sniff"
Special Talents
+2 Strength, -2 Wisdom.
Bonus Feat: Luxan Hyper Rage. When the prerequisites are met, the warrior will gain the use of Tongue Sting.
Orican
The Oricans, or Truth Seekers, guide their race in spiritual matters by acting as intermediaries with the spirits. They are at once revered and feared by Luxans at large.
Special Talents
+2 Wisdom
+2 species bonus on all Charisma-based checks to influence Luxans.
Naturally Psionic: Oricans gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psionic Favored Class: Oricans are almost always psions who specialize in the powers of Psychometabolism, Clairsentience, or Telepathy.