FARSCAPE:  ROLEPLAYING GAME
Format: Full Color Cover, color Interior, hardcover
Page Count: 319
Genre: sourcebook
Campaign Setting: Farscape universe
Developer: AEG
Publisher: AEG
Authors: Ken Carpenter, Keith R.A. DeCandido, et al
 Product Code: AEG8200
Overall rating:  4/5.
"Deep in space, countless light years from our little green-blue planet, lie the Uncharted Territories.  It is a wild, untamed region, full of alien planets and thousands of intelligent species."
Thus begins FARSCAPE, the sci-fi roleplaying game based off of the series.  Farscape has the potential to become the next great futuristic roleplaying system.  Fans of the series already know that its style lends itself well to the traditional fantasy-adventure style of gaming.  With 12 playable races, 11 distinct classes, and 30 well-described locales to explore, Farscape promises to be great adventure for players.
The book is divided into two sections.  Both parts do an excellent job building upon the futuristic yet westernesque feel of the game world.  The first section includes a Farscape short story, full summary of the premiere through episode 44, and lengthy (perhaps too lengthy for non-fans) backgrounds on the key characters.  Even players unfamiliar with the series? setting can read this book and develop a good feel for the universe and how it works. 
The second half explains the game mechanics and introduces a few quirks to the basic D20 system.  Wound points are based primarily off of race, not class.  Skill points can be spent to purchase backgrounds that provide special bonuses and depth to player characters.  Control points are another nice inclusion.  Control points are used to fuel Powers, the metaphysical abilities of certain individuals or species.  Some powers include healing, shapeshifting, and phasing.  Obviously some classes (such as priests and mystics) have more control points than others, and not all powers are available to all classes.  Control points can also be spent during gameplay to provide bonuses to attack rolls, damage rolls, saving throws, or skill checks.  Players can even reroll a check by spending control points (a costly but potentially life-saving option).
Chapter 11 provides details on 17 different spaceship options and rules on upgrading and personalizing the ships.  The most interesting parts of this chapter are the rules for creating a Leviathan, living ships that grow according to their crew's needs.  These rules also include how to design a Pilot, a symbiotic species that bonds to the ship to allow it to interact with other races.  Pilots operate the ship through a telepathic bond and external controls and have unique personalities of their own. 
If the book has one flaw, it is a bit unwieldy.  We get detailed histories of the playable races in chapter 3, but it isn't until chapter 6 that we actually get the rules for playing any of the races.  And the rules for playing the races are a bit incomplete.  For example, Luxan hype-rage is explained in chapter 3, but the rules for its use are never provided in character creation.  Instead of providing stats for Farscape heroes and villains with their histories, we have to turn to the appendix and look them up separately.  There are no rules for playing an actual human (though one could easily use the D20 Modern book to generate such rules).   I'm still not clear on how I'm suppose to use the gravity rating in the locale descriptors, and does anybody know how long a cycle is?
Visually, the book is well designed.  Graphics showcase the main figures of the series.  Charts are easy to read, and diagrams are simple and complete.  Chapter 13's illustrations of over two dozen potential monsters are colorful and detailed.  And unlike many roleplaying books, the binding looks like it will hold up under constant use. 
Farscape fans won't be disappointed in the opportunity to ride along in the world of John Crichton and the rest of Moya's crew, and neither will casual viewers of the show.  Farscape provides a well-developed and easily followed universe to adventure through, with plenty of room for game masters to improvise and add their own touches.  And after all, who wouldn't want to planet hop on a living ship? 
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Reviewed by Julie Ann Dawson
Originally reviewed for Gaming Frontiers Magazine