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Aroooo
Feb 11th, '03, 05:36 AM
For the sake of the new message forums, this is just an FYI that I've started working on Hero stats for the Babylon 5 Universe. I've set up a web site at:

http://www.aroooo.com/rpg_stuff/b5/index.php

for those interested. I'll keep this thread posted on updates as they come out.

Aroooo

nblade
Feb 11th, '03, 06:19 AM
Sounds like a plan to me.

tiger
Feb 11th, '03, 10:43 AM
I'm assuming that most campaigns will either be the command group, rangers or security?

Having problems coming up with other groups. I have a large group I play with

Aroooo
Feb 11th, '03, 01:21 PM
Originally posted by tiger
I'm assuming that most campaigns will either be the command group, rangers or security?

Having problems coming up with other groups. I have a large group I play with

I was not planning on doing a lot of campaign type stuff (background info, scenarios, etc.), but could come up with some things if there is a demand...

Given that, our group is working on two avenues: first group will be Rangers, set at the begining of the 3rd season. I'll have them running around the fringes of known space and occasionally hop back to B5. The second group will probably be 'normals' in the B5 universe. Merchants, traders, smugglers, etc. You know, typical sci-fi gamer mix:)

B5 Station Security is always a good one. As well as members of Alpha or Delta flights. But then you have to be more creative about giving PC's something to do when they are not chasing Raiders and such. And depending on the time frame of the 'season' you choose to start in, backup pilots will come in handy.

Finally, another concept we've talked about is either Station personnel or civilians during the Telepath Wars (although I missed many of the novels, so don't know how prevalent the station is to the overall war).

Aroooo

Old Man
Feb 12th, '03, 04:11 PM
You could always let the players play raiders too. or anti-piracy crews on a Q-ship.

Ranger groups after the show years would have a greater variety in race as well.

Kage Neko
Feb 12th, '03, 04:28 PM
Another group that might be funto play would be the Telpaths. If they are part of the Psi Core, what do they do and how do they feel about the core? If they are blips/runaways, how do the evade the core and are they trying to reach the supposed safety of the Telepath colony on B5? Then of course there are the Psi Wars and all the changes they bring. Where would a group of telepaths stand, especially if they only recently realized what they were?

MarkusDark
Feb 13th, '03, 12:15 PM
Ever see the episode with those two that float around in the background, repairing things while everything is going to hell? I LOVE those types of shows. Just like Star Trek TNG's episode "Ensigns of Command".

The plot depends on if you want to have it stationary at B5 or be out in the galaxy ala Excalibur. Any area within the series could be expanded upon. You could be members of the IPE searching out for techology to battle the shadows or be a mercenary company working to help the Narn homeworld. Blip hunters would be interesting as could be the shadow's answer to the Rangers (which you never saw but, hey, maybe they were there).

Aroooo
Feb 13th, '03, 01:58 PM
Originally posted by MarkusDark
Ever see the episode with those two that float around in the background, repairing things while everything is going to hell? I LOVE those types of shows. Just like Star Trek TNG's episode "Ensigns of Command".

That B5 episode was one of my favorites; although it never was explained WHO was attacking the Station. It sure wasn't the Shadows... (On a side note, both the B5 and Trek episodes in that vein were either loved or hated by the fan base. Funny how that goes.)


Originally posted by MarkusDark The plot depends on if you want to have it stationary at B5 or be out in the galaxy ala Excalibur. Any area within the series could be expanded upon. You could be members of the IPE searching out for techology to battle the shadows or be a mercenary company working to help the Narn homeworld. Blip hunters would be interesting as could be the shadow's answer to the Rangers (which you never saw but, hey, maybe they were there).

Those would [essentially] be the Drakh - the race that picked up where the Shadows left off...

Aroooo

Hunter
Feb 14th, '03, 05:38 PM
Originally posted by MarkusDark
Ever see the episode with those two that float around in the background, repairing things while everything is going to hell? I LOVE those types of shows. Just like Star Trek TNG's episode "Ensigns of Command".


I generally like episode like that as well. But I thought that particular episode of B5 was just lame.

BTW, are you sure you don't mean TNG's "The Lower Decks"?

Syberdwarf2
Feb 14th, '03, 09:49 PM
Personally, I'd try to run a game with the PCs as either members of IPX or ISN. IPX gets the fun of exploring, ISN gets.... well, you know. Look at the civil war story arc:eek:

Agent X
Feb 15th, '03, 05:42 PM
Hey Aroooo, since you're going to all this work, why not run a PBEM game on B5? Looks like you would do a great job.:)

Aroooo
Feb 15th, '03, 06:12 PM
Originally posted by Agent X
Hey Aroooo, since you're going to all this work, why not run a PBEM game on B5? Looks like you would do a great job.:)

Thanks for the vote of confidence :)

Maybe I will once I get everyting cobbled together. Maybe an IPX team around the end of first season... Hm... I could get into running that.

Aroooo

Agent X
Feb 16th, '03, 12:37 AM
Originally posted by Aroooo
Thanks for the vote of confidence :)

Maybe I will once I get everyting cobbled together. Maybe an IPX team around the end of first season... Hm... I could get into running that.

Aroooo

Sign me up.:)

Syberdwarf2
Feb 17th, '03, 08:49 PM
Originally posted by Aroooo
Thanks for the vote of confidence :)

Maybe I will once I get everyting cobbled together. Maybe an IPX team around the end of first season... Hm... I could get into running that.

Aroooo

Can I be the first one off the ship when we get to Z'Ha'Dum?
I'd also like to volunteer to be the primary tunnel-rat/ strange-looking-cave investigator.

Oh pleez oh pleez oh pleez?

Aroooo
Feb 21st, '03, 07:13 PM
Just an FYI, but i made some changes/updates to my B5 Hero site. The ship links have changed, so start from the top of the site:

http://www.aroooo.com/rpg_stuff/b5/index.php

Aroooo

Space Cadet
Feb 23rd, '03, 06:50 AM
You want to be positively scared out of your wits?

Then check out "The Warlock Project" website. This website
has size comparison charts for the various ships in B5, and the
one they have showing the Drakh Mothership in comparison
to the B5 Station, well...

Let me put it this way: anybody out there remember the scene
in the episode of ST: TOS when the (I)Fesarius(/I) first shows
up and pulls up in front of the (I)Enterprise(/I) -- and all
you can see past the (I)Enterprise(/I) IS the (I)Fesarius(/I)?

You get the picture. :eek:

Space Cadet :cool:

Aroooo
Mar 1st, '03, 06:29 PM
Just wanted to let everyone know that I've added the Martial Arts section to my B5 site:

http://www.aroooo.com/rpg_stuff/b5/martial_arts.php

Comments always appreciated - esp. since this is my first martial arts package writeup :)

Aroooo

Aroooo
Mar 12th, '03, 03:16 PM
For those of you following at home: just an update:
I've posted the Raiders Fighter to the Ships page:

http://www.aroooo.com/rpg_stuff/b5/ships.php

Give you Starfury jocks something to shoot at :)

Aroooo

KawangaKid
Mar 12th, '03, 10:53 PM
GREAT! That'll be quite exciting for my players...

Aroooo
Mar 25th, '03, 01:59 PM
I've been reading over TUV the last two weeks (hence little updates on the B5 site), and wanted to get the opinions of anyone who's using or planning on using my B5 conversion. Here's the question:

How would you like to see ECM/ECCM done?

Simple version: Systems Op vs. Systems Op rolls; or
Non-so-simple version: Powers like SH and TUV describe - flash, darkness, flash def., supress, etc.; or
Somewhere in-between?

I guess the question also boils down to: How much (or how detailed) starship combat will you be running? Mapped out or Dogfight/Intercept combat?

Appreciate the feedback!
Aroooo

Tim
Mar 25th, '03, 04:55 PM
Glad to see someone else is trying to convert B5 to Hero. I've been doing some of it myself. I have some differences of opinion with you but you done more than I have.

Count me in on a B5 PBEM. I'm running a FTF game with what I'v e come up with, but I'm not satisfied with everything.

If you're interested I can send what I have.

Tim S.

Aroooo
Mar 25th, '03, 05:08 PM
I'd love to see what you have. Feel free to email me at tony@aroooo.com. I'm especially intersted in your differences.

Aroooo

Arthur
Mar 29th, '03, 12:02 PM
Originally posted by Space Cadet

Let me put it this way: anybody out there remember the scene
in the episode of ST: TOS when the (I)Fesarius(/I) first shows
up and pulls up in front of the (I)Enterprise(/I) -- and all
you can see past the (I)Enterprise(/I) IS the (I)Fesarius(/I)?



<i>The Corbomite Maneuver</i>

The commander of the alien ship was named Balok. The human officer who volunteered to stay on the Fesarius was Lt. Bailey. The drink served by Balok was called Troika.

Oh, finodh, I have NO life whatsoever.

Incidentally, I think B5 was better than Trek in every quantifiable way: however, the original Trek somehow touched something deep inside of us - nobody since seems to have been able to figure out exactly what it was and how to replicate it.

SleepyDrug
Mar 29th, '03, 02:12 PM
I just wanted to say very nice job.

What does the Hotshot Pilot talent do? And why is this not simply skill levels or combat pilot?

Suggestion for your skill list: in my Star Hero/Star Wars game we use an Intellect skill called Combat Helmsman as the capital ship equivalent to combat pilot.

SleepyDrug
Mar 29th, '03, 02:14 PM
Question: the Excalibur class Battleship isn't listed, or did I miss it?

Hunter
Mar 29th, '03, 04:10 PM
Originally posted by Arthur
<i>The Corbomite Maneuver</i>

The commander of the alien ship was named Balok. The human officer who volunteered to stay on the Fesarius was Lt. Bailey. The drink served by Balok was called Troika.


Tranya. The drink was tranya.

Aroooo
Mar 29th, '03, 04:37 PM
Originally posted by SleepyDrug
I just wanted to say very nice job.

What does the Hotshot Pilot talent do? And why is this not simply skill levels or combat pilot?

Suggestion for your skill list: in my Star Hero/Star Wars game we use an Intellect skill called Combat Helmsman as the capital ship equivalent to combat pilot.

First, thanks for the kudos.

Hot Shot Pilot is from Star Hero. Its a Talent that "...represents a character who's a naturally gifted or highly trained pilot." For 24 points it offers combat piloting bonuses and DCV bonuses to the vehicle's size. I listed it to represent it's an appropriate Talent to have in a B5 game (GM permitting of course). Stuff that I did not list in the skills or Talents/Perks lists I considered inappropriate for B5. Of course, thats just my opinon :)

As for Combat Helmsman, its an interesting idea. I plan on expandng the Transport Familiarities lists to deal with part of that. I'll post it to my group and see what they think.

Aroooo

Aroooo
Mar 29th, '03, 04:41 PM
Originally posted by SleepyDrug
Question: the Excalibur class Battleship isn't listed, or did I miss it?

You didn't miss it. Its not there. I was originally going to put it on a separate list for Excalibur ships, but changed my mind because that list was very short. I just have to add it back to the list. Thanks for catching that one.

Aroooo

Arthur
Mar 29th, '03, 05:19 PM
Originally posted by Hunter
Tranya. The drink was tranya.

Agggh! Right you are, sir!

Dunno whether to be embarrassed that I got it wrong, or relieved that I no longer have ST memorized....

Aroooo
Mar 29th, '03, 06:18 PM
Originally posted by Aroooo
You didn't miss it. Its not there. I was originally going to put it on a separate list for Excalibur ships, but changed my mind because that list was very short. I just have to add it back to the list. Thanks for catching that one.

I stand corrected. It is on the list... Its the Victory Class Heavy Destroyer, listed under the Interstellar Alliance. Sorry for the confusion. B5 Tech Manual data can be found here: http://www.b5tech.com/isa/excalibur/excalibur.html

Aroooo

Aroooo
Apr 7th, '03, 08:38 PM
Just an update...

I've got my ship database finally set up the way I want it, so I'm starting to crank out the ships! I've updated the Starfuries (some math errors, plus added some engine mods from TUV), plus added the crew shuttle - something for the Zephyr's to shoot at :) I've also added the Psi Corps Omega Starfury.

Ship page is here: http://www.aroooo.com/rpg_stuff/b5/ships.php

I'll be adding some updates to the other sections soon.

Aroooo

C_Zeree
Apr 7th, '03, 08:50 PM
Have you thought about adding ship pics to the wrtie-ups? I'm sure there are millions floating around the web. It would definately aid visualization for some of the more obscure ships, like the Vree and Drazi.

Just a thought.

Very nice page layout.

Aroooo
Apr 8th, '03, 04:50 AM
Originally posted by C_Zeree
Have you thought about adding ship pics to the wrtie-ups? I'm sure there are millions floating around the web. It would definately aid visualization for some of the more obscure ships, like the Vree and Drazi.

Just a thought.

Very nice page layout.

Thanks for the compliment.

As to the first part, I'm waiting on word from the B5 Tech web site owner if I can use his graphics. If that falls through, I'll probably work something else into the site.

Aroooo

Thag13
Apr 8th, '03, 12:06 PM
Great work on the site. and I just bought the old RPG books at the used book store today...

weird....

Cool info and saves me a lot of work thanks.....

Space Cadet
Apr 8th, '03, 12:54 PM
Arooo, have you by any chance done a writeup ot the Badger
variant of the Starfury (a two-man version that had a rearward-
facing cockpit for a tail gunner, and was more of a variant for
the B5 Wars game than an actual "canon" ship from the show
itself)?

Space Cadet :confused:

Aroooo
Apr 8th, '03, 01:10 PM
Originally posted by Space Cadet
Arooo, have you by any chance done a writeup ot the Badger
variant of the Starfury (a two-man version that had a rearward-
facing cockpit for a tail gunner, and was more of a variant for
the B5 Wars game than an actual "canon" ship from the show
itself)?

Yes. Its listed in the Earth Alliance section of the ships page, but here is the direct link:
http://www.aroooo.com/rpg_stuff/b5/ships/starfury_badger.html

As with all the other ships, its based on the tech specs listed at the B5 Tech web site (www.b5tech.com). Feel free to let me know what you think.

Aroooo

gamemaster1978
Apr 9th, '03, 07:55 PM
quote:
--------------------------------------------------------------------------------
Originally posted by Space Cadet
Arooo, have you by any chance done a writeup ot the Badger
variant of the Starfury (a two-man version that had a rearward-
facing cockpit for a tail gunner, and was more of a variant for
the B5 Wars game than an actual "canon" ship from the show
itself)?
--------------------------------------------------------------------------------

Actually, In the two-part eposode from the first season where the Hyperion Heavy Cruiser shows up at B5 and gets in a fight with an alien race that shows up to claim Epsilon 5 or what ever moon that is B5 is orbiting the Hyperions captian leaves his ship to fly over to the station in a Badger.

If you have it on tape or DVD check it out. They made a point of showing you a close-up of the rear of the fighter and there it is, rear cockpit and twin cannons.

I didnt catch it myself till I had seen the episode three or four times.

Oh, love the B5 Hero adaption by the way. Looking forward to the write-up of the Hyperion.

Aroooo
Apr 12th, '03, 10:58 PM
I have just finished the first Minbari ship - the Nial Fighter. Have not playtested it 'in-house' yet, but it should be a good balance given the Minbari tech level and the B5 Tech web site.

http://www.aroooo.com/rpg_stuff/b5/ships.php

As always, feel free to let me know what you think.

Depending on how tomorrow goes, I may be able to get my psi rules up - but don't hold me to it :)

Aroooo

Aroooo
Apr 16th, '03, 07:41 PM
I have added the Narn Heavy Fighter to the growing list of ships. I also updated the Starfuries - I forgot to include the cutting laser.

Aroooo

Old Man
Apr 17th, '03, 01:56 PM
Out of curiosity, do you or have you ever played B5Wars?

I would highly recommend it as a game in itself as well as a resource for fluff and ship designs.

Old Man
Apr 17th, '03, 02:12 PM
Originally posted by Aroooo
I stand corrected. It is on the list... Its the Victory Class Heavy Destroyer, listed under the Interstellar Alliance. Sorry for the confusion. B5 Tech Manual data can be found here: http://www.b5tech.com/isa/excalibur/excalibur.html

Aroooo

Dude, that site looks cool but you gotta take some of what he says with a handful of salt. I mean, yeah ok Whitestars are cool but no way in hell do they have more firepower than an Omega Destroyer.

I've also seen another site that claims that Whitestars carry Nials, but I've never seen it on the show. As far as I can tell, they carry Flyers, not Nials.

Aroooo
Apr 17th, '03, 02:38 PM
Originally posted by Shadowpup
Dude, that site looks cool but you gotta take some of what he says with a handful of salt. I mean, yeah ok Whitestars are cool but no way in hell do they have more firepower than an Omega Destroyer.

I've also seen another site that claims that Whitestars carry Nials, but I've never seen it on the show. As far as I can tell, they carry Flyers, not Nials.

Oh I do. I have some issues with their figures for flight times for the fighters. 2 hours for a Starfury. We know its at least 6 hours (life support), because B4 was 3 hours away. I fugure he means 'at full combat power/engine thrust' but won't quibble the small stuff with him :)

As for B5 Wars - never played it, although one of my FLGS's still has it...

Aroooo

Space Cadet
Apr 17th, '03, 09:33 PM
Originally posted by Shadowpup
Dude, that site looks cool but you gotta take some of what he says with a handful of salt. I mean, yeah ok Whitestars are cool but no way in hell do they have more firepower than an Omega Destroyer.

I've also seen another site that claims that Whitestars carry Nials, but I've never seen it on the show. As far as I can tell, they carry Flyers, not Nials.

OK, it looks like some clearing up has become necessary vis-a-vis
what White Stars are capable of carrying in terms of smaller
craft, and what they have been shown to carry on the show.

As far as Flyers go, these are probably the standard small craft
carried aboard a White Star for combat and recon purposes.
Because they are somewhat larger than a Nial, however, no
more than two would be carried.

Nials can also be carried aboard White Stars, as was shown in
one of the final episodes of the series (I can't remember the
title of the episode, but it was around the start of Lennier's
mission to discover who was responsible for attacks against
IA shipping. Lennier had been assigned to the White Star
Maria as part of his cover, and arrived in time to take
part in Ranger training exercises, one of which involved being
one of four Nial pilots on a fighter gunnery exercise). This
would most likely be a once-in-a-while situation, however, as
fighter craft are notoriously maintenance-intensive. On the
other hand, with the Drakh War in the later background of
the series, this might well become a standard loadout for the
White Stars in the future, especially since the Achilles' Heel
of the class is its vulnerability to massed fighter attacks.

Does this clear up things a bit for you?

Space Cadet :cool:

Aroooo
Apr 18th, '03, 07:11 AM
FYI, this is the forum for the B5 Tech site: http://pub9.ezboard.com/bbabylon5techmanual

Aroooo

Old Man
Apr 18th, '03, 02:04 PM
Originally posted by Space Cadet
OK, it looks like some clearing up has become necessary vis-a-vis
what White Stars are capable of carrying in terms of smaller
craft,
*snip*

Does this clear up things a bit for you?

Space Cadet :cool:

No way....cool!
Must find out what episode it was. Gotta see that!

Space Cadet
Apr 19th, '03, 12:46 PM
Originally posted by Shadowpup
No way....cool!
Must find out what episode it was. Gotta see that!

Shadowpup, the particular episode you're looking for is Episode
#102, "Meditations on the Abyss". I just found it today on an
episode guide website for B5.

Hope this helps some.

Space Cadet :D

Aroooo
Apr 22nd, '03, 07:21 PM
Just an update: I've added the Centauri Fighter to the ship list.

Aroooo

Aroooo
Apr 25th, '03, 09:54 PM
I've added some transport ships to the list, as well as adjusted some of the armor values for the non-combat craft.

Aroooo

Al_Beddow
Apr 26th, '03, 07:06 PM
Besides the fact that y'all can go look at the original B5 RPG rules, I just saw an add in the current Dragon Magazine for "B5 d20"

The darkness spreads...

Syberdwarf2
Apr 26th, '03, 07:24 PM
Originally posted by Al_Beddow
Besides the fact that y'all can go look at the original B5 RPG rules, I just saw an add in the current Dragon Magazine for "B5 d20"

The darkness spreads...

And so it begins.....

Space Cadet
Apr 26th, '03, 09:08 PM
Originally posted by Al_Beddow
Besides the fact that y'all can go look at the original B5 RPG rules, I just saw an add in the current Dragon Magazine for "B5 d20"

The darkness spreads...

We stand between the darkness and the light, between the candle and the star.

Space Cadet :cool:

Aroooo
Apr 26th, '03, 09:47 PM
Originally posted by Al_Beddow
Besides the fact that y'all can go look at the original B5 RPG rules, I just saw an add in the current Dragon Magazine for "B5 d20"

The darkness spreads...

Its supposed to be released in May last I heard. I'm not a big advocate of D20, but I admit I will pick it up for the source material.

May Valen forgive me

Aroooo

Live for the One, die for the One.

Tim
Apr 26th, '03, 10:36 PM
I too will pick it up for the source material. Though I probable will never run the d20 version.

TimS.

Al_Beddow
Apr 27th, '03, 05:06 PM
Source Material is the only reason I will pick it up. I'm not a fan of d20 and only play anything d20 for 2 reasons:

1) Kingdoms of Kalamar
2) Spycraft & StarGate SG-1 (which will be using the Spycraft d20 system).

Aroooo
Apr 27th, '03, 06:00 PM
In case the link has gotten burried, here is the link for the d20 game:
http://www.mongoosepublishing.com/
They say its due next month, but has not been assigned an ISBN number or listed in their May release schedule. All I have to say is it better be worth $45.

Aroooo

Al_Beddow
Apr 27th, '03, 09:47 PM
The link wasn't posted... The ad I saw was pretty much just a grainy pic of the station with the B5 andx d20 logos.

Space Cadet
Apr 27th, '03, 10:44 PM
Originally posted by Aroooo
In case the link has gotten burried, here is the link for the d20 game:
http://www.mongoosepublishing.com/
They say its due next month, but has not been assigned an ISBN number or listed in their May release schedule. All I have to say is it better be worth $45.

Aroooo

45 frelling dollars?! The bloody thing had better have gold trim
on it for that kind of money. Sheesh!

Space Cadet :eek:

Aroooo
Apr 28th, '03, 04:24 AM
According to their web site, its 304 pages hard bound. But we'll see.

Aroooo

Al_Beddow
Apr 28th, '03, 12:48 PM
Originally posted by Space Cadet
45 frelling dollars?! The bloody thing had better have gold trim on it for that kind of money. Sheesh!
Space Cadet :eek:

Figures its that high, it's from Mongoose.

Nuff' bad things said about it.

Aroooo
May 21st, '03, 07:40 PM
I've just posted a big update to my B5 site. Updates include major revisions to the existing ships. I've completed my armor and flight speed charts for the rest of the ships, hence the update. I've also added the Icarus Class/Type Scout ship - sure to be a prime candidate for the player character ship. Based on ship speed increases, I've also adjusted the numbers on the Jump Gate write up, but the mechanics remain the same.

Aroooo
http://www.aroooo.com/rpg_stuff/b5/index.php

Eodin
May 21st, '03, 10:42 PM
Looks good! Keep up the good work.

Wyrm Ouroboros
May 22nd, '03, 04:41 AM
Having read the Jump Gate rules, I think I might suggest something different. Jump gates each open to a specific location in Hyperspace; one navigates from beacon to beacon in hyperspace, until one reaches a 'jumpgate-interrogator' beacon. Pinging the beacon requests/makes the jumpgate in 'realspace' open up, and you slide into realspace.

I would, therefore, remove the 'megascale on ship's flight' (you can, after all, have fighter battles within jumpspace), as well as removing the 'Any Location in Hyperspace'. You have to travel from beacon to beacon, point to point (and can get lost!!), can get attacked, etc. etc. It's just that the distances travelled in hyperspace correspond to much larger distances in realspace. Instead of giving this 'power' to a gate or whatnot, it instead becomes a property of the dimension into which they're travelling.

Also, I suspect that these distances aren't always the same, nor is the equivalency constant. What I mean by that is that the 'realspace/hyperspace' ratio might be 50:1 from Earth to B5, but it might be 55:1 from Narn to B5, and 45:1 from Centauri to Narn. Earth to B5 might also vary, ranging from 48:1 to 53:1 -- you can never be quite certain. Undoubtedly the beacons have some way of checking their 'real' location and adjusting themselves for appropriate stationkeeping...

Aroooo
May 22nd, '03, 05:20 AM
Originally posted by Wyrm Ouroboros
Having read the Jump Gate rules, I think I might suggest something different. Jump gates each open to a specific location in Hyperspace; one navigates from beacon to beacon in hyperspace, until one reaches a 'jumpgate-interrogator' beacon. Pinging the beacon requests/makes the jumpgate in 'realspace' open up, and you slide into realspace.

I would, therefore, remove the 'megascale on ship's flight' (you can, after all, have fighter battles within jumpspace), as well as removing the 'Any Location in Hyperspace'. You have to travel from beacon to beacon, point to point (and can get lost!!), can get attacked, etc. etc. It's just that the distances travelled in hyperspace correspond to much larger distances in realspace. Instead of giving this 'power' to a gate or whatnot, it instead becomes a property of the dimension into which they're travelling.

Also, I suspect that these distances aren't always the same, nor is the equivalency constant. What I mean by that is that the 'realspace/hyperspace' ratio might be 50:1 from Earth to B5, but it might be 55:1 from Narn to B5, and 45:1 from Centauri to Narn. Earth to B5 might also vary, ranging from 48:1 to 53:1 -- you can never be quite certain. Undoubtedly the beacons have some way of checking their 'real' location and adjusting themselves for appropriate stationkeeping...

Good points, and many I'm aware of. Here's some of my reasoning (many of which I think are in earlier parts of this thread - or was that the old/temp boards?):

Why the megascale flight? I agree with you on this, but after talking with Steve and others about the nature of Extra-Dimensional Movement (especially the part that when you exit the other dimension, you return to the point you started from), I put it in to represent what 'happens' to a ship in hyperspace; i.e. the ship appears to travel faster than light, although it really does not. Since I didn't want to impose a house-rule sort of thing on GMs (giving the players/universe something for free), I put the megascale in there to cover all bases. From the character's perspective their ships travel at their standard movements in hyperspace, fight each other, etc. If your group is okay with the understanding of how the EDM works, feel free to remove the megascale flight.

Jump Gate openings... Yes, they open to one specific location in hyperspace. I'm not sure why I put ...Any location... in there, unless I was thinking about ship's engines at that instance. But it probably relates to the ability to leave the extra-dimension at any location (see EDM note above). Essentially you enter hyperspace at one location, but can exit from any location - another Gate or via your own jump engines.

As for travelling along beacon paths, you don't have to. Its the safe thing to do, and for ships without jump engines its really the only thing they can do. But ships with their own jump engines can exit where they want. Another thing to keep in mind is that each jump gate only has beacon pairs with a few other gates, not every other gate. If memory serves, the civilian jump route from Earth to B5 was through 3 or 4 gates. I think the military could do it in 2 (there was no direct beacon pair between B5 and Earth, although they are working on one).

Distance. Yup, not the same. Several B5 publications make that same point that the distances/scale/ratio in hyperspace to real space is not constant. About the only constant is that commercial gates are put at roughly 48 hours travel time apart to minimize the risks of commercial ships getting lost. I leave the rest of the space/time issues up to the various GMs as plot devices.

The Cham. Eclectic RPG had a pretty decent write up on Jump Gates. The B5 Tech site (http://www.b5tech.com/misctech/jumpgates/jumpgates.html) also does a good job of it.

So, after all that (I'm usually not this long winded), I'll leave the megascale in (GMs are free to remove it if their players are cool with the inherant nature of the hyperspace EDM), but I will double check to make sure why I have ...Any Location... in there.

Aroooo

Aroooo
May 23rd, '03, 08:12 PM
I've added the Thunderbolt Starfury to the ships list, as well as posted a minor update to the Icarus (I forgot to adjust the END reserve from the duplicated template).

Aroooo

Aroooo
May 25th, '03, 12:11 PM
I've posted the telepath/psionics guidelines to my B5 site for review:
http://www.aroooo.com/rpg_stuff/b5/psionics.php
I have not made any of the links to this page live yet. I'd like interested folks to review over the next day or so, and let me know what you think.

Aroooo

Aroooo
May 29th, '03, 05:49 AM
While I have not gotten any comments from the board members yet (hint hint :)), my gaming group has reviewed, so I present an update:

http://www.aroooo.com/rpg_stuff/b5/psionics.php

I've also added notes on telekinesis, and telepathy for the other major races.

As always, thanks!
Aroooo

tiger
May 29th, '03, 09:06 AM
I like the writeup. Nicely thought (no pun intented) out and writen up.

Nolgroth
May 30th, '03, 01:33 AM
Does the P level have an impact on the size of the multipower pool? I noticed that your sample P5 has a 50 point pool. That's one hell of a pool size for a Heroic (I presume) game. Does that mean that a P12 will have 120 point pool?

What about how Bester "programmed" Garibaldi in the later part of the show.? My opinion is Mind Control with Gradual Effect and/or Trigger added. Maybe you or somebody else has a better way.

The Centauri Death Dream seems like it would do nothing other than drive the plot, so I wonder what the use of making it a Talent or Disadvantage is. I think that I would make it a freebie since it is an insignificant ability.

Besides those rather unimportant quibbles, it looks like your Psi rules are quite usable. Overall I think you have done a great job with the site.

Aroooo
May 30th, '03, 04:42 AM
Originally posted by nolgroth
Does the P level have an impact on the size of the multipower pool? I noticed that your sample P5 has a 50 point pool. That's one hell of a pool size for a Heroic (I presume) game. Does that mean that a P12 will have 120 point pool?

What about how Bester "programmed" Garibaldi in the later part of the show.? My opinion is Mind Control with Gradual Effect and/or Trigger added. Maybe you or somebody else has a better way.

The Centauri Death Dream seems like it would do nothing other than drive the plot, so I wonder what the use of making it a Talent or Disadvantage is. I think that I would make it a freebie since it is an insignificant ability.

Besides those rather unimportant quibbles, it looks like your Psi rules are quite usable. Overall I think you have done a great job with the site.

Thanks for the feedback.

First, the pool value is 10 x P rating. I think I made sure that was in there. I'll double check that. Honestly, I'm not sure if 10x is too high or not. I first played around with 5x, but that seemed too low. We're still playtesting that in our group. Hopefully others will be able to give some playtest feedback. But so far it has not been too bad. I've tested a P5 commercial telepath, and it seems to fall in line with how things worked on the show. Oh, and yes, presumably its a Heroic level game (75+75 points - but we're still playing with those numebrs too).

Bester's reprogramming I would work as a Major Transform -> 'normal' Garibaldi into 'messed up' Garibaldi. But thats just how I would do it.

As for the Death Dream, it started out as just a disad - I was looking at it from the point that the player would start the game having had it already. If you knew how you were going to die, wouldn't that mess you up? But then one of my players asked some valid questions, so I made it an option. But you're right, 10 points for a Talent that is mainly story line is too high. Maybe 3 points? After all, it does convey some glimps of the future for you. And, like my example, if you know you are going to die a peaceful death, wouldn't you be more gung-ho? If you wanted to treat it like a Talent, how about a sliding scale?
1 point = quiet death
2 points = not quiet death, not related to GM plots
3 = violent death, not related
4 = violent death, related to GM plots

Aroooo

Mastermind
May 30th, '03, 02:05 PM
Just recently acquired a copy of STAR HERO and am blown away, like I usually am with most HERO system products. I really like what you are beginning to do with the B5-Hero project.

I like the P, rating scale...so what are your limits for powers in the 75 + 75 scale?

Aroooo
May 30th, '03, 02:23 PM
Originally posted by Mastermind
Just recently acquired a copy of STAR HERO and am blown away, like I usually am with most HERO system products. I really like what you are beginning to do with the B5-Hero project.

I like the P, rating scale...so what are your limits for powers in the 75 + 75 scale?

Thanks for the nice words!

As for your actual question, I'm not sure I follow. Can you expand on it more?

As for point levels, we've been playtesting 150 point and 200 point character builds. Like most heroic level games, 150 seems to work well for most characters. We upped the points to 200 to make a) some more experienced characters; and b) some psi characters. For psi's their actual powers (strength thereof) are limited by the multipower pool - i.e. 50 active points for a P5 rated commercial telepath. The P rating is what B5 Earth Alliance Psi Corps used as a measuring stick. I just tried to put a resonable point value to their scale. So far it seems ballanced enough, but to be honest we have not done extensive psi playtesting. I'm hoping for folks on the boards to give me some independent feedback on that.

If that did not cover your question, please post a follow up.

Aroooo

Nolgroth
Jun 1st, '03, 12:55 AM
Originally posted by Aroooo
As for the Death Dream, it started out as just a disad - I was looking at it from the point that the player would start the game having had it already. If you knew how you were going to die, wouldn't that mess you up? But then one of my players asked some valid questions, so I made it an option. But you're right, 10 points for a Talent that is mainly story line is too high. Maybe 3 points? After all, it does convey some glimps of the future for you. And, like my example, if you know you are going to die a peaceful death, wouldn't you be more gung-ho? If you wanted to treat it like a Talent, how about a sliding scale?
1 point = quiet death
2 points = not quiet death, not related to GM plots
3 = violent death, not related
4 = violent death, related to GM plots

I think the Death dream would be better served as the special effect for some minor powers and/or talents; specifically Luck and Combat Luck. No matter how the character dies in his dream, he will know that "now" is not the time. Well, until he actually meets the circumstances leading up to his death that is. That would justify the fact that he always seems to get through the most ridiculous situations.

Perhaps a couple of Psych Lims representing his sense of manifest destiny (Overconfidence) and his ultimate fear and/or resignation to his fate (Freezes during the events leading to his death) would be appropriate. I can't remember if the Death Dream is absolute or just the likely conclusion of a Centauri's life. If it is not absolute, then maybe through EGO rolls, the Centauri may be able to overcome his fear/resignation and react in such a way as to circumvent the Death Dream.

Just my own thoughts. I'm sure you've created a system that is fun and playable. My suggestions are nothing more than an alternate view. Good work and good luck with the rest of the conversion project. It is most cool.

Aroooo
Jun 4th, '03, 06:38 PM
While I'm still woring on the latent telepath section, I've done some semi-major updates to the psionics section:
http://www.aroooo.com/rpg_stuff/b5/psionics.php
I've taken the general advice and ditched the talent for the Centauri Death Dream. I've also added a section to the Centauri covering the Emperor's telepaths, as well as other changes here and there. Let me know what you think.

Aroooo

KawangaKid
Jun 5th, '03, 10:54 PM
Interesting that the Security Manual says that they don't pull you into Psi Corps unless you're a P5. Wasn't Ivanova concerned that she'd be pulled into the Psi Corps even though she "didn't even rate a P1"?

Aroooo
Jun 6th, '03, 04:45 AM
Originally posted by KawangaKid
Interesting that the Security Manual says that they don't pull you into Psi Corps unless you're a P5. Wasn't Ivanova concerned that she'd be pulled into the Psi Corps even though she "didn't even rate a P1"?

The Security manual is not the most accurate source out there, which is why I actually listed the source for that scale. The scale is pretty accurate, but I have my doubts about the validity of all the details, especially the lower end (P1-P4). But it was the best source I had at the time. I'm still looking for better.

However, if it is fairly accurate, we can rationalize it like this: Ivanova was probably more concerned than most because her monther was a telepath. Even though Susan was not very strong, she had the gene. We've seen how Psi Corps loves to play with the gene pool.

Aroooo

Hunter
Jun 13th, '03, 06:15 PM
Originally posted by Aroooo
While I'm still woring on the latent telepath section

"Woring"? Interesting slip of the tongue there, mon ami. :D

Syberdwarf2
Jun 13th, '03, 07:11 PM
Originally posted by Hunter
"Woring"? Interesting slip of the tongue there, mon ami. :D

Is that "Woring" with a "k" or with a "h"?
:rolleyes:

Aroooo
Jun 13th, '03, 07:44 PM
Originally posted by Syberdwarf2
Is that "Woring" with a "k" or with a "h"?
:rolleyes:

Its with a "k" - I don't think my wife would like the "h" variety :)

Aroooo

Aroooo
Jun 13th, '03, 07:47 PM
I've posted an update to the B5 site:

Activated the link to the Psionics Section! (Still need to work on the latent telepath section though.)

Added the Asimov Luxury Liner.

Updated the Icarus and Skylark writeups with some missing skills/programs/systems. Updated the rest of the ships (nothing new, just sorted the skills and program listings.)

I want to finish up the fighters section with the Drazi fighter (I'll leave the fighters of the Older Races for much later), then its off to the capital ships!

Aroooo

Citizen Keen
Jun 14th, '03, 12:06 AM
Arooo-

Your site made me order the Babylon 5 season 1. Never seen the show, but it seems like an interesting conversion. Yea for NetFlix!

Aroooo
Jun 14th, '03, 08:54 AM
Originally posted by Citizen Keen
Arooo-

Your site made me order the Babylon 5 season 1. Never seen the show, but it seems like an interesting conversion. Yea for NetFlix!

Wow! I'm flattered.

Aroooo

Aroooo
Jun 14th, '03, 10:14 PM
I've added the Drazi Fighter, and the Tonka Construction Fury to the ships list.

Aroooo
http://www.aroooo.com/rpg_stuff/b5/ships.php

Nolgroth
Jun 15th, '03, 05:30 AM
Originally posted by Aroooo
Wow! I'm flattered.
Aroooo, you have really done a lot of hard work on this conversion. It has, thus far, been a pleasure to hop on over to the site and monitor the progress. Not only that, but you have been open to constructive criticism. That's not easy when you do put a lot of effort into something. I only hope to use the conversion in a game someday.

By the way, how did your correspondence with the B5 Technical Manual webmaster go? It would be really good to see pictures to go with the stats. :)

Anyways, good job. Keep up the good work. I believe you're starting to get an honest to goodness fanbase.

Aroooo
Jun 16th, '03, 11:11 AM
Thanks for the nice words!

I actually have not gotten any official word from the B5 Tech Manual creator on permission to use/link to his graphics. I suspect that he's still in a little shell shock - he's been having a horrible time lately with someone in the UK hyjacking his stuff without permission. So, I have not been too pressed to press him for another person to borrow his work. For now I'm going to let dogs lay and work with him more as I get ready to do the PDF.

Aroooo

Aroooo
Jun 28th, '03, 07:47 AM
While I finish up a sample character or two this weekend, my group found a really cool web site that answers the eternal gamer question: Which is the better starship?

www.spacebattles.com contains loads of fan created movies of all your classic SciFi ships duking it out. Its old, but really cool. (Most of the files are AVI, coded with the Indeo codec, so Mac OSX users will have problems with the video. We're working on converting them to plain quicktime should anyone be interested in that format.)

Aroooo

Aroooo
Jun 28th, '03, 09:38 AM
The Sample Characters section goes live! I've put the first guy up: Michael Nixon, a P5 Commercial Telepath.

http://www.aroooo.com/rpg_stuff/b5/characters.php

Now I have to go cut the grass before my wife kills me :)

Aroooo

Aroooo
Jun 28th, '03, 09:10 PM
I've added another character to the samples page. This one is Steven Midnight, Starfury Squadron Leader. I've left the background blank for now - feel free to add your own :)

Aroooo

Mastermind
Jun 30th, '03, 08:14 AM
Thanks for the continuing material, Aroo!

Mastermind
Jun 30th, '03, 08:14 AM
Thanks for the continuing material, Aroo!

TechnoGothic
Jun 30th, '03, 11:52 PM
great stuff Aroo....
You just helped me out tremendiously indeed, with all the work youve put into this...

That and i'm still new to Hero doesnt help me out trying to figure these things out as quickly as you guys can. But from seeing this, it shows me, how things can be done right...and accurately...

i was working on the Psi-Corp idea, and boy was i not figuring these things out, like you did...

i'm starting to believe Hero is too cruchy for me....alot of work when creating characters, ect...but After Character creation, things are easy :D

Aroooo
Jul 1st, '03, 04:52 AM
Originally posted by TechnoGothic
great stuff Aroo....
You just helped me out tremendiously indeed, with all the work youve put into this...

That and i'm still new to Hero doesnt help me out trying to figure these things out as quickly as you guys can. But from seeing this, it shows me, how things can be done right...and accurately...

i was working on the Psi-Corp idea, and boy was i not figuring these things out, like you did...

i'm starting to believe Hero is too cruchy for me....alot of work when creating characters, ect...but After Character creation, things are easy :D

First off, thanks for the nice words, and I'm glad I could help :)

Second, don't think Hero is too crunchy-don't get discouraged. It will only take you a matter of a short time till you get the hang of the system. Once you're there, the crunchyness gets easy. There are some good threads on the Hero System Discussion section for new Players/GMs. Worth the read.

Aroooo

Aroooo
Jul 2nd, '03, 07:57 AM
Jobou Wulao, Centauri Merchant (and spy) has been added to the sample character section. This is the first character that I wrote to specifically be on Babylon 5.

Aroooo
www.aroooo.com/rpg_stuff/b5/index.php

MarkusDark
Jul 2nd, '03, 11:32 AM
Or even in the Tri-State area. I'd make it a point to find a way to get to your game, Aroooo. I love B5 and your site rocks.

Aroooo
Jul 2nd, '03, 03:52 PM
I wonder what the legal issues would be in trying to run a B5 Hero game at a big con like Gen-Con or Origins?

Aroooo

Monolith
Jul 2nd, '03, 03:54 PM
Originally posted by Aroooo
I wonder what the legal issues would be in trying to run a B5 Hero game at a big con like Gen-Con or Origins?
I do not think there are any legal issues at all. I have seen plenty of Avengers/X-Men/JLA Hero games at cons. I think Derek runs a Super Friends adventure at a con. As long as you are not trying to bill it as an "official" B5 event there should be no problems.

Rigel
Jul 2nd, '03, 06:18 PM
Originally posted by Aroooo
I wonder what the legal issues would be in trying to run a B5 Hero game at a big con like Gen-Con or Origins?

Aroooo

Just email the guy and ask him. JMS -- J. Michael Staczynski, the creator of B5 -- is very approachable on the internet and he has been for years, ever since the pilot of B5. Well, back then you had to be on CompuServe. :)

His email address is jmsatb5@aol.com
You can also post on his moderated B5 USENET newsgroup: rec.arts.sf.tv.babylon5.moderated

Citizen Keen
Jul 3rd, '03, 03:22 PM
Originally posted by Aroooo
Jobou Wulao, Centauri Merchant (and spy) has been added to the sample character section. This is the first character that I wrote to specifically be on Babylon 5.

Aroooo
www.aroooo.com/rpg_stuff/b5/index.php

So, I just finished watching first season of B5, after seeing Aroooo's website. (Well, only the first 20 episodes, not the last two.)

Question: In what season does Centauri genitalia get discussed? That seems a little.... weird.

MarkusDark
Jul 3rd, '03, 03:26 PM
Originally posted by Citizen Keen
So, I just finished watching first season of B5, after seeing Aroooo's website. (Well, only the first 20 episodes, not the last two.)

Question: In what season does Centauri genitalia get discussed? That seems a little.... weird.

I thought it was discussed in the first season. I believe Lando is showing Lineer a model of a god/goddess and explaining how it is 'anatomically correct'.

If you think that the discussion is wierd - wait until you see how Lando uses it/them to cheat at poker. ;)

Tim
Jul 3rd, '03, 07:04 PM
Arrooo,
I have one question as to your write up of the Centauri.

According to the write up the male (uh) organs can lift as much as the character's arms. I always thought that they should be limited to the amount of str that can be applied. Remember, Londo had trouble getting his (uhhh) organ out from under the pitcher.

Possibly add can only use up to 2 kgs Str wth organs (-?) to reduce cost?

TimS.

I otherwise find everything to begreatly written up, and better in many ways to my own stuff.

Aroooo
Jul 4th, '03, 06:26 AM
Originally posted by Tim
Arrooo,
I have one question as to your write up of the Centauri.

According to the write up the male (uh) organs can lift as much as the character's arms. I always thought that they should be limited to the amount of str that can be applied. Remember, Londo had trouble getting his (uhhh) organ out from under the pitcher.

Possibly add can only use up to 2 kgs Str wth organs (-?) to reduce cost?

TimS.

I otherwise find everything to begreatly written up, and better in many ways to my own stuff.

That's a good point. I'll add that in. From the poker 'incident' I was looking at it from the point that Londo did not want to move because the pitcher would tip over, thus his cheating be discovered. But the less STR is a good obsvervation.

And thanks for the nice words!

Aroooo

Tim
Jul 4th, '03, 10:42 PM
Your welcome, and by the by, consider your stuff stolen for use. :D

TimS.

Aroooo
Jul 5th, '03, 07:17 AM
Originally posted by Tim
Your welcome, and by the by, consider your stuff stolen for use. :D

TimS.

That's what its there for :D

Aroooo
Jul 5th, '03, 04:17 PM
I've updated the Centauri package deal and the Centauri sample character...

Aroooo

Aroooo
Jul 9th, '03, 12:56 PM
I've added G'Kord, a Narn arms dealer (some say smuggler) to the sample characters section.

Aroooo
http://www.aroooo.com/rpg_stuff/b5/index.php

nHammer
Jul 10th, '03, 02:44 PM
Looking over some of the free samples of the B5 D20 book, I'd say it would be worth getting as a resource for use with the Hero System.

Get free samples here...http://www.mongoosepublishing.com/babylon5/



Very much enjoy (and appreciate) your work so far...

MarkusDark
Jul 10th, '03, 04:27 PM
Heh, Nice resource. It was worth it if nothing else to get a cool pic of Lyta. :)

Aroooo
Jul 10th, '03, 06:23 PM
Ah, looks like maybe they are finally releasing it. Was planning to get it as a reference...

Aroooo

Nolgroth
Jul 11th, '03, 08:27 AM
Aroooo,

As always, excellent work. I do have a question though. Are the Sample Character write-ups typical of the player characters or are they intended as interesting NPCs? If your PC point base is different, it would be nice to see a Sample PC write-up. Anyway, your site has continued to be an inspiration.

Aroooo
Jul 11th, '03, 08:41 AM
The samle characters are 100 points plus 100 points in disads; 200 points total. Plus some 'experience.' I guess the real answer to your question is they are intended as interesting or prominent NPCs (in our games anyway). I won't disclose villan info yet :) Our PCs are 125+125 points.

I plan to do some sample characters at some point that will be based on 75+75 to give folks (especially those new to heroic level games) some ideas on what you can to with 150 points in the Hero system.

I will ask my group if they wouldn't mind me posting their character writeups.

Aroooo

Citizen Keen
Jul 11th, '03, 09:24 PM
Arooo - Great, as always. Almost done with second Season (will finish it tomorrow), but...

Should the Narn have the PhysLim "lack of psionics". This is a limitation to the race, but not the specific character.

(To my knowledge), Garibaldi doesn't have any psychic powers, but I wouldn't give him a Limitation for that. I would just tell players they can't make a psychic Narn. Once the character is created, he will be no more hindered than any other non-psychic character. I think you should get rid of it.

Just my two cents.

-cK

Aroooo
Jul 11th, '03, 10:12 PM
First, yes, the No Psionics is part of the racial package for Narns.

Second, you're not the first to ask me why its there. My answer has always been yes, its a bit of a cop out, but psionics does play a major part of the B5 storyline (in the war against the Shadows, the Telepath Wars), and G'Kar and the Narn gov't are always plotting ways to reintroduce the psi gene back into Narn genetics it seemed somewhat appropriate. For those that have commented, its about 50/50 on its acceptance. (Those new to B5 have been okay with the limitation, and those familar with it don't think its an appropriate lim.)

Third, I could not honestly think of another racial 10 point disad for the Narns. Its a personal quirk, but I like my package deals to be a net 0 cost (or as close to it as I can get). If someone can come up with something else more appropriate, I'm all ears.

Aroooo

Al_Beddow
Jul 11th, '03, 10:13 PM
Originally posted by Citizen Keen
Should the Narn have the PhysLim "lack of psionics". This is a limitation to the race, but not the specific character.

I wouldn't think so since you have to buy Psionics.

It would be like purchasing the limitation "Illiterate" in a feudal society (where illiteracy was the norm)

Citizen Keen
Jul 15th, '03, 11:55 AM
GRRR!

NetFlix only has the first two seasons on DVD. I just finished season two and no more! Stupid stupid stupid! I am ready to scream.

Does anybody have any of the other seasons on DVD or VHS? Preferably seasons 3-5.

Aroooo
Jul 15th, '03, 12:08 PM
Originally posted by Citizen Keen
GRRR!

NetFlix only has the first two seasons on DVD. I just finished season two and no more! Stupid stupid stupid! I am ready to scream.

Does anybody have any of the other seasons on DVD or VHS? Preferably seasons 3-5.

Hooked?

Third Season is due out Aug 12. Do you have the DVD combo Gathering/In The Beginning?

Aroooo

Citizen Keen
Jul 15th, '03, 02:38 PM
Just bumped the DVD combo up to the top of my Netflix account. Do either of the movies on the combo require knowledge of the third through fifth seasons? And more importantly, will either ruin any surprises in the third through fifth seasons?

What is the schedule for seasons four and five?

Aroooo
Jul 15th, '03, 03:56 PM
Originally posted by Citizen Keen
Just bumped the DVD combo up to the top of my Netflix account. Do either of the movies on the combo require knowledge of the third through fifth seasons? And more importantly, will either ruin any surprises in the third through fifth seasons?

What is the schedule for seasons four and five?

The Gathering is the original pilot episode for B5, so no spoilers there. Its interesting to watch from the standpoint of you can see what they changed (props, costumes, etc.) from the pilot to the show.

In the Beginning covers the Eath-Minbari war - how it started, and why it ended. Its been a few months since I watched it last, but I don't think there are any 3rd-5th season spoilers. Okay, well, maybe one. Its a big one, but its not one that will ruin the seasons for you.

I'm not sure what the release schedule for 4th and 5th seasons are; also don't know if they will release the other B5 movies on DVD.

Aroooo
(P.S. I'll tell you if you want to know beforehand.)

Space Cadet
Jul 15th, '03, 04:03 PM
Originally posted by Citizen Keen
Just bumped the DVD combo up to the top of my Netflix account. Do either of the movies on the combo require knowledge of the third through fifth seasons? And more importantly, will either ruin any surprises in the third through fifth seasons?

What is the schedule for seasons four and five?

As far as any surprises being ruined by either movie, I'd say the
answer to that is a big "No". Neither is any knowledge of the
third, fourth or fifth seasons required to know what's going on.
"The Gathering" was the pilot movie for the series in general,
while "In The Beginning" was more or less about the events
leading up to and during the Earth-Minbari War (as recounted
by Emperor Mollari).

(Minor correction: there is a brief reference to "Babylon Squared"
at one point during "In The Beginning".)

Space Cadet :cool:

Aroooo
Jul 16th, '03, 08:33 AM
from dvdreview.com:

Insert the sixth disc of the box set and bring up the DVD’s Main Menu. There, select the 'Special Features' menu entry and on the following screen, select 'The Universe Of Babylon 5.' Now, select the 'Data Files' menu entry and then highlight the menu entry 'Project Lazarus' by using the 'Down' arrow key on your remote control. Once it is highlighted, press the 'Left' arrow key on your remote control to highlight a '5' logo. Press the 'Enter' key now and you will be treated to a truly funny few minutes of outtakes from the series.

Aroooo

RadeFox
Jul 18th, '03, 01:13 AM
Was looking at your site, since Im toying with the idea of a Babylon 5 universe setting. I noticed on the sample pilot you made, you gave him a 20 pt disad of Fighter Pilots Code of Honor. Maybe I missed that episode, but what exactely is that??

Aroooo
Jul 18th, '03, 04:31 AM
Originally posted by RadeFox
Was looking at your site, since Im toying with the idea of a Babylon 5 universe setting. I noticed on the sample pilot you made, you gave him a 20 pt disad of Fighter Pilots Code of Honor. Maybe I missed that episode, but what exactely is that??

Not taken from direct evidence during the show, true, but it is supposed to represent their 'professional' code: Don't shoot civilians, don't shoot pilots who have ejected from their craft, Aces fight each other solo, always protect your wingman, etc. Think steriotypical WWI Fighter Ace. Actually, thinking about it, the episode with the Cortez lost in Hyperspace is a fair example. Think of the pilot's self sacrifice to save the Cortez.

If you feel 20 points is too big a disad, feel free to lower it. The sample pilot is just a die-hard :)

Aroooo

RadeFox
Jul 18th, '03, 01:30 PM
I likely would, since most of those qualites are covered in their Vow or Duty to EarthForce, and are mostly following reg's.

I personally would allow a maybe 5 pt disad for the Ace mentality, the one on one duels and such.

Good work on a lot of the stuff so far. I've already once done a full Bab 5 setting in White Wolf, and now am going with it in Hero. Nice to have a site where someone is doing the numbers, since I doubt I will bother with points for things like Starships and Jump gates. But if a rules lawyer gets snooty, I can dump the printouts on him. :p

Tim
Jul 27th, '03, 09:08 PM
(I'm putting this here as it is a B5 adventure, so you can use the idea.)

I'm a GM who uses an extremely lose style. I don't usually plan more than the basic set up for an adventure, that way i can adjust it as my players react to what goes on (and try their hardest to derail the adventure)
The adventure I just started is a case in point of how my adventures evolve.

The crew of the ES Duck Dodgers was hired by Micheal Garabaldi to help find the cure to the Drahk Plague on Earth (This is set during Crusade) The crew is given various missions that, while deemed important enough to follow up on, was not deemed worthy of the Excalibur.
When handing out the first set of missions, one was:
A planet near Minbari space has been notice to have tech above the planet's current level. Find out where it is coming from.

When the players asked for a name, I blanked. Scolding myself gave it a name: Badgijm. The current tech level was equal to late 1800s Earth. Some tech on teh lower end of the spacefaring races have been noticed by Anthropologists studing them.
At this point I decided that EF shocksticks would be found (w/o serial numbers) and the Captainwho has an outstanding debt with the martian Mafia ties would be asked to make a drop of a sealed container before they got to the planet.

Lastly: when they fully started preparing to carry out the mission, and my needing to flesh out the details, I used the Fassai picture from TE for the physical description. And said that low energy weapons, and communication gear, were what has been spotted. But not in very big numbers. Also it was showing up in two rival political areas (countries). Since these were the 2 most advanced countries, Electrical power, was just now making an apperance. The tech had easy to recharge powerpacks.

The players started musing about who or what could be doing this. One said that it looked like someone was trying to keep his own twisted version of parity going.

At this I had a flash and let the characters role a deduction roll. Those who made it realized that this was how the Shadows operated. And possibly this was being done by Shadow allies (the Drahk are not the only ones)

So now they are searching for a group of unknown Shadow Allies that are giving 2 rival nations a push toward war, by promising each of them some new fancy tech, that cannot be made locally, so that they can gain control.

Any clarifications needed? Any questions?

TimS.

Space Cadet
Jul 27th, '03, 11:55 PM
Originally posted by Space Cadet
As far as any surprises being ruined by either movie, I'd say the
answer to that is a big "No". Neither is any knowledge of the
third, fourth or fifth seasons required to know what's going on.
"The Gathering" was the pilot movie for the series in general,
while "In The Beginning" was more or less about the events
leading up to and during the Earth-Minbari War (as recounted
by Emperor Mollari).

(Minor correction: there is a brief reference to "Babylon Squared"
at one point during "In The Beginning".)

Space Cadet :cool:

This is, ah, a tad embarassing, but I made a slight goof when I
mentioned the title of the B5 episode to which reference was
made at one point during "In The Beginning". It wasn't "Babylon
Squared", it was the two-part episode "War Without End" (IIRC;
if i've given the wrong title this time, feel free to post the right
one).

Space Cadet :o

vorlon
Jul 30th, '03, 12:46 PM
Wow, just want to say Aroooo your site is awesome - thanks for the ideas.

Vorlon

Aroooo
Jul 30th, '03, 05:06 PM
Originally posted by vorlon
Wow, just want to say Aroooo your site is awesome - thanks for the ideas.

Thanks! Its always nice to hear from a fan :)

I just got my copy of the d20 B5 game yesterday. I have not even begun to read it in detail, but there is a TON of great B5 material in there. I'll give everyone a more detailed review as I read through it.

BTW, I'll have an update soon (maybe by the weekend) for my B5 site. I'll have the Ranger Patrol ship ready, plus maybe the Hyperion too. Work's been murder the last few weeks, hence my delays.

Aroooo

Hunter
Jul 31st, '03, 07:56 AM
Ah, so the Postal Service finally delivered it to you. :)

Aroooo
Jul 31st, '03, 08:06 AM
Yeah, it was def. slow boat shipping.

Aroooo

Hunter
Aug 1st, '03, 06:51 AM
Considering where we live, it probably had to be gamma irradiated while en route.

But at least now you can read it while the lights are off. :D

vorlon
Aug 5th, '03, 12:02 PM
Did you guys ever check out the Babylon Project RPG by (thinks) Chameleon Eclectic? Great for source material also, as a system it was universally panned (hey, but I liked it) ... you can pick it up with supplements for a snap on eBay these days.

Vorlon

Aroooo
Aug 7th, '03, 03:30 PM
CE's books were good reference sources, but I didn't care much for the system. The ship combat was too 'board game' for my taste, and the personal combat too 'heavy.' But thats just me...

A general update for those of you waiting for my promissed update last weekend. That obviously didn't happen, and I've been in SQL training all week, so I don't know if I'll get the update finished by this weekend. I'll let you know as soon as I get it done.

Aroooo

Citizen Keen
Aug 12th, '03, 05:28 PM
I know Fantasy HERO came out, but what happened? Where're the updates?

Citizen Keen
Aug 22nd, '03, 01:12 PM
I'm in the middle of the third season for the first time. Sexy!

Aroooo
Aug 22nd, '03, 03:31 PM
Good or bad (depending on who in my house you ask) I'm going through it for a second time! I watched the whole thing last weekend (to my wife's chagrin :) ), and disk 5 was scratched. But when I went to exchange it, they made me exchange the whole set, and not just the one disk, so now I have to watch it all over again :)

On another note, I'll have a mini-update this weekend, really. We've been setting up a new remote office at work so its been a lot of long hours this week.

Aroooo

Aroooo
Sep 5th, '03, 06:52 PM
Catching back up on life after work :)

I've added two new racial package deals to my B5 site: the Drazi and the Pak'ma'ra (what inspired player would not want to play one of those:)).

I'll have more tomorrow.

Aroooo
http://www.aroooo.com/rpg_stuff/b5/index.php

Aroooo
Sep 5th, '03, 06:54 PM
From DVD Review:

Insert the sixth disc from the box set and from the Main Menu go to the 'Special Features' section where you select the 'Babylon 5 Universe' menu entry. Then, go to the 'Data Files' and on this screen highlight the menu entry 'Battle for Babylon 5.' Now press the 'Down' arrow key on your remote control and a '5' will be highlighted on the screen. Press 'Enter' and you will have the chance to view a blooper reel form the series.

Aroooo

Tim
Sep 5th, '03, 08:56 PM
Originally posted by Aroooo

I've added two new racial package deals to my B5 site: the Drazi and the Pak'ma'ra (what inspired player would not want to play one of those:)).


Cool, much easier to make in Fifth than in fourth. I like what you did.

Aroooo
Sep 6th, '03, 09:01 PM
Thanks!

I've posted another update. I've added UV Vision to the Pak'ma'ra package deal based on the second season episode "And now for a word" I just watched. I've also added a Minbari scientist to the sample characters section.

Enjoy!
Aroooo
www.aroooo.com/rpg_stuff/b5/index.php

RadeFox
Sep 19th, '03, 05:30 PM
Dude! Is your page down, havent been able to load iut up all day. Might be your server is in the path of the hurricane, but thought you should know, just the same! :)

Aroooo
Sep 19th, '03, 10:58 PM
Yup, my server (and my whole office) is off the air. Being one of Dominion Power's 340,000 odd folks out of power (in No. VA) is a bummer. Even my email is down :( Our batteries lasted for about 2 hours, and then poof.

I'll post a note when I'm back up.

Aroooo

RadeFox
Sep 20th, '03, 12:03 AM
NP, Glad your safe though. :-)

Aroooo
Sep 22nd, '03, 05:57 PM
Thanks! We were pretty lucky. A few houses down from me a big tree fell right between two homes. Now that's lucky.

My server is back up by the way. As it turns out while my server was connected to the backup generator for the building, Verizon's telco equipment was not. Go figure...

Aroooo

Tim
Oct 17th, '03, 08:51 PM
What happened did everyone disappear?

Aroooo
Oct 18th, '03, 05:24 PM
Nope. Still here. I've been sidetracked by life, and setting up a new small business. (More on that later.) The good news is we're almost set up, so I can get back to B5 Hero.

Aroooo

Tim
Oct 18th, '03, 11:50 PM
Congrats on starting a new business. Hope it is more successful than you could imagine.

Aroooo
Oct 30th, '03, 01:33 PM
FYI: I will be moving my server in the next few days. This move will also require a DNS address change. The site will probably be down about two days, but I'm working to keep it down to just one. I'll post the exact date the move is scheduled as soon as I know it.

Then I can finally get back to building ships :)

Aroooo

TheQuestionMan
Oct 31st, '03, 08:31 AM
Anonymous Lurkers out number posters by a huge factor folks . I'm glad too see all you hard work put to good use .

Aroooo
Nov 7th, '03, 12:55 PM
FYI,

The server is moving this afternoon (within the hour). DNS changes have already started (I hope). The server will be plugged back in late this afternoon/early evening. I'll post its IP address when its back on so you can get to it if you need it this weekend.

Aroooo

Aroooo
Nov 7th, '03, 05:03 PM
My server is up. DNS changes are still filtering. You can get to it here if need be:
http://216.224.24.50/rpg_stuff/b5/index.php
Let me know if you can't get to it the regular way (http://www.aroooo.com/rpg_stuff/b5/index.php) by Monday.

Aroooo

Tim
Nov 8th, '03, 05:28 AM
Originally posted by Aroooo
My server is up. DNS changes are still filtering. You can get to it here if need be:
http://216.224.24.50/rpg_stuff/b5/index.php
Let me know if you can't get to it the regular way (http://www.aroooo.com/rpg_stuff/b5/index.php) by Monday.

Aroooo Nope.

Aroooo
Nov 8th, '03, 05:54 PM
Originally posted by Tim
Nope.

But its not Monday yet :)

My DNS servers at work have updated, so that's a good sign.

Aroooo

Aroooo
Nov 11th, '03, 01:50 PM
Okay, don't get too excited :) Since the server move is finished, I took some time to update the look/style of the site. As much as I liked the green text on black background 'computer' look, it does not print well. So I reversed the color scheme so its a better read - or maybe that should just be a cleaner read :)

I'll be adding a few ships to the site by this weekend, and I hope a package deal or two as well.

Aroooo

Farkling
Nov 13th, '03, 02:14 AM
Latent Telepaths

After perusing your site and chatting with MY B5 expert...

I recommend the latent telepath purchase a PSI rating, Detect surface thoughts (with the additional limitation of "vauge and unclear" possibly)
And perhaps ONE of the standard psych powers with the (-2 no conscious control) limitation. that should keep the point costs down.

A critique on PSI construction::
You recommend charging 6 points for what is essentially a disadvantage. Telepathy already offers the full function of your "flash" detect (-1 lack of control).
Why not assign Telepaths a Disad of "Prone to picking up surface thoughts", after all, base level telepathy effects will bestow surface thoughts. We modelled that as a Physical limit in the cyberpunk/Supers game I run. Works fine, and the player didn't have to pay for something that is simply a charge to allow other powers.
Charging for the PSI perk is acceptable to me, since the player is purchasing the "potential" for his Multipower...but again, the PSI perk really isn't anything but a surcharge on the Telepathy Framework. The same thing can be covered with a Distinctive Feature (Telepath). Then any Telepath can determine a vague PSI rating, and the PSI-Corps can have the entirely appropriate "Detect Telepath, Range, Discriminatory, Analyze" in THEIR package...for determining the PSI rating of a specific Telepath. PSI rating becomes an abstract, and only relevant to the PSI Corps Government Classification System.

Aroooo
Nov 13th, '03, 04:38 AM
I like the way you've done latents. I'll have to borrow from that idea. As for the rest of your ideas, its been a few months since I deliberately read the Psi rules, so I could come back to it with a fresher start. I'll work on it by this weekend and see how it goes.

Thanks for the feedback!
Aroooo

Curufea
Nov 13th, '03, 08:16 PM
I'm definately thinking of using the Psi ideas.
And the ship my players are using is basically the Icarus Scout with a new design (deckplans are on my website).

Aroooo
Nov 14th, '03, 04:50 AM
Originally posted by Curufea
I'm definately thinking of using the Psi ideas.
And the ship my players are using is basically the Icarus Scout with a new design (deckplans are on my website).

Well, dont keep me in suspense! Where is your web site? Are these plans of your own design?

Aroooo

Aroooo
Nov 14th, '03, 11:17 AM
Originally posted by Aroooo
Well, dont keep me in suspense! Where is your web site? Are these plans of your own design?


Duh... Okay, let me just say it was early, and I stayed up way too late last night watching Stargate 3rd season DVDs.

Nice site, thanks for the link! But I didn't see deck plans, unless you were referring to the plans for the Lady Jane.

Aroooo

Curufea
Nov 14th, '03, 06:53 PM
Yeah - The Lady Jane. It is not an Icarus Scout - it merely uses the statistics of that ship (sorry if that was misleading).
In time I will render some internal view. Lots of wood panelling and brass.

Aroooo
Nov 25th, '03, 09:20 AM
Went to a wedding last week, so didn't get as much done as I thought i would (Irish wedding you know), but I've posted a minor update:

Updated the Package Deals for the Narn and Centauri, based on some user feedback plus info from the Mongoose RPG. Also updated the sample Narn and Centauri characters. Also, built out the Earthforce PPG as a multipower so you can see the construction.

Aroooo

Aroooo
Dec 5th, '03, 07:45 PM
Not big necessarily, but significant. Added the Equipment section - includes personal armor. Updated the PPG stats in the Weapons section, and added write-ups for some of the other PPGs. Also made a slight page formatting change for readability on wide screens.

Enjoy!
Aroooo

Aroooo
Dec 9th, '03, 01:26 PM
I've added the EF Flight Suit to the equipment section (although I didn't call it EF there). Consider it a generic military grade flight suit suitable for any race that uses them. FYI the Narns don't wear flight suits in their fighters.

Aroooo

Aroooo
Dec 19th, '03, 09:19 PM
Happy Holidays! A minor update and some additions:

Updated the Drazi Package Deal (reduced the HTH combat skill one level--I had the wrong point value assigned).

Changed the PDF link to a general Downloads section. Added HeroDesigner v2 (2.0.6) Racial Package Deal files and an Everyman Skills prefab to that section.

Should have an update to the Psi rules by end of week.

Enjoy!
Aroooo

Aroooo
Dec 24th, '03, 10:48 PM
Merry Christmas! I've finished wrapping, finished typing, and I'm going to bed 'cause my kids will wake me up in about 3 hours!

But I wanted to get this out: Big update for B5! I've added the Translator to the Equipment section. Big update to the Psi rules (still need to update the sample character). Updated the Talents and Perks section with the new Psi Perks. Added the Telepathy Prefab for HDv2 to the downloads section.

Enjoy! (Let me know what you tihnk about the new Psi rules.)

Aroooo

KawangaKid
Dec 28th, '03, 05:49 PM
Excellent stuff...

The Mongoose stuff's pretty good as resources go, though I'm not sold on the classes they've come up with. I still like HERO all the way for this game!

Aroooo
Dec 31st, '03, 05:02 AM
Thanks! Mongoose's material is good, but not well organized. Especially when you get into the season guides. Other than its d20 (not trying to start an argument anyone :)), I highly recommend any B5 fan pick it up as source/reference material.

Aroooo

Aroooo
Dec 31st, '03, 05:04 AM
A minor site update:

Updated Michael Nixon, the commercial telepath. Updated G'Kord, the Narn arms dealer. Included the HDv2 character files as well. Added a Martial Arts Prefab HDv2 file to the downloads section. Point cost errors in the Martial Arts section corrected.

Happy New Year everyone!
Aroooo

Aroooo
Jan 2nd, '04, 06:49 PM
I've finished updating the rest of the characters in the Samples section. If you're using any of them, you should check the updates. HeroDesigner 2 found some of my errors, so some characters had a few more points to play with.

Aroooo
www.aroooo.com/rpg_stuff/b5/index.php

Michael Hopcroft
Jan 3rd, '04, 09:31 PM
I still lvoe the seuqence in the very first Tv episode of Babylon 5 when Garibaldi got Ambassador Delenn into his quarters to show him his "second favorite thing in the universe" -- a Daffy Duck cartoon. It's somehow reasuring to think there's a chance Chuck jones might survive into the far future and that when we go into space we might not leave all of Earth;s cultural heritage behind. (This seems to be one of Stracynski's ongoing themes in the seires -- it pops up again and again, especially in the first season.)

Aroooo
Jan 9th, '04, 08:23 AM
I've posted a small update: updated the Psi Rules (removed Limited Range modifier from Accidental Surface Scan-not needed since I made it part of the Mental group-I originally had it as an Unusual Sense). HDv2 Prefab and Sample Character also updated.

Enjoy!
Aroooo

TheQuestionMan
Jan 9th, '04, 03:50 PM
I have to say you've doing great work and I'll keep lurking around for sure . Love your site links too .

Aroooo
Jan 9th, '04, 05:42 PM
Originally posted by TheQuestionMan
I have to say you've doing great work and I'll keep lurking around for sure . Love your site links too .

Thanks! Always nice to hear from fans :) Feel free to give me feedback any time. Also, if there's anything you (or anyone) would like me to work on first, just let me know and I'll see what I can do.

Aroooo

Drakkenkin
Jan 13th, '04, 05:55 PM
Don't know if your plans include this but do you plan to do any of the post B5 things. I know there were not many episodes to work form but I would like to see a HERO write-up for Techno-Wizards (or was that Techno-Mages), some of the other equipment, and 'stuff'.

Aroooo
Jan 13th, '04, 06:25 PM
Techno-Mages. I may write one up as an NPC one day. As for other post-season 5, I've got plans to write up the ships from Crusade and the Legend of the Rangers movie, but thats about all really. Unless, of course, you have something specifc in mind.

I've always thought the Ranger's ship would make a good player ship for a Ranger campaign.

Aroooo

Rigel
Jan 14th, '04, 10:16 AM
Aroooo, have you read the three "lost" Crusade scripts? The "End of the Line" script (which would have been the first season finale) has a few interesting spoilers about the Techno-Mages. I imagine the Techno-Mages trilogy of books reveals the same "secret" (though I have not read them).

I, too, would be interested in seeing a Techno-Mage writeup.

Aroooo
Jan 14th, '04, 12:11 PM
No, I have not. I'm not sure if they are even available on the net or not. I'll have to go digging.

Thanks for the tip!
Aroooo

TheQuestionMan
Jan 15th, '04, 09:04 AM
Greeting Aroooo , I'm wondering if your planning on making any more Package Deals .

Earth Force Military
Earth Force Secrurity
Rangers
etc...

Martial Arts Styles
Earth Force Combat Training
Ranger
Mimbari Staff/Pike Fighting
etc...

Love the work on PSI by the way . Good call on P1 through P10 ( shutters to imagine a P12 )

Aroooo
Jan 15th, '04, 10:41 AM
I do have a Ranger package, as well as martial arts packages (one of them covers Pike fighting). I will be working on more professional packages though.

Aroooo

Drakkenkin
Jan 17th, '04, 12:37 PM
Originally posted by Rigel
Aroooo, have you read the three "lost" Crusade scripts? The "End of the Line" script (which would have been the first season finale) has a few interesting spoilers about the Techno-Mages. I imagine the Techno-Mages trilogy of books reveals the same "secret" (though I have not read them).

I, too, would be interested in seeing a Techno-Mage writeup.

Rigel - by any chance do you have the ISBN numbers for those books? :D I would like to go and take a look at them at a local store but they told be I would need there numbers to help them find them... or at leat their full names. ;)

Anyway, any info. would be helpfull.
Drake-

PS: having the ISBN numbers should also help Arooo find it... almost instantaneously.

Aroooo
Jan 17th, '04, 12:44 PM
LOL! I'm laughing because of your timing. Rigel sent me an email last night on this very subject.

The scripts are not books, they were made available online (for a while at least). The main source is gone now, but you can find them if you look through Goodle or Yahoo hard enough.

It so happens that I managed to find them late last night. I have them as .doc files. I can't post them online (legal issues) but I can email them to you.

Aroooo

Aroooo
Jan 17th, '04, 01:11 PM
A small update and some new additions. See the General Section for the new Transport Familiarity breakdown. Added a Professional Package Deal for Earthforce Security Officer (HD package file in the downloads section). Updated the sample character Steven Midnight (display issue with Systems Op skill).

Aroooo

(P.S. I accidentially deleted a post! I was trying to click the Edit button when my browser display started jumping around and the click fell on the Delete button. Sorry if it was someone elses!)

Tim
Jan 18th, '04, 08:34 AM
Originally posted by Aroooo
LOL! I'm laughing because of your timing. Rigel sent me an email last night on this very subject.

The scripts are not books, they were made available online (for a while at least). The main source is gone now, but you can find them if you look through Goodle or Yahoo hard enough.

It so happens that I managed to find them late last night. I have them as .doc files. I can't post them online (legal issues) but I can email them to you.

Aroooo

Could you email them to me also please?

Rigel
Jan 18th, '04, 12:46 PM
Originally posted by Drakkenkin
Rigel - by any chance do you have the ISBN numbers for those books? :D I would like to go and take a look at them at a local store but they told be I would need there numbers to help them find them... or at leat their full names. ;)

Yeah, what Aroooo said. :)

I imagine that JMS (and his company) still own the scripts and their rights. To the best of my knowledge, they were made available online to fans through bookface.com before it went under. One script ("Value Judgments") was written by Fiona Avery and features the return of Bester.

Aroooo
Jan 27th, '04, 06:41 PM
I'm thinking of starting a B5 PBEM over at HeroCentral. Email me or PM me off list if you're interested. If there is enough interest, I'll start a thread over in the player finder section so we can talk about stuff before I set up HC.

Aroooo

Aroooo
Jan 30th, '04, 04:02 PM
I started a thread in the player finder section to talk about the upcoming pbem:

http://www.herogames.com/forums/showthread.php?s=&threadid=13116

Join us there to talk about the setup.

Aroooo

Aroooo
Jan 31st, '04, 05:03 PM
I started entering the existing starships into HeroDesigner. Look for the [HD] next to the ship names for the download links. Originally I built the computer into the ship write up., but now they are separate files (one zip download though).

I've done the 3 main Starfuries so far. There were some small changes, mostly cosmetic.

Aroooo

Aroooo
Feb 2nd, '04, 06:24 AM
Starfuries updated. I left some talents in the ships I forgot to delete while I was trying to incorporate the computers into the vehicle. DCV's for vehicle Size also corrected (thanks again Dan!). Web pages and HD downloads updated.

Aroooo

Drakkenkin
Feb 3rd, '04, 08:47 AM
wrong page

Aroooo
Feb 11th, '04, 06:50 AM
Since SH and TUV leave specific forms of EW, ECM, and ECCM up to the individual GMs, I've been trying to find the best ballance for building EW systems into my ship write ups. I've been going back and forth on styles for a few weeks now, and have come up with the following array of systems/powers. Before I do a formal write up, I'd appreciate some feedback. This is the listing of powers I'd prefer to use, levels/point values will be assigned as ships are built. One thing I'm trying to avoid is the all-or-nothing effect of Darkness or Invisibility, except as noted at the end.

First, some definitions, as I'm using them:
EW - Electronic Warfare systems - the general catch-all category of equipment that makes you harder to target. EW is an area effect - all ships in the area will suffer targeting penalties except the source. But if the source is in another ship's area, it will be affected.
ECM - Electronic Counter Measures - the set of gear that cuts through someone else's jamming.
ECCM - Electronic Counter Counter Measures - the gear that counters ECM.

Yes, I acknowledge that this is a drastic oversimplification. I'm not trying to reproduce real life, just add some of the electronic warfare feel to B5.

Sensors: All will have the following limitations: Flashed as Radio Group (-1/2) and Affected as Sight Group (-1/2)

EW Systems: Change Environment (neg to Sys Ops roll), personal immunity

ECM: Suppress EW Systems

ECCM: Power Defense

Sensor Masking: Negative Skill Levels as a Damage Shield (i.e. they only take effect if you are looked at - still working on the actual mechanics)

Stealth Systems: Invisible to Radio Group (with fringe?)

Chaff & Flares: +DCV levels; only to dodge/evade maneuvers (-1)

EW Specific Ships (these are stand-off ships that focus on EW (the EA-6B Prowler for B5): Darkness vs. Radio Group w/personal immunity

Aroooo

Drakkenkin
Feb 11th, '04, 09:12 AM
I don't really know that much about this subject, but I thought you may wish to have the Chaff & Flares built with charges.

As a side question, in real life do EW affect friendly units or can they be keyed? I would think if ship in your area had EW systems active you would make it just as hard for you side to hit as the other side... seems counter productive to me and my lack of understanding how EW work (though I know military uses them and they work for them.) :\

Drakkenkin

Aroooo
Feb 11th, '04, 10:20 AM
I'd have to get my ex-Navy brother-in-law in on that, and you don't want me to go there :) Although I do have a question out to him on this. (It was his field, and he'll talk forever on the subject.)

Aroooo

Tim
Feb 11th, '04, 06:38 PM
How are you going to handle the Minbari Cloaking feild? Most other EW equipment was abstracted in the series, but that had a significant impact.

Aroooo
Feb 12th, '04, 06:49 AM
I agree EW didn't play a big role, at least not in the forefront of the viewers. I'm still tinkering with ideas, but probably the simple way - CE with a huge negative to SysOps.

Aroooo

Aroooo
Feb 13th, '04, 05:19 AM
First, I just noticed last night that this (long) B5 thread has been rated! That's pretty cool. Thanks to everyone who voted! (And I didn't even know folks were voting.)

Second, Hero has a few ways to make things 'invisible' - invisibility, darkness to name the obvious. But only one power I can think of for creating skill or PER penalties - Change Environment. Are there any other ways to impose negative modifiers on a target without resorting to CE all the time?

Aroooo

L. Marcus
Feb 13th, '04, 08:56 AM
There's always Transform . . . :D

Aroooo
Feb 20th, '04, 11:48 AM
This is what I have so far. I'm still working on the optional systems, but I'm pretty happy with the sensors and ew systems in general. (Note that the sensors are unchanged from my existing writeups or from how most of the SH/TUV/TE/AW vehicles are written.)

<b>B5 Electronic Warfare Systems</b>

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">58&#160;&#160;</td><td><b><i>Sensors and Communication Systems: </i></b>Variable Power Pool (Sensor/Comm Pool), 50 base + 8 control cost, (75 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">50&#160;&#160;</td><td><b><i>Long Range Sensors: </i></b>NPA for Sensor VPP, MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (100 Active Points); OIF Bulky (-1)&#160;</td><td valign="top" align="right">10</td></tr><tr><td align="right" valign="top">8&#160;&#160;</td><td><b><i>Target Identification System: </i></b>+10 PER with Radio Group (20 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)&#160;</td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td> &#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">40&#160;&#160;</td><td><b><i>Electronic Warfare Systems: </i></b>Change Environment 8" radius, -5 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (120 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2)&#160;</td><td valign="top" align="right">12</td></tr><tr><td align="right" valign="top">15&#160;&#160;</td><td><b><i>ECM Systems: </i></b>Suppress EW Systems 5d6 (standard effect: 15 points), any EW System one at a time (+1/4) (31 Active Points); OIF Bulky (-1) [<b>Notes:</b> Range=150 inches]&#160;</td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">52&#160;&#160;</td><td><b><i>ECM Systems: </i></b>NPA for ECM, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (105 Active Points); OIF Bulky (-1)&#160;</td><td valign="top" align="right">10</td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td><b><i>ECCM Systems: </i></b>Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2)&#160;</td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td> &#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>Optional EW Systems&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">15&#160;&#160;</td><td><b><i>Sensor Masking (Electronic): </i></b>Negative Skill Levels (-5 with PER or System Operation Rolls), Damage Shield (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2)&#160;</td><td valign="top" align="right">8</td></tr><tr><td align="right" valign="top">25&#160;&#160;</td><td><b><i>Sensor Masking (Hull Coating): </i></b>Negative Skill Levels (-5 with PER or System Operation Rolls), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2) (50 Active Points); Ablative (reduce modifier by one for every 3 points of damage that hit hull location; -1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td><b><i>Chaff and Flares: </i></b>+1 with DCV, 32 Boostable Charges (+1/4) (6 Active Points); IIF Bulky (-3/4), Requires A System Operations Roll (-1/2)&#160;</td><td valign="top" align="right"></td></tr></table>

Opinions?

Aroooo

Aroooo
Mar 1st, '04, 02:52 PM
Well, sort of... The new and improved Starfury Aurora is ready for review. I've retooled the electronic warfare equipment, and tweeked the html file a bit. If it meets with approval, I'll crank out the rest of the ships. (Will be adding a section to the Ships section outlining the EW systems soon.)

Starfury Aurora is here:
http://www.aroooo.com/rpg_stuff/b5/ships/starfury_aurora.html

Aroooo

Aroooo
Mar 13th, '04, 07:57 PM
In keeping with the (hopefully) growing trend to create and consolidate Star Hero fan resources, I've moved my B5 site over to the StarHero fandom site:
http://www.starherofandom.com/b5/index.php

Minbai package deal revision and more ship HD2 conversions due this weekend.

Aroooo

Aroooo
Mar 18th, '04, 05:10 AM
Updated the Minbari Package Deal (template file updated as well).

Added new IPX Scientist and IPX Support Staff Package Deals (with HD files).

More coming soon.

Aroooo

Aroooo
Mar 27th, '04, 09:10 PM
First batch of HeroDesigner ship conversions are done! I've converted most of the existing ships (i.e. ships I've previously done) to HD (v2.29). I have incorporated the ship's computers into the ship character (by means of a custom template), so now there is only one HD file to download/keep track of. The ship files have also been renamed a bit for easier tracking (I've added a gov't affiliation into the names). Also, there have been some minor tweaks to some of the ships - mainly in the armor/DEF area, plus some general (and minor) math/power errors that HD picked up on.

Aroooo

Aroooo
Apr 30th, '04, 05:23 PM
Its amazing how much a 'little' Boy Scouting and a 'little' baseball have managed to suck up any and all available free time. I've managed to get in a minor update to the site - I've added the Icarus Scout Ship HD conversion & file and retooled the Jump Gate using HD to make sure the advantages are correct. I'm also slowly building the first of the EarthForce capital ships (the Omega class DD's), and should have that ready in a few more days.

Aroooo

Aroooo
May 23rd, '04, 04:43 PM
Well, a few days turned into a few weeks... but its finally ready. I've posted the Omeda and Hyperion ships to my B5 site. I've also posted their defense grid computers, as well as putting the Jump Drive write-up up. Check it out and let me know what you think, especially of the new capital ships.

Aroooo
http://www.starherofandom.com/b5/index.php

Aroooo
Jun 13th, '04, 09:53 AM
Added four new Professional Package Deals: Ambasador, Earthforce Enlisted, Earthforce Officer, and Missionary. HD package files in the download section. Also added a link to Red Sector in the LInks section.

Aroooo

Aroooo
Jun 14th, '04, 01:10 PM
This is weird. I got 2 emails that said there were posts, but I don't see either of them. Both were from Lord Liaden, around 3:10pm on 6-14-04.

But to answer your question, its bandwidth. My DSL squirels are back with a vengence. My DSL provider is going to replace my DSL modem in a day or two, so that should clear things up. If you're still having problems after that, let me know and I'll see what I can do.

Aroooo

Lord Liaden
Jun 14th, '04, 01:33 PM
Sorry about that, Arooo. I edited and then deleted my posts because every time I tried various links to that site, the results were different - sometimes working perfectly, other times totally verklempt. I decided to wait to test the situation more before I posted a question.

Sorry to have rousted you, but thanks for the response. I'm sure you'll have things straightened out soon. :)

Aroooo
Jun 14th, '04, 01:38 PM
Sorry about that, Arooo. I edited and then deleted my posts because every time I tried various links to that site, the results were different - sometimes working perfectly, other times totally verklempt. I decided to wait to test the situation more before I posted a question.

Sorry to have rousted you, but thanks for the response. I'm sure you'll have things straightened out soon. :)

No problem. For a minute there I thought it was some odd joke the Universe was playing on me - starherofandom causing other folks problems, so now you can have some too :)

Aroooo

Aroooo
Jun 15th, '04, 01:01 PM
Added two new Professional Package Deals: Lurker and Technician

Aroooo
Jun 17th, '04, 06:24 PM
Added two new Professional Package Deals: Mars Rebel and Raider. Added the Brakiri Racial Package. Improved the way Packages are displayed, as well as started making them look better. HD package files in the download section.

Aroooo

Mastermind
Jun 23rd, '04, 10:08 PM
Arooo,

Your sites are down.

Aroooo
Jun 24th, '04, 04:43 AM
Yeah, sorry about that. My server locked up last night, and I didn't hear the pages because my phone was on vibrate. Its better now.

Aroooo

Aroooo
Sep 25th, '04, 05:28 PM
Summer's over :( But that means I can get back to working on B5. Here's a minor update: Added two new Racial Package Deals: Gaim Diplomat and Gaim Soldier. Fixed and added missing links to downloads page.

Aroooo

Aroooo
Oct 4th, '04, 06:45 PM
Another minor update: Added two new Racial Package Deals: the Vree and the L'Lort. This completes the bulk of the main and minor races.

Aroooo

Aroooo
Oct 21st, '04, 07:59 AM
I made deck plans for the Icarus for my PBEM game. You can get the PDF here: http://www.starherofandom.com/b5/ships/ef_Icarus_deckplan_11x17.pdf

Feel free to provide feedback.

Aroooo

AlHazred
Oct 21st, '04, 09:56 PM
Those are really nice! Any plans to do any more?

Aroooo
Oct 22nd, '04, 04:33 AM
Thanks, and eventually. Mostly as the gaming need calls for them. Doing most of the smaller craft would be easy. The larger ones, well...

Aroooo

Aroooo
Nov 15th, '04, 06:52 PM
Small update today: updated the Ranger Package Deal, and included an HDP file (distributes that professional package deal the same as the others). Fixed the L'lort zip file; apparently the file was corrupt.

Aroooo

Aroooo
Nov 26th, '04, 11:19 AM
A holiday update: Updated all the existing ship files for 1) megascale movement (x100 was just too slow, as I discovered in my pbem game); 2) fixed an error with the package files and the templates; 3) a few minor ship tweaks here and there, but nothing major (except for the megascale adjustment noted above). Added HD files for the rest of the ships already created. Also included one zip file of all the ships, for easy downloading.

Enjoy!
Aroooo

Aroooo
Nov 28th, '04, 07:36 PM
Added the Maintenance Pod, Camera Bot, and Breaching Pod to the Ships section. The all_ships.zip file updated as well.

Enjoy!
Aroooo

KawangaKid
Nov 28th, '04, 08:15 PM
There's been news of a B5 Movie in development... that was delayed a bit due to the death of Richard Biggs. Any news on what it might be about?

Also - I really like all the write ups!

Aroooo
Nov 29th, '04, 04:39 AM
There's been news of a B5 Movie in development... that was delayed a bit due to the death of Richard Biggs. Any news on what it might be about?

Also - I really like all the write ups!

Thanks for the kudos! As for movie, I know there is one being pitched by MJS, but I don't know how far its gotten - script, filming, etc. If I find anything in my touring of the net today I'll let you know.

Aroooo

Hunter
Nov 29th, '04, 05:22 AM
MJS?


"The Memory of Shadows" is the working title for the movie, which is apparently in pre-production, although no official announcement has been made yet.

See The Lurker's Guide Movie page (http://www.midwinter.com/lurk/guide/116.html) for more details.

Aroooo
Nov 29th, '04, 05:40 AM
MJS?

Sorry, JMS. Not enough coffee yet :)

And thanks for the movie info. I knew you would chime in with it

Aroooo

Aroooo
Dec 7th, '04, 11:36 AM
For those of you waiting for this, I present my first draft of the Babylon 5 Station written up for Hero. Its fairly inclusive, and includes the main computer, although that still needs some work I think.

Aroooo

Aroooo
Dec 7th, '04, 11:46 AM
<font size=+1><b>Babylon 5</b></font>

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>45 </font></td><td><font size=2><b>SIZE</b></font></td><td><font size=2>90</font></td></tr><tr><td align="right"><font size=2>54 </font></td><td><font size=2><b>DEF</b></font></td><td><font size=2>24</font></td></tr><tr><td align="right"><font size=2>45 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>43</font></td></tr><tr><td align="right"><font size=2>35 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>25</font></td></tr><tr><td align="right"><font size=2>35 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>35</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr></table><b>Characteristics Cost:</b> 217

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">0 </td><td><b><i>Space Station: </i></b>Location: In Space </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Power Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">267 </td><td><b><i>Tokamac 790 High Energy Fusion Reactor: </i></b>Endurance Reserve (790 END, 790 REC) (869 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Tokamac 790 High Energy Fusion Reactors: </i></b>7 additional reactors, 8 total (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">68 </td><td><b><i>Tokamac 200 High Energy Fusion Reactor: </i></b>Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Tokamac 200 High Energy Fusion Reactors: </i></b>5 additional reactors, 5 total (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">118 </td><td><b><i>Reserve Power Cells: </i></b>Endurance Reserve (400 END, 400 REC) Reserve: (440 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4); REC: (400 Active Points); OAF Immobile Fragile (Solar Panels; -2 1/4), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Propulsion Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1 </td><td><b><i>Station Keeping Thrusters: </i></b>Flight 1" (2 Active Points); no Noncombat movement (-1/4), Limited Maneuverability (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Tactical Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">173 </td><td><b><i>Particle Laser Cannon: </i></b>Multipower, 390-point reserve, (390 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">14u </td><td>1) <b><i>Close Range Shot: </i></b>RKA 8d6, Area Of Effect (96" Line; +1), Continuous (+1) (360 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) </td><td valign="top" align="right">36</td></tr><tr><td align="right" valign="top">16u </td><td>2) <b><i>Long Range Shot: </i></b>RKA 8d6, MegaScale (1" = 1 km; +1/4), Area Of Effect (108" Line; +1), Continuous (+1) (390 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) </td><td valign="top" align="right">39</td></tr><tr><td align="right" valign="top">5 </td><td><b><i>Particle Laser Cannon: </i></b>Second Cannon; Two total (5 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">160 </td><td><b><i>Pulse Cannon Turret: </i></b>Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Real Weapon System (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8u </td><td>1) <b><i>Close Range Shot: </i></b>RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) </td><td valign="top" align="right">18</td></tr><tr><td align="right" valign="top">9u </td><td>2) <b><i>Long Range Shot: </i></b>RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) </td><td valign="top" align="right">21</td></tr><tr><td align="right" valign="top">2u </td><td>3) <b><i>Interceptor Fire: </i></b>Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon System (-1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>Pulse Cannon Turret: </i></b>Three Turrets; Four Total (10 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">116 </td><td><b><i>Plasma Cannon Turret: </i></b>Multipower, 262-point reserve, (262 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10u </td><td>1) <b><i>Close Range Shot: </i></b>RKA 10d6, Penetrating (+1/2) (225 Active Points); OIF Bulky (-1), Real Weapon (-1/4) </td><td valign="top" align="right">22</td></tr><tr><td align="right" valign="top">12u </td><td>2) <b><i>Long Range Shot: </i></b>RKA 10d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (262 Active Points); OIF Bulky (-1), Real Weapon (-1/4) </td><td valign="top" align="right">26</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>Plasma Cannon Turret: </i></b>Three Turrets; Four Total (10 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">67 </td><td><b><i>Twin Particle Array (Anti-Fighter): </i></b>RKA 4d6, Autofire (5 shots; +1/2), Fighter Scale (suffers no SIZE DCV mods; +1) (150 Active Points); OIF Bulky (-1), Real Weapon (-1/4) </td><td valign="top" align="right">15</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Twin Particle Array: </i></b>Five More Arrays; Six Total (one for each sector) (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">33 </td><td><b><i>Mk II Defense Grid Energy Projectors (6): </i></b>Multipower, 90-point reserve, (90 Active Points); all slots OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u </td><td>1) <b><i>Defense Mode: </i></b>Missile Deflection (Any Ranged Attack), +5 to MD, Full Range (+1) (90 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">3u </td><td>2) <b><i>Attack Mode: </i></b>RKA 4d6, Autofire (5 shots; +1/2) (90 Active Points); OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Mk II Defense Grid Energy Projectors (6): </i></b>Five Banks; Six Banks Total (one for each section) (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">103 </td><td><b><i>Mk II Defense Grid Targeting Computer: </i></b>INT: 15 DEX: 20 (23) SPD: 6 (see character sheet) (155 Active Points); Costs Endurance (-1/2) </td><td valign="top" align="right">15</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Mk II Defense Grid Targeting Computer: </i></b>Five Computers; Six Total (one for each section) (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">59 </td><td><b><i>8m-12m Armored Hull: </i></b>+44 DEF (132 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Operational Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">70 </td><td><b><i>XP-7 Sensor System: </i></b>Variable Power Pool (Sensor/Comm Pool), 60 base + 10 control cost, (90 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">60 </td><td><b><i>Long Range Sensors: </i></b>MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 60 Active Points of Sensor VPP (120 Active Points); OIF Bulky (-1) </td><td valign="top" align="right">12</td></tr><tr><td align="right" valign="top">2 </td><td><b><i>Target Identification System: </i></b>+3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top"> </td><td>Electronic Warfare Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">46 </td><td>1) <b><i>Electronic Warfare Systems: </i></b>Change Environment 16" radius, -5 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (139 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2) </td><td valign="top" align="right">14</td></tr><tr><td align="right" valign="top">15 </td><td>2) <b><i>ECM Systems: </i></b>Suppress EW Systems 5d6 (standard effect: 15 points), Two EW Systems Simultaneously (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) </td><td valign="top" align="right">8</td></tr><tr><td align="right" valign="top">32 </td><td>3) <b><i>ECM Systems: </i></b>MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 37 Active Points of Suppress (65 Active Points); OIF Bulky (-1) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">2 </td><td>4) <b><i>ECCM Systems: </i></b>Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">30 </td><td><b><i>Internal Monitors: </i></b>Clairsentience (Sight, Hearing And Radio Groups), 256 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Tracking, Perception point can not move through solid objects (+0) (90 Active Points); OAF Immobile (-2) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">5 </td><td><b><i>Babcom System: B5 Communications Network: </i></b>HRRP (Radio Group) (12 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">25 </td><td><b><i>StellarCom System: Civilian interstellar Communications System: </i></b>HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">25 </td><td><b><i>StellarCom Gold Channels: Military and Diplomatic Interstellar Communications System: </i></b>HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">8 </td><td><b><i>Fabrication Facilities: </i></b>Minor Transform 5d6 (raw materials into working components), Requires A manufacturing, construction, engineering, etc. Roll (No Active Point penalty to Skill Roll; +0) (50 Active Points); Extra Time (1 Day, -4), OIF Bulky (-1) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Personnel Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">70 </td><td><b><i>Station Crew: </i></b>Followers (2,500 50 point characters) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5 </td><td><b><i>Artificial Gravity: </i></b>Telekinesis (7 STR), Selective (from 0G to 1.3G; +1/4) (13 Active Points); Only to Pull Objects Straight Down to Floor (-1), Limited Area (Rotating Section Only; -1/2), Must Maintain Spin (-1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Life Support Systems: </i></b>LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">18 </td><td><b><i>Backup Life Support Systems: </i></b>LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within one sector; -1/4) </td><td valign="top" align="right">[1 cc]</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Backup Life Support Systems: </i></b>Five Backup Systems; Six Total (one for each sector) (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">12 </td><td><b><i>Alien Sector: </i></b>LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2), Limited Area (only within Alien Sector; -1/4) [<b>Notes:</b> Environments not suited for most humanoids] </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">18 </td><td><b><i>Alien Sector Backup Life Support Systems: </i></b>LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within Alien Sector; -1/4) </td><td valign="top" align="right">[1 cc]</td></tr><tr><td align="right" valign="top">12 </td><td><b><i>Medlab: </i></b>(Total: 12 Active Cost, 12 Real Cost) +3 with Paramedics (Real Cost: 6) <b>plus</b> +3 with SS: Medicine (Real Cost: 3) <b>plus</b> +3 with SS: Xeno-Biology (Real Cost: 3) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>MedLab: </i></b>Four MedLabs; Five total (10 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">6 </td><td><b><i>Security Cells: </i></b>+5 DEF, Cannot Be Escaped With Teleportation (+1/4) (19 Active Points); Partial Coverage (Cell Blocks Only; -2) [<b>Notes:</b> Cells have 15 DEF total] </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">9 </td><td><b><i>Transport Tubes: </i></b>(Total: 44 Active Cost, 9 Real Cost) Teleportation 12", Position Shift, x2 Increased Mass, x4 Noncombat (39 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 7) <b>plus</b> Teleportation: Floating Fixed Location: (any travel tube stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Core Shuttle: </i></b>Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>1) <b><i>Local Stops: </i></b>(Total: 30 Active Cost, 7 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, x4 Noncombat (25 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 5) <b>plus</b> Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">1u </td><td>2) <b><i>Long Distance Stops: </i></b>(Total: 30 Active Cost, 6 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, MegaScale (1" = 1 km; +1/4) (25 Active Points); Extra Time (5 Minutes, -2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 4) <b>plus</b> Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Skills/Labs/Other </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">100 </td><td><b><i>Labs: </i></b>as defined by players or GM (100 points) (100 Active Points) </td><td valign="top" align="right">10</td></tr><tr><td align="right" valign="top">9 </td><td>Reputation (A port of call - home away from home for diplomats, hustlers, entrepreneurs, and wanderers. Humans and aliens wrapped in two million, five hundred thousand tons of spinning metal - all alone in the night. ) 14-, +3/+3d6 </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Station Main Computer [<b>Notes:</b> Includes Skills, Programs, and Talents listed below] </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">40 </td><td>1) <b><i>Tactical Combat Computer: </i></b>+5 with All Combat </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 2018


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skills</b></td></tr><tr><td valign="top" align="right">4 </td><td>AK: Hyperspace Beacon System 17- </td></tr><tr><td valign="top" align="right">4 </td><td>AK: Epsilon Sector 17- </td></tr><tr><td valign="top" align="right">5 </td><td>Cryptography 17- </td></tr><tr><td valign="top" align="right">3 </td><td>Electronics 16- </td></tr><tr><td valign="top" align="right">4 </td><td>KS: Ship Identification (IFF System) 17- </td></tr><tr><td valign="top" align="right">3 </td><td>Mechanics 16- </td></tr><tr><td valign="top" align="right">5 </td><td>Navigation (Hyperspace, Space) 17- </td></tr><tr><td valign="top" align="right">3 </td><td>Security Systems 16- </td></tr><tr><td valign="top" align="right">10 </td><td>Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 17- </td></tr><tr><td valign="top" align="right">1 </td><td>WF: Ship's Weapons </td></tr></table><b>Skills Cost: </b>42

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Programs</b></td></tr><tr><td valign="top" align="right">1 </td><td>Attack Target </td></tr><tr><td valign="top" align="right">1 </td><td>Diagnose Station Malfunction </td></tr><tr><td valign="top" align="right">1 </td><td>Locate Target </td></tr><tr><td valign="top" align="right">1 </td><td>Monitor Comm Systems; Report Anomalies </td></tr><tr><td valign="top" align="right">1 </td><td>Monitor Sensor Systems; Report Anomalies </td></tr><tr><td valign="top" align="right">1 </td><td>Open Slot </td></tr><tr><td valign="top" align="right">1 </td><td>Open Slot </td></tr><tr><td valign="top" align="right">1 </td><td>Open Slot </td></tr><tr><td valign="top" align="right">1 </td><td>Operate Defense Grid </td></tr><tr><td valign="top" align="right">1 </td><td>Operate ECM/ECCM Systems </td></tr><tr><td valign="top" align="right">1 </td><td>Repair Station's Systems </td></tr><tr><td valign="top" align="right">1 </td><td>Scan and Record Data </td></tr><tr><td valign="top" align="right">1 </td><td>Search Reference Material/Databanks </td></tr><tr><td valign="top" align="right">1 </td><td>Send Emergency Signal if Crew Incapacitated </td></tr><tr><td valign="top" align="right">1 </td><td>Send Emergency Signal if Specific Protocols Not Met </td></tr></table><b>Program Cost:</b> 15

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3 </td><td>Lightning Calculator </td></tr><tr><td valign="top" align="right">3 </td><td>Absolute Time Sense </td></tr><tr><td valign="top" align="right">3 </td><td>Lightsleep </td></tr><tr><td valign="top" align="right">5 </td><td>Eidetic Memory </td></tr><tr><td valign="top" align="right">3 </td><td>Absolute Range Sense </td></tr><tr><td valign="top" align="right">4 </td><td>Speed Reading (x10) </td></tr><tr><td valign="top" align="right">16 </td><td>Universal Translator 16-, Accessible through the Babcom System (+0) (20 Active Points); Knowl Languages Only (-1/4) </td></tr></table><b>Talents Cost:</b> 37


<b>Total Character Cost:</b> 2329

<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">95 </td><td>DNPC: Station Inhabitants 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x262,144 DNPCs) </td></tr><tr><td valign="top" align="right">15 </td><td>Distinctive Features: Babylon 5 (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) </td></tr><tr><td valign="top" align="right">30 </td><td>Hunted: Shadows or Drakh (depending on timeline) 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) </td></tr><tr><td valign="top" align="right">25 </td><td>Physical Limitation: Can Not Move Out of Lagrange Point (All the Time, Fully Impairing) </td></tr><tr><td valign="top" align="right">10 </td><td>Reputation: Nexus for the Fight of Light vs. Darkness, 11- </td></tr><tr><td valign="top" align="right">15 </td><td>Social Limitation: Diplomatic Station: Subject to Wants and Desires of Foreign Governments (Frequently, Major) </td></tr><tr><td valign="top" align="right">20 </td><td>Social Limitation: EarthForce Station: Subject to Orders (Very Frequently, Major) </td></tr><tr><td valign="top" align="right">25 </td><td>Watching: Enemies of EarthForce/Earth Dome 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) </td></tr></table>
<b>Disadvantage Points:</b> 235

<b>Base Points:</b> 200
<b>Experience Required:</b> 1894
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

Aroooo
Dec 8th, '04, 06:20 PM
Here is a revised station. Added damage control systems and expanded the computer functions.

Comments?

Aroooo

Aroooo
Dec 8th, '04, 06:25 PM
<font size=+1><b>Babylon 5</b></font>

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>45 </font></td><td><font size=2><b>SIZE</b></font></td><td><font size=2>90</font></td></tr><tr><td align="right"><font size=2>54 </font></td><td><font size=2><b>DEF</b></font></td><td><font size=2>24</font></td></tr><tr><td align="right"><font size=2>45 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>43</font></td></tr><tr><td align="right"><font size=2>35 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>25</font></td></tr><tr><td align="right"><font size=2>35 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>35</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr></table><b>Characteristics Cost:</b> 217

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">0 </td><td><b><i>Space Station: </i></b>Location: In Space </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Power Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">267 </td><td><b><i>Tokamac 790 High Energy Fusion Reactor: </i></b>Endurance Reserve (790 END, 790 REC) (869 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Tokamac 790 High Energy Fusion Reactors: </i></b>7 additional reactors, 8 total (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">68 </td><td><b><i>Tokamac 200 High Energy Fusion Reactor: </i></b>Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Tokamac 200 High Energy Fusion Reactors: </i></b>5 additional reactors, 5 total (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">118 </td><td><b><i>Reserve Power Cells: </i></b>Endurance Reserve (400 END, 400 REC) Reserve: (440 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4); REC: (400 Active Points); OAF Immobile Fragile (Solar Panels; -2 1/4), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Propulsion Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1 </td><td><b><i>Station Keeping Thrusters: </i></b>Flight 1" (2 Active Points); no Noncombat movement (-1/4), Limited Maneuverability (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Tactical Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">173 </td><td><b><i>Particle Laser Cannon: </i></b>Multipower, 390-point reserve, (390 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">14u </td><td>1) <b><i>Close Range Shot: </i></b>RKA 8d6, Area Of Effect (96" Line; +1), Continuous (+1) (360 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) </td><td valign="top" align="right">36</td></tr><tr><td align="right" valign="top">16u </td><td>2) <b><i>Long Range Shot: </i></b>RKA 8d6, MegaScale (1" = 1 km; +1/4), Area Of Effect (108" Line; +1), Continuous (+1) (390 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) </td><td valign="top" align="right">39</td></tr><tr><td align="right" valign="top">5 </td><td><b><i>Particle Laser Cannon: </i></b>Second Cannon; Two total (5 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">160 </td><td><b><i>Pulse Cannon Turret: </i></b>Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Real Weapon System (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8u </td><td>1) <b><i>Close Range Shot: </i></b>RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) </td><td valign="top" align="right">18</td></tr><tr><td align="right" valign="top">9u </td><td>2) <b><i>Long Range Shot: </i></b>RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) </td><td valign="top" align="right">21</td></tr><tr><td align="right" valign="top">2u </td><td>3) <b><i>Interceptor Fire: </i></b>Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon System (-1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>Pulse Cannon Turret: </i></b>Three Turrets; Four Total (10 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">116 </td><td><b><i>Plasma Cannon Turret: </i></b>Multipower, 262-point reserve, (262 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10u </td><td>1) <b><i>Close Range Shot: </i></b>RKA 10d6, Penetrating (+1/2) (225 Active Points); OIF Bulky (-1), Real Weapon (-1/4) </td><td valign="top" align="right">22</td></tr><tr><td align="right" valign="top">12u </td><td>2) <b><i>Long Range Shot: </i></b>RKA 10d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (262 Active Points); OIF Bulky (-1), Real Weapon (-1/4) </td><td valign="top" align="right">26</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>Plasma Cannon Turret: </i></b>Three Turrets; Four Total (10 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">67 </td><td><b><i>Twin Particle Array (Anti-Fighter): </i></b>RKA 4d6, Autofire (5 shots; +1/2), Fighter Scale (suffers no SIZE DCV mods; +1) (150 Active Points); OIF Bulky (-1), Real Weapon (-1/4) </td><td valign="top" align="right">15</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Twin Particle Array: </i></b>Five More Arrays; Six Total (one for each sector) (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">33 </td><td><b><i>Mk II Defense Grid Energy Projectors (6): </i></b>Multipower, 90-point reserve, (90 Active Points); all slots OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u </td><td>1) <b><i>Defense Mode: </i></b>Missile Deflection (Any Ranged Attack), +5 to MD, Full Range (+1) (90 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">3u </td><td>2) <b><i>Attack Mode: </i></b>RKA 4d6, Autofire (5 shots; +1/2) (90 Active Points); OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Mk II Defense Grid Energy Projectors (6): </i></b>Five Banks; Six Banks Total (one for each section) (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">103 </td><td><b><i>Mk II Defense Grid Targeting Computer: </i></b>INT: 15 DEX: 20 (23) SPD: 6 (see character sheet) (155 Active Points); Costs Endurance (-1/2) </td><td valign="top" align="right">15</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Mk II Defense Grid Targeting Computer: </i></b>Five Computers; Six Total (one for each section) (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">59 </td><td><b><i>8m-12m Armored Hull: </i></b>+44 DEF (132 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Operational Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">70 </td><td><b><i>XP-7 Sensor System: </i></b>Variable Power Pool (Sensor/Comm Pool), 60 base + 10 control cost, (90 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">60 </td><td><b><i>Long Range Sensors: </i></b>MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 60 Active Points of Sensor VPP (120 Active Points); OIF Bulky (-1) </td><td valign="top" align="right">12</td></tr><tr><td align="right" valign="top">2 </td><td><b><i>Target Identification System: </i></b>+3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top"> </td><td>Electronic Warfare Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">46 </td><td>1) <b><i>Electronic Warfare Systems: </i></b>Change Environment 16" radius, -5 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (139 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2) </td><td valign="top" align="right">14</td></tr><tr><td align="right" valign="top">15 </td><td>2) <b><i>ECM Systems: </i></b>Suppress EW Systems 5d6 (standard effect: 15 points), Two EW Systems Simultaneously (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) </td><td valign="top" align="right">8</td></tr><tr><td align="right" valign="top">32 </td><td>3) <b><i>ECM Systems: </i></b>MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 37 Active Points of Suppress (65 Active Points); OIF Bulky (-1) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">2 </td><td>4) <b><i>ECCM Systems: </i></b>Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">30 </td><td><b><i>Internal Monitors: </i></b>Clairsentience (Sight, Hearing And Radio Groups), 256 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Tracking, Perception point can not move through solid objects (+0) (90 Active Points); OAF Immobile (-2) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">5 </td><td><b><i>Babcom System: B5 Communications Network: </i></b>HRRP (Radio Group) (12 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">25 </td><td><b><i>StellarCom System: Civilian interstellar Communications System: </i></b>HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">25 </td><td><b><i>StellarCom Gold Channels: Military and Diplomatic Interstellar Communications System: </i></b>HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">8 </td><td><b><i>Fabrication Facilities: </i></b>Minor Transform 5d6 (raw materials into working components), Requires A manufacturing, construction, engineering, etc. Roll (No Active Point penalty to Skill Roll; +0) (50 Active Points); Extra Time (1 Day, -4), OIF Bulky (-1) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top"> </td><td>Damage Control Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">72 </td><td>1) <b><i>Fire Suppression System: </i></b>Suppress Fire 10d6, Continuous (+1), Area Of Effect Nonselective (10" Any Area; +3/4), Conforming (+1/2) (162 Active Points); OIF Bulky (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2) </td><td valign="top" align="right">[1 cc]</td></tr><tr><td align="right" valign="top">33 </td><td>2) <b><i>Blast Doors and Hull Breach Foam Seal: </i></b>Entangle 10d6, 10 DEF, Cannot Be Escaped With Teleportation (+1/4) (125 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Only To Form Barriers (-1), OIF Bulky (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4) </td><td valign="top" align="right">12</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Personnel Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">70 </td><td><b><i>Station Crew: </i></b>Followers (2,500 50 point characters) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5 </td><td><b><i>Artificial Gravity: </i></b>Telekinesis (7 STR), Selective (from 0G to 1.3G; +1/4) (13 Active Points); Only to Pull Objects Straight Down to Floor (-1), Limited Area (Rotating Section Only; -1/2), Must Maintain Spin (-1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Life Support Systems: </i></b>LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">18 </td><td><b><i>Backup Life Support Systems: </i></b>LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within one sector; -1/4) </td><td valign="top" align="right">[1 cc]</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Backup Life Support Systems: </i></b>Five Backup Systems; Six Total (one for each sector) (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">12 </td><td><b><i>Alien Sector: </i></b>LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2), Limited Area (only within Alien Sector; -1/4) [<b>Notes:</b> Environments not suited for most humanoids] </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">18 </td><td><b><i>Alien Sector Backup Life Support Systems: </i></b>LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within Alien Sector; -1/4) </td><td valign="top" align="right">[1 cc]</td></tr><tr><td align="right" valign="top">12 </td><td><b><i>Medlab: </i></b>(Total: 12 Active Cost, 12 Real Cost) +3 with Paramedics (Real Cost: 6) <b>plus</b> +3 with SS: Medicine (Real Cost: 3) <b>plus</b> +3 with SS: Xeno-Biology (Real Cost: 3) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>MedLab: </i></b>Four MedLabs; Five total (10 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">6 </td><td><b><i>Security Cells: </i></b>+5 DEF, Cannot Be Escaped With Teleportation (+1/4) (19 Active Points); Partial Coverage (Cell Blocks Only; -2) [<b>Notes:</b> Cells have 15 DEF total] </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">9 </td><td><b><i>Transport Tubes: </i></b>(Total: 44 Active Cost, 9 Real Cost) Teleportation 12", Position Shift, x2 Increased Mass, x4 Noncombat (39 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 7) <b>plus</b> Teleportation: Floating Fixed Location: (any travel tube stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Core Shuttle: </i></b>Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>1) <b><i>Local Stops: </i></b>(Total: 30 Active Cost, 7 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, x4 Noncombat (25 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 5) <b>plus</b> Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">1u </td><td>2) <b><i>Long Distance Stops: </i></b>(Total: 30 Active Cost, 6 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, MegaScale (1" = 1 km; +1/4) (25 Active Points); Extra Time (5 Minutes, -2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 4) <b>plus</b> Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Skills/Labs/Other </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">100 </td><td><b><i>Labs: </i></b>as defined by players or GM (100 points) (100 Active Points) </td><td valign="top" align="right">10</td></tr><tr><td align="right" valign="top">9 </td><td>Reputation (A port of call - home away from home for diplomats, hustlers, entrepreneurs, and wanderers. Humans and aliens wrapped in two million, five hundred thousand tons of spinning metal - all alone in the night. ) 14-, +3/+3d6 </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Station Main Computer [<b>Notes:</b> Includes Skills, Programs, and Talents listed below] </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 2083


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skills</b></td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Auto Repair System: </b></i>Electronics 16- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Auto Repair System: </b></i>Mechanics 16- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Babcom Database: </b></i>KS: Archived Recent News 16- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Babcom Database: </b></i>KS: Current News 16- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Babcom Database: </b></i>KS: Entertainment Database 16- </td></tr><tr><td valign="top" align="right">10 </td><td><i><b>Command and Control Systems: </b></i>Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 17- </td></tr><tr><td valign="top" align="right">5 </td><td><i><b>Encryption System: </b></i>Cryptography 17- </td></tr><tr><td valign="top" align="right">5 </td><td><i><b>Fire Control System: </b></i>Rapid Autofire </td></tr><tr><td valign="top" align="right">4 </td><td><i><b>IIF System: </b></i>KS: Ship Identification 17- </td></tr><tr><td valign="top" align="right">4 </td><td><i><b>Navigation Computers: </b></i>AK: Epsilon Sector 17- </td></tr><tr><td valign="top" align="right">4 </td><td><i><b>Navigation Computers: </b></i>AK: Hyperspace Beacon System 17- </td></tr><tr><td valign="top" align="right">5 </td><td><i><b>Navigation Computers: </b></i>Navigation (Hyperspace, Space) 17- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Security System: </b></i>Security Systems 16- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Semi-Autonomous Self Correcting Computer System: </b></i>Computer Programming 16- </td></tr><tr><td valign="top" align="right">40 </td><td><i><b>Tactical Combat Computer: </b></i>+5 with All Combat </td></tr></table><b>Skills Cost: </b>98

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Programs</b></td></tr><tr><td valign="top" align="right">1 </td><td>Attack Target </td></tr><tr><td valign="top" align="right">1 </td><td>Diagnose Station Malfunction </td></tr><tr><td valign="top" align="right">1 </td><td>Locate Target </td></tr><tr><td valign="top" align="right">1 </td><td>Monitor Comm Systems; Report Anomalies </td></tr><tr><td valign="top" align="right">1 </td><td>Monitor Sensor Systems; Report Anomalies </td></tr><tr><td valign="top" align="right">1 </td><td>Open Slot </td></tr><tr><td valign="top" align="right">1 </td><td>Open Slot </td></tr><tr><td valign="top" align="right">1 </td><td>Open Slot </td></tr><tr><td valign="top" align="right">1 </td><td>Operate Defense Grid </td></tr><tr><td valign="top" align="right">1 </td><td>Operate ECM/ECCM Systems </td></tr><tr><td valign="top" align="right">1 </td><td>Operate Jump Gate </td></tr><tr><td valign="top" align="right">1 </td><td>Operate Maintenance/Camera Bots </td></tr><tr><td valign="top" align="right">1 </td><td>Repair Station's Systems </td></tr><tr><td valign="top" align="right">1 </td><td>Scan and Record Data </td></tr><tr><td valign="top" align="right">1 </td><td>Schedule Station Events </td></tr><tr><td valign="top" align="right">1 </td><td>Search Reference Material/Databanks </td></tr><tr><td valign="top" align="right">1 </td><td>Send Emergency Signal if Crew Incapacitated </td></tr><tr><td valign="top" align="right">1 </td><td>Send Emergency Signal if Specific Protocols Not Met </td></tr></table><b>Program Cost:</b> 18

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Calculator: </b></i>Lightning Calculator </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Clock: </b></i>Absolute Time Sense </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Instant On Feature: </b></i>Lightsleep </td></tr><tr><td valign="top" align="right">5 </td><td><i><b>Memory Core: </b></i>Eidetic Memory </td></tr><tr><td valign="top" align="right">4 </td><td><i><b>Backup Memory Core: </b></i>Eidetic Memory (5 Active Points); Only to backup primary core (-1/4) </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Range Finder: </b></i>Absolute Range Sense </td></tr><tr><td valign="top" align="right">4 </td><td><i><b>Scanner: </b></i>Speed Reading (x10) </td></tr><tr><td valign="top" align="right">16 </td><td><i><b>Translator: </b></i>Universal Translator 16-, Accessible through the Babcom System (+0) (20 Active Points); Knowl Languages Only (-1/4) </td></tr></table><b>Talents Cost:</b> 41


<b>Total Character Cost:</b> 2457

<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">95 </td><td>DNPC: Station Inhabitants 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x262,144 DNPCs) </td></tr><tr><td valign="top" align="right">15 </td><td>Distinctive Features: Babylon 5 (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) </td></tr><tr><td valign="top" align="right">30 </td><td>Hunted: Shadows or Drakh (depending on timeline) 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) </td></tr><tr><td valign="top" align="right">25 </td><td>Physical Limitation: Can Not Move Out of Lagrange Point (All the Time, Fully Impairing) </td></tr><tr><td valign="top" align="right">10 </td><td>Reputation: Nexus for the Fight of Light vs. Darkness, 11- </td></tr><tr><td valign="top" align="right">15 </td><td>Social Limitation: Diplomatic Station: Subject to Wants and Desires of Foreign Governments (Frequently, Major) </td></tr><tr><td valign="top" align="right">20 </td><td>Social Limitation: EarthForce Station: Subject to Orders (Very Frequently, Major) </td></tr><tr><td valign="top" align="right">25 </td><td>Watching: Enemies of EarthForce/Earth Dome 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) </td></tr></table>
<b>Disadvantage Points:</b> 235

<b>Base Points:</b> 200
<b>Experience Required:</b> 2022
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

Hunter
Dec 9th, '04, 05:17 AM
According to comingsoon.net (http://www.comingsoon.net/news.php?id=7515), "The Memory of Shadows" start filming in April.

No word yet from JMS, though.

Aroooo
Dec 9th, '04, 05:52 PM
In all the years I've searched the net for B5 stuff, I never came across this till this week:

http://users.rcn.com/jonathan02/b5/

Its a non-game specific guide to B5, specifically the station itself. Check it out, its very well done.

Any comments on my Station writeup?

Aroooo

Aroooo
Dec 12th, '04, 12:35 PM
Site updated: Added Babylon 5 to the Ships section (since no one seemed to have comments). Also updated the Centauri Fighter. The all_ships.zip file as also been updated.

Enjoy!
Aroooo

Aroooo
Dec 18th, '04, 01:06 PM
Small update. Added the Earth Alliance Space Station. The all_ships.zip file as also been updated.

Aroooo
Jan 20th, '05, 06:55 PM
For your review, this is the first draft of the Minbari Sharlin War Cruiser. I'm still debating reducing the armor (DEF) across the board though.

<font size=+1><b>Minbari Sharlin Class War Cruiser</b></font>

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>29 </font></td><td><font size=2><b>SIZE</b></font></td><td><font size=2>145</font></td></tr><tr><td align="right"><font size=2>155 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>16 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>18</font></td></tr><tr><td align="right"><font size=2>40 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>1</font></td></tr><tr><td align="right"><font size=2>66 </font></td><td><font size=2><b>DEF</b></font></td><td><font size=2>48</font></td></tr><tr><td align="right"><font size=2>4 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>14</font></td></tr><tr><td align="right"><font size=2>40 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>50 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>0" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>-12</font></td></tr><tr><td align="right"><font size=2>0" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>-2</font></td></tr><tr><td align="right"><font size=2>0" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 247



<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top"> </td><td>Power Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">800 </td><td><b><i>Quantum Singularity Power Plant: </i></b>Endurance Reserve (2000 END, 2000 REC) (2200 Active Points); OAF Bulky (-1 1/2), Only to Power Ship's Systems (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">200 </td><td><b><i>Fusion Reactor: </i></b>Endurance Reserve (500 END, 500 REC) (550 Active Points); OAF Bulky (-1 1/2), Only to Power Ship's Systems (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Fusion Reactor: </i></b>Seven Reactors; Eight Total (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">40 </td><td><b><i>Reserve Power Cells: </i></b>Endurance Reserve (100 END, 100 REC) (110 Active Points); OAF Bulky (-1 1/2), Only to Power Ship's Systems (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>Reserve Power Cells: </i></b>Three more banks of cells (4 total) (10 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Propulsion Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">90 </td><td><b><i>Stalasha Gravimetric Drive System: </i></b>Multipower, 135-point reserve, (135 Active Points); all slots Costs Endurance (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6u </td><td>1) <b><i>Combat Mode: </i></b>Flight 30", x64 Noncombat (85 Active Points); Costs Endurance (-1/2) </td><td valign="top" align="right">8</td></tr><tr><td align="right" valign="top">9u </td><td>2) <b><i>Cruise Mode: </i></b>Flight 30", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (135 Active Points); Costs Endurance (-1/2) </td><td valign="top" align="right">13</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>Maneuvering Thrusters: </i></b>+5 with Flight (15 Active Points); Costs Endurance (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">4 </td><td><b><i>Maneuvering Thrusters: </i></b>+3 with Flight (9 Active Points); Costs Endurance (-1/2), Only to negate turn mode (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">3 </td><td><b><i>Docking Thrusters: </i></b>Flight 2" (4 Active Points); Costs Endurance (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">407 </td><td><b><i>Gravimetric Vortex Generators [Jump Engines]: </i></b>(Total: 1849 Active Cost, 407 Real Cost) Extra-Dimensional Movement (Any location in Hyperspace), up to 400mtons, MegaArea (1" = 1 km; +1/4), Gate (+1/2), Area Of Effect (2" radius; +3/4), Usable Simultaneously (up to 16 people at once; +1 1/4) (694 Active Points); Increased Endurance Cost (x6 END; -2 1/2), OAF Bulky (-1 1/2), Extra Time (1 Minute, represents time to recharge capacitors; -1 1/2), Side Effects (20d6RKA explosion if jump field opened in jump gate; -1), Will not work if main power plant is offline (-1), Costs Endurance (-1/2) (Real Cost: 77) <b>plus</b> MegaScale (1" = 1 lightyear; +3 1/2) for up to 120 Active Points of Ship's Flight, Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 16 people at once; +1 1/4) (1155 Active Points); OAF Bulky (-1 1/2), Only for travel in Hyperspace (-1) (Real Cost: 330) </td><td valign="top" align="right">414</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Tactical Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">210 </td><td><b><i>Gravimetric Neutron Cannon: </i></b>RKA 14d6, Continuous (+1), Area Of Effect (168" Line; +1) (630 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/2), Beam (-1/4), Real Weapon (-1/4) </td><td valign="top" align="right">63</td></tr><tr><td align="right" valign="top">25 </td><td><b><i>Gravimetric Neutron Cannon: </i></b>17 Cannons; 18 Total (3 per quardant) (25 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">150 </td><td><b><i>Gravimetric Fusion Beam Cannons: </i></b>RKA 10d6, Continuous (+1), Area Of Effect (120" Line; +1) (450 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/2), Beam (-1/4), Real Weapon (-1/4) </td><td valign="top" align="right">45</td></tr><tr><td align="right" valign="top">25 </td><td><b><i>Gravimetric Fusion Beam Cannon: </i></b>17 Cannons; 18 Total (3 per quardant) (25 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">95 </td><td><b><i>Electro-Pulse Guns (7): </i></b>Multipower, 262-point reserve, (262 Active Points); all slots OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8u </td><td>1) <b><i>Close Range Shot: </i></b>RKA 10d6, Autofire (5 shots; +1/2) (225 Active Points); OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4) </td><td valign="top" align="right">22</td></tr><tr><td align="right" valign="top">9u </td><td>2) <b><i>Distance Shot: </i></b>RKA 10d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (262 Active Points); OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4) </td><td valign="top" align="right">26</td></tr><tr><td align="right" valign="top">2u </td><td>3) <b><i>Interceptor Fire: </i></b>Missile Deflection (Any Ranged Attack), +3 to MD, Full Range (+1) (70 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4) </td><td valign="top" align="right">7</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Electro-Pulse Guns: </i></b>Five Banks; Six Total (42 guns, 7 guns per quadrant) (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">82 </td><td><b><i>EM Fusion Beam Gun (4) (Anti-Fighter): </i></b>RKA 6d6, Autofire (5 shots; +1/2), Fighter Scale (suffers no SIZE DCV mods; +1) (225 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/2), Real Weapon (-1/4) </td><td valign="top" align="right">22</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>EM Fusion Beam Gun (4) (Anti-Fighter): </i></b>Five Banks; Six Total (24 guns, 4 guns per quadrant) (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">64 </td><td><b><i>EM Neutron Guns (4): </i></b>Multipower, 175-point reserve, (175 Active Points); all slots OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5u </td><td>1) <b><i>Close Range Shot: </i></b>Suppress Electrical Systems 10d6, all electrical SFX powers simultaneously (+2), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (162 Active Points); OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Can Be Missile Deflected (-1/4), Beam (-1/4), Real Weapon System (-1/4) </td><td valign="top" align="right">16</td></tr><tr><td align="right" valign="top">5u </td><td>2) <b><i>Distance Shot: </i></b>Suppress Electrical Systems 10d6, all electrical SFX powers simultaneously (+2), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), MegaScale (1" = 1 km; +1/4) (175 Active Points); OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Can Be Missile Deflected (-1/4), Beam (-1/4), Real Weapon System (-1/4) </td><td valign="top" align="right">17</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>EM Neutron Gun (4): </i></b>Five Banks; Six Total (24 guns, 4 guns per quadrant) (15 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">64 </td><td><b><i>Fusion Missile Launcher: </i></b>Space Intercept Missile RKA 8d6, Indirect (Same origin, always fired away from attacker; +1/4), 20 Charges (+1/4), Explosion (+1/2) (240 Active Points); OIF Bulky (-1), Extra Time (Extra Phase (time to target), -3/4), Costs 10 END to Launch (-1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4) [<b>Notes:</b> Typical Loadout] </td><td valign="top" align="right">[20]</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>Fusion Missile Launcher: </i></b>Three Launchers; four total (10 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">143 </td><td><b><i>Antimatter Cannon: </i></b>RKA 20d6, LOS (+1/2), Area Of Effect (One Hex; +1/2), MegaArea (1" = 10 km; +1/2) (750 Active Points); Extra Time (1 Minute, -1 1/2), OIF Bulky (-1), Planetary Bombardment Only (-1), Limited Arc Of Fire (60 degrees; -1/2), Real Weapon (-1/4) </td><td valign="top" align="right">75</td></tr><tr><td align="right" valign="top">80 </td><td><b><i>10m Re-Enforced Poly-Crystalline Armored Hull: </i></b>+48 DEF, Hardened (+1/4) (180 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">12 </td><td><b><i>Gravitic Defense Shield Grid: </i></b>FF (5 PD/15 ED), Invisible Power Effects (Fully Invisible; +1) (40 Active Points); OIF Bulky (-1), Ablative (-1), Limited Coverage (Hull Only; -1/4) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Operational Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">82 </td><td><b><i>Sensors and Communication Systems: </i></b>Variable Power Pool (Sensor/Comm Pool), 70 base + 12 control cost, (105 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">70 </td><td><b><i>Long Range Sensors: </i></b>MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 70 Active Points of Sensor VPP (140 Active Points); OIF Bulky (-1) </td><td valign="top" align="right">14</td></tr><tr><td align="right" valign="top">4 </td><td><b><i>Target Identification System: </i></b>+5 PER with Radio Group (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top"> </td><td>Electronic Warfare Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">71 </td><td>1) <b><i>Electronic Warfare Systems: </i></b>Change Environment 32" radius, -10 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (214 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2) </td><td valign="top" align="right">21</td></tr><tr><td align="right" valign="top">20 </td><td>2) <b><i>ECM Systems: </i></b>Suppress EW Systems 8d6 (standard effect: 24 points), any EW System one at a time (+1/4) (50 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) [<b>Notes:</b> Range=150 inches] </td><td valign="top" align="right">10</td></tr><tr><td align="right" valign="top">43 </td><td>3) <b><i>ECM Systems: </i></b>MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 50 Active Points of Suppress (87 Active Points); OIF Bulky (-1) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">4 </td><td>4) <b><i>ECCM Systems: </i></b>Power Defense (12 points) (12 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">21 </td><td>5) <b><i>Sensor Masking (Electronic): </i></b>Negative Skill Levels (-7 with PER or System Operation Rolls), Damage Shield (+1/2) (52 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) </td><td valign="top" align="right">10</td></tr><tr><td align="right" valign="top">2 </td><td>6) <b><i>Cloaking/Stealth System: </i></b>Invisibility to Radio Group (10 Active Points); Increased Endurance Cost (x5 END; -2), OIF Bulky (-1) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">26 </td><td><b><i>Internal Monitors: </i></b>Clairsentience (Sight And Hearing Groups), 64 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Perception point can not move through solid objects (+0) (65 Active Points); OAF Bulky (-1 1/2) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">25 </td><td><b><i>Holographic Command Chamber: </i></b>+5 with Ranged Combat </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Personnel Systems </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">14 </td><td><b><i>Life Support Systems: </i></b>LS (Eating Character does not eat; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (21 Active Points); Costs Endurance (-1/2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">4 </td><td><b><i>Artificial Gravity: </i></b>Telekinesis (5 STR) (8 Active Points); Only to Pull Objects Straight Down to Floor (-1) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td>Minbari Capital Ship Computer [<b>Notes:</b> Includes Skills, Programs, and Talents below] </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5 </td><td>1) <b><i>Navigation Computer: </i></b>+5 with Navigation (Hyperspace, Space) (13 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) </td><td valign="top" align="right">1</td></tr></table><b>Powers Cost:</b> 3019





<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skills</b></td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Lab: </b></i>SS: (Open) 17- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Lab: </b></i>SS: (Open) 17- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Lab: </b></i>SS: (Open) 17- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Lab: </b></i>SS: Astronomy 17- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Lab: </b></i>SS: Mathematics 17- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Lab: </b></i>SS: Planetology 17- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Sick Bay: </b></i>Paramedics 17- </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Sick Bay: </b></i>SS: Medicine 17- </td></tr><tr><td valign="top" align="right">4 </td><td>AK: Hyperspace Beacon System 18- </td></tr><tr><td valign="top" align="right">4 </td><td>AK: Patrol Zone 18- </td></tr><tr><td valign="top" align="right">9 </td><td>Combat Piloting 15- </td></tr><tr><td valign="top" align="right">5 </td><td>Cryptography 18- </td></tr><tr><td valign="top" align="right">3 </td><td>Electronics 17- </td></tr><tr><td valign="top" align="right">4 </td><td>KS: Ship Identification (IFF System) 18- </td></tr><tr><td valign="top" align="right">3 </td><td>Mechanics 17- </td></tr><tr><td valign="top" align="right">5 </td><td>Navigation (Hyperspace, Space) 18- </td></tr><tr><td valign="top" align="right">3 </td><td>Security Systems 17- </td></tr><tr><td valign="top" align="right">10 </td><td>Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 18- </td></tr><tr><td valign="top" align="right">1 </td><td>WF: Ship's Weapons </td></tr></table><b>Skills Cost: </b>75



<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Programs</b></td></tr><tr><td valign="top" align="right">1 </td><td>Attack Target </td></tr><tr><td valign="top" align="right">1 </td><td>Diagnose Ship Malfunction </td></tr><tr><td valign="top" align="right">1 </td><td>Locate Target </td></tr><tr><td valign="top" align="right">1 </td><td>Monitor Comm Systems; Report Anomalies </td></tr><tr><td valign="top" align="right">1 </td><td>Monitor Sensor Systems; Report Anomalies </td></tr><tr><td valign="top" align="right">1 </td><td>Open Slot </td></tr><tr><td valign="top" align="right">1 </td><td>Open Slot </td></tr><tr><td valign="top" align="right">1 </td><td>Open Slot </td></tr><tr><td valign="top" align="right">1 </td><td>Operate ECM/ECCM Systems </td></tr><tr><td valign="top" align="right">1 </td><td>Pilot Ship Back to Base if Pilot Incapacitated </td></tr><tr><td valign="top" align="right">1 </td><td>Pilot Ship from Location A to Location B </td></tr><tr><td valign="top" align="right">1 </td><td>Repair Ship's Systems </td></tr><tr><td valign="top" align="right">1 </td><td>Scan and Record Data </td></tr><tr><td valign="top" align="right">1 </td><td>Search Reference Material/Databanks </td></tr><tr><td valign="top" align="right">1 </td><td>Send Emergency Signal if Pilot Incapacitated </td></tr><tr><td valign="top" align="right">1 </td><td>Send Emergency Signal if Specific Protocols Not Met </td></tr></table><b>Program Cost:</b> 16



<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Calculator: </b></i>Lightning Calculator </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Clock: </b></i>Absolute Time Sense </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Instant On Feature: </b></i>Lightsleep </td></tr><tr><td valign="top" align="right">5 </td><td><i><b>Memory Core: </b></i>Eidetic Memory </td></tr><tr><td valign="top" align="right">3 </td><td><i><b>Range Finder: </b></i>Absolute Range Sense </td></tr><tr><td valign="top" align="right">4 </td><td><i><b>Scanner: </b></i>Speed Reading (x10) </td></tr><tr><td valign="top" align="right">13 </td><td><i><b>Translator: </b></i>Universal Translator 17- (20 Active Points); Extra Time to translate unknown languages (time determined by GM; -1/2) </td></tr></table><b>Talents Cost:</b> 34



<b>Total Character Cost:</b> 3391



<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">25 </td><td>Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) </td></tr><tr><td valign="top" align="right">10 </td><td>Physical Limitation: Can not enter atmosphere (Infrequently, Greatly Impairing) </td></tr><tr><td valign="top" align="right">5 </td><td>Physical Limitation: Max Op Time is estimated 20 years based on fuel and power supplies (Infrequently, Slightly Impairing) </td></tr><tr><td valign="top" align="right">10 </td><td>Physical Limitation: Spare/Replacement Parts and Fuel found only in limited areas (Infrequently, Greatly Impairing) </td></tr><tr><td valign="top" align="right">15 </td><td>Reputation: Nearly Indestructable, 11- (Extreme) </td></tr><tr><td valign="top" align="right">15 </td><td>Social Limitation: Command Staff Subject to Orders of Grey Council (Frequently, Major) </td></tr></table>

<b>Disadvantage Points:</b> 80



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From the B5 Tech web site:<br><br>Class: Class<br>Type: War-Cruiser<br>Length: 1,600 meters [estimate]<br>Mass: 44.4 million metric tons<br>Crew: 190<br>Troops: 8,000<br>Fighters: 15 Nial fighter craft<br>Power: <br> 1 Quantum Singularity<br> 8 Fusion reactors<br>Duration: 20 years<br>Weapons: <br> 18 Gravitic Neutron Cannons<br> 18 Gravitic Fusion Beam Cannons<br> 24 EM Neutron guns<br> 24 EM Fusion Beam guns<br> 42 Electro-Pulse Guns<br> 4 Missile Launcher<br> 1 Antimatter Cannon<br> Optional Mass Driver<br>Defense:<br> 10 meter re-enforced Poly-Crystalline armor<br> 42 Tractor Beams<br> Minbari Stealth Device [sensor disruption generator]<br> Gravitic Defense Shield Grid<br><br>The Sharlin class War Cruiser is the largest and most powerful ship in the Minbari Navy, capable of laying waste to cities, infrastructure and the habitable surface of a planet in less than an hours time. Controlled by all of the three ruling casts in Minbari culture (Warrior, Religious, Worker), the Sharlin class War Cruiser can be sent into almost any tactical situation on a moments notice.<br><br>Minbari War Cruisers measure between 1,500 and 1,700 meters in length front to back and has a crew of some 190 duty personnel, ten of whom are command level officers. In addition to her standard crew, Sharlin's can carry an additional 60 combat personnel, which includes security, gunnery officers, and pilots. Maximum troop capacity for a Minbari War Cruiser is estimated to be approximately 8,000 gropos.<br><br>War Cruisers on deep patrol usually only cary a standard crew of some 190 personnel, and can maintain high combat readiness without suffering any detrimental effects due to a lack of personnel. This is due primarily to the Minbari's extremely advanced computer / AI systems aboard the War Cruisers type starship.<br><br>All tactical systems aboard Minbari War Cruisers, are directed through the Command Chamber - a holographic environment which allows the ship's command officers to view all 360° of a given combat environment. Through this Command Chamber, officers can direct all ship's resources as needed and participate fully in all combat situations. This command interface system increases Minbari response time and allows Minbari ships to react instantly in a combat situation.<br><br>At present, War Cruisers are known to be armed with a wide assortment of weapons that include eighteen Gravimetric Neutron Cannons (also known as Slicer Beams), eighteen heavy Fusion Beam Cannons, 42 Electro-Pulse guns and 24 defensive EM Neutron Guns and Fusion Gun weapons, as well as one Anti-Matter Cannon. Standard guns on the Minbari War Cruiser are are designed to deliver a massive amount of destructive energy to a target. Beam weapons can operate in both a piercing and raking mode, and output / targeting can be adjusted to combat capital scale warships or fighter craft. In addition to her standard beam weapons, the War Cruiser's Anti-Matter cannon (a weapon designed specifically for attacking planetary bodies), and 2,000 metric tons of missile ordinance capable of being launched from any of the Sharlin's four missile launchers, makes it a deadly planetary assault weapon. Projectile ordinance includes a wide assortment of weapons, including fusion and antimatter missiles / bombs, and it is believed that the Sharlin can even be outfitted with a device conducive to mass-driver orbital bombardment.<br><br>Besides it's massive weapons payload, the Minbari War Cruiser also has a decisive advantage in speed, maneuverability, and an acceleration time that makes other ships look like they are standing still. This significant advantage is credited to the War Cruiser's Stalasha Gravimetric drive system with an output in excess of 80 million Terajoules, arguablyone of the most powerful gravitic drive in the known galaxy. Standard acceleration speeds for a War Cruiser are estimated to be 60 km/s2 with an obtainable long range attack speed of "80 BoPrills", 20% the speed of light.<br><br>Main power for the Sharlin, is produced via an artificial Quantum Singularity reactor system with an estimated power output rated at 330 Exawatts which, along with several secondary fusion reactors, fulfills all of the Sharlin's energy requirements. This reactor system provides the Minbari War Cruiser with virtually unlimited power, when compared to similar class ships seen used by the younger races, allowing this class starship to remain deployed for long periods of time. With little worry for energy, the Minbari vessels do not suffer from the limitations many of the younger races must deal with, using nuclear based fusion reactors or antimatter. This also means that the recharge time on all Minbari weapons is virtually instantaneous and their Jump Engines can re-charge in only a fraction of the time required by Earthforce vessels. In addition, the Sharlin uses the waste from the Quantum Reactor, which is antimatter, as a secondary power source as well as a powerful weapon.<br><br>Though researchers have collected extensive data on the Minbari War Cruiser, there are many tactical figures on this vessel which have only been verified conclusively in recent years. This is due primarily to the fact that few races have engaged a War Cruiser and lived to tell the tale and almost no one outside Minbari culture have ever set foot aboard these impressive starships.<br><br>One aspect of the War Cruisers workings that was being debated until recently, was the question of how many fighters are onboard a War Cruiser. During the Earth/Minbari war, the most common fighter arrangement was two fighter squadrons per War Cruiser in any given situation. However, at the conclusion of the Shadow War, it is now known that the average fighter escort for a War Cruiser is only 15 fighter craft. This gives the Minbari three wings and one full squadron.<br><br>The Minbari War Cruiser appears to be virtually unstoppable, with no major known weakness to speak of. The ships armor and deflector fields make conventional weapons almost useless against Sharlin class vessels in open combat conditions. Beyond this, advanced sensors warn Minbari crews of any impending attack, jamming systems make it easy for Minbari forces to attack without warning and there are few ships that can deliver as massive a weapons payload as a War Cruiser. Centauri sources, however, seem to indicate that the dreaded Sharlin class War Cruiser does have one weakness, that is nearly impossible to exploit.<br><br>It would seem that the Minbari's gravimetric drive systems, which is often the key to their victories (as it is used to provide shielding and significantly enhance their weapons), is also their only true weakness. The large fins characteristic of Minbari and Centauri vessels alike are, in fact, the projection system for their gravimetric drive system. Should these fins be damage or blown off, the gravimetric field used for propulsion could collapse. Minbari capital ships use gravimetric drives exclusively and does not use any other known form of propulsion, such as ion or plasma engines. Thus, theoretically, if serious damage were to be inflicted upon any one of the Sharlin's four fins, the ship would be effectively disabled for several minutes. This was decisively proven in 2259 when the Minbari Cruiser Tragati had its rear gravimetric fin cut in half by another Minbari vessel.<br><br>While this tactic would be effective in combat, and Earthforce fighters attempted to exploit this weakness via kamikaze attacks, it would take a large number of heavily armed vessels to provide enough firepower to penetrate Minbari deflector fields and armor, let alone inflict damage significant enough to disable a Sharlin class War Cruisers gravimetric drive system. In theory, the combined firepower of three Earthforce Omega class Destroyers would be sufficient to do the job. <br><br>[Note: Ship's point cost does not include supplemental craft.]

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<b>Base Points:</b> 200

<b>Experience Required:</b> 3111

<b>Total Experience Available:</b> 3111

<b>Experience Unspent:</b> 0

kerensky
Jan 27th, '05, 09:57 PM
:hail: I have a hard time just guessing how many hours you spend doing that great work of yours.

Aroooo
Jan 28th, '05, 05:20 AM
Thanks. Glad to see folks are enjoying it.

Aroooo

Aroooo
Feb 12th, '05, 06:35 PM
Added the Minbari Sharlin Class War Cruiser hdz file. The all_ships.zip file has also been updated.

Aroooo

KawangaKid
Feb 16th, '05, 08:12 PM
How did you build the Minbari fighting pike? I know you have it listed as concealable... which book does that advantage appear in?

Aroooo
Feb 17th, '05, 04:41 AM
I never actually built the Pike. I just used the stats for a quarterstaff, but said its concealable because it can collapse down to a small size. If you like, I can tinker with actually building it.

Aroooo

Aroooo
Feb 17th, '05, 04:54 AM
How's this for a quick build?

Minbari Fighting Pike: HA +4d6 (+1 OCV) (25 Active Points); Hand-To-Hand Attack (-1/2), IAF (focus becomes Obvious when in use; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)
10 Real Points, 2 END

Tim
Feb 17th, '05, 11:07 AM
How's this for a quick build?

Minbari Fighting Pike: HA +4d6 (+1 OCV) (25 Active Points); Hand-To-Hand Attack (-1/2), IAF (focus becomes Obvious when in use; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)
10 Real Points, 2 END

The only differences I'm do is make it +5d6 HA and required strength 10.

Tim
Feb 17th, '05, 11:09 AM
Have you bought the Rangers book for d20 Bab5?

It has a lot of good resources and explainations of the Anla'shok code in it.

Aroooo
Feb 17th, '05, 11:25 AM
The only differences I'm do is make it +5d6 HA and required strength 10.

Good point about the STR min. I'd say HA damage is to game flavor. I tend to stick with +4d6, and add DC's through the Martial Art.


Have you bought the Rangers book for d20 Bab5?
It has a lot of good resources and explainations of the Anla'shok code in it.

Not yet, but planning to. As soon as I recover from the big Hero purchase I just made last week :)

Aroooo

shadowcat1313
Feb 18th, '05, 06:36 AM
on an semi related note, I got a chance to play the Call to Arms minatures rules for B5 a couple of weeks back, its quick and brutal, a lot like Battlefleet Gothic or Full Thrust

The Minbari are hell on wheels, but with these rules the minbari players experienced the horror of seeing a flight of Thunderbolts get very very very lucky and take down a Sharlin on one firing pass, its just about impossible to do but they managed to pull it off.

KawangaKid
Feb 23rd, '05, 10:28 PM
How's this for a quick build?

Minbari Fighting Pike: HA +4d6 (+1 OCV) (25 Active Points); Hand-To-Hand Attack (-1/2), IAF (focus becomes Obvious when in use; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)
10 Real Points, 2 END

Interesting... my old gaming group used to use an extra -1/4 limitation to weapons for "Outwardly Obvious", meaning someone looking at the focus would automatically guess what it was for... even if it wasn't being used.

How would you handle the "extra damage" that the pike gets from being extended? Sheridan used it to shatter the door he was trapped behind when he couldn't smash it with his strength + the pike alone.

Aroooo
Feb 24th, '05, 05:18 AM
Interesting... my old gaming group used to use an extra -1/4 limitation to weapons for "Outwardly Obvious", meaning someone looking at the focus would automatically guess what it was for... even if it wasn't being used.

How would you handle the "extra damage" that the pike gets from being extended? Sheridan used it to shatter the door he was trapped behind when he couldn't smash it with his strength + the pike alone.

I had forgotten about that. Its an interesting question. If I were Gm'ing, I'd probably just give it a one time 4d6 AP or Penetrating attack, no additional STR, and call it a day. Otherwise I'd build the Pike as an MP with the HA as one slot, and the "Shattter the Door" as a second slot.

Aroooo

Aroooo
Aug 25th, '05, 07:28 PM
Now that I'm getting back to B5, what do folks want to see next? Aside from more ship builds that is? Your answers will help me decide the order of Mongoose pubs I pick up (I have not gotten any since I picked up the Zocolo source book - and there are a bunch of new ones).

Aroooo

shadowcat1313
Aug 25th, '05, 08:23 PM
technomages

TheQuestionMan
Aug 25th, '05, 09:38 PM
technomages

What he said, great idea. Then more Package Deals and Characters.

But that's just me ;)

QM

tkdguy
Aug 25th, '05, 10:33 PM
http://www.worldsofjms.com/index.htm

Index of B5 (and other) characters.