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Babylon 5 Hero


Aroooo

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Re: Babylon 5 Hero

 

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

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Re: Babylon 5 Hero

 

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

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Re: Babylon 5 Hero

 

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. :)

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Re: Babylon 5 Hero

 

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

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Re: Babylon 5 Hero

 

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

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Re: Babylon 5 Hero

 

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

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Re: Babylon 5 Hero

 

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

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Babylon 5

 

Babylon 5

 

Val Char Cost
45 SIZE 90
54 DEF 24
45 BODY 43
35 INT 25
35 PRE 35
Characteristics Cost: 217

 

Cost Power END
0 Space Station: Location: In Space 0
Power Systems
267 Tokamac 790 High Energy Fusion Reactor: Endurance Reserve (790 END, 790 REC) (869 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0
15 Tokamac 790 High Energy Fusion Reactors: 7 additional reactors, 8 total (15 Active Points) 0
68 Tokamac 200 High Energy Fusion Reactor: Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0
15 Tokamac 200 High Energy Fusion Reactors: 5 additional reactors, 5 total (15 Active Points) 0
118 Reserve Power Cells: 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) 0
Propulsion Systems
1 Station Keeping Thrusters: Flight 1" (2 Active Points); no Noncombat movement (-1/4), Limited Maneuverability (-1/4) 0
Tactical Systems
173 Particle Laser Cannon: Multipower, 390-point reserve, (390 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)
14u 1) Close Range Shot: RKA 8d6, Area Of Effect (96" Line; +1), Continuous (+1) (360 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 36
16u 2) Long Range Shot: 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) 39
5 Particle Laser Cannon: Second Cannon; Two total (5 Active Points) 0
160 Pulse Cannon Turret: Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Real Weapon System (-1/4)
8u 1) Close Range Shot: RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 18
9u 2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 21
2u 3) Interceptor Fire: 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) 6
10 Pulse Cannon Turret: Three Turrets; Four Total (10 Active Points) 0
116 Plasma Cannon Turret: Multipower, 262-point reserve, (262 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)
10u 1) Close Range Shot: RKA 10d6, Penetrating (+1/2) (225 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 22
12u 2) Long Range Shot: RKA 10d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (262 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 26
10 Plasma Cannon Turret: Three Turrets; Four Total (10 Active Points) 0
67 Twin Particle Array (Anti-Fighter): 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) 15
15 Twin Particle Array: Five More Arrays; Six Total (one for each sector) (15 Active Points) 0
33 Mk II Defense Grid Energy Projectors (6): 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)
3u 1) Defense Mode: 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) 9
3u 2) Attack Mode: 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) 9
15 Mk II Defense Grid Energy Projectors (6): Five Banks; Six Banks Total (one for each section) (15 Active Points) 0
103 Mk II Defense Grid Targeting Computer: INT: 15 DEX: 20 (23) SPD: 6 (see character sheet) (155 Active Points); Costs Endurance (-1/2) 15
15 Mk II Defense Grid Targeting Computer: Five Computers; Six Total (one for each section) (15 Active Points) 0
59 8m-12m Armored Hull: +44 DEF (132 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4)
Operational Systems
70 XP-7 Sensor System: 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)
60 Long Range Sensors: 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) 12
2 Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 1
Electronic Warfare Systems
46 1) Electronic Warfare Systems: 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) 14
15 2) ECM Systems: 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) 8
32 3) ECM Systems: 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) 6
2 4) ECCM Systems: Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) 1
30 Internal Monitors: 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) 9
5 Babcom System: B5 Communications Network: HRRP (Radio Group) (12 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2) 1
25 StellarCom System: Civilian interstellar Communications System: 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) 6
25 StellarCom Gold Channels: Military and Diplomatic Interstellar Communications System: 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) 6
8 Fabrication Facilities: 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) 5
Personnel Systems
70 Station Crew: Followers (2,500 50 point characters)
5 Artificial Gravity: 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) 1
15 Life Support Systems: 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) 2
18 Backup Life Support Systems: 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) [1 cc]
15 Backup Life Support Systems: Five Backup Systems; Six Total (one for each sector) (15 Active Points) 0
12 Alien Sector: 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) [Notes: Environments not suited for most humanoids] 2
18 Alien Sector Backup Life Support Systems: 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) [1 cc]
12 Medlab: (Total: 12 Active Cost, 12 Real Cost) +3 with Paramedics (Real Cost: 6) plus +3 with SS: Medicine (Real Cost: 3) plus +3 with SS: Xeno-Biology (Real Cost: 3) 0
10 MedLab: Four MedLabs; Five total (10 Active Points) 0
6 Security Cells: +5 DEF, Cannot Be Escaped With Teleportation (+1/4) (19 Active Points); Partial Coverage (Cell Blocks Only; -2) [Notes: Cells have 15 DEF total]
9 Transport Tubes: (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) plus Teleportation: Floating Fixed Location: (any travel tube stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 4
15 Core Shuttle: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1)
1u 1) Local Stops: (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) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2
1u 2) Long Distance Stops: (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) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2
Skills/Labs/Other
100 Labs: as defined by players or GM (100 points) (100 Active Points) 10
9 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
Station Main Computer [Notes: Includes Skills, Programs, and Talents listed below]
40 1) Tactical Combat Computer: +5 with All Combat
Powers Cost: 2018

 

 

Cost Skills
4 AK: Hyperspace Beacon System 17-
4 AK: Epsilon Sector 17-
5 Cryptography 17-
3 Electronics 16-
4 KS: Ship Identification (IFF System) 17-
3 Mechanics 16-
5 Navigation (Hyperspace, Space) 17-
3 Security Systems 16-
10 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 17-
1 WF: Ship's Weapons
Skills Cost: 42

 

Cost Programs
1 Attack Target
1 Diagnose Station Malfunction
1 Locate Target
1 Monitor Comm Systems; Report Anomalies
1 Monitor Sensor Systems; Report Anomalies
1 Open Slot
1 Open Slot
1 Open Slot
1 Operate Defense Grid
1 Operate ECM/ECCM Systems
1 Repair Station's Systems
1 Scan and Record Data
1 Search Reference Material/Databanks
1 Send Emergency Signal if Crew Incapacitated
1 Send Emergency Signal if Specific Protocols Not Met
Program Cost: 15

 

Cost Talent
3 Lightning Calculator
3 Absolute Time Sense
3 Lightsleep
5 Eidetic Memory
3 Absolute Range Sense
4 Speed Reading (x10)
16 Universal Translator 16-, Accessible through the Babcom System (+0) (20 Active Points); Knowl Languages Only (-1/4)
Talents Cost: 37

 

 

Total Character Cost: 2329

 

Val Disadvantages
95 DNPC: Station Inhabitants 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x262,144 DNPCs)
15 Distinctive Features: Babylon 5 (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
30 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)
25 Physical Limitation: Can Not Move Out of Lagrange Point (All the Time, Fully Impairing)
10 Reputation: Nexus for the Fight of Light vs. Darkness, 11-
15 Social Limitation: Diplomatic Station: Subject to Wants and Desires of Foreign Governments (Frequently, Major)
20 Social Limitation: EarthForce Station: Subject to Orders (Very Frequently, Major)
25 Watching: Enemies of EarthForce/Earth Dome 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

Disadvantage Points: 235

 

Base Points: 200

Experience Required: 1894

Total Experience Available: 0

Experience Unspent: 0

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Babylon 5 Station

 

Babylon 5

 

Val Char Cost
45 SIZE 90
54 DEF 24
45 BODY 43
35 INT 25
35 PRE 35
Characteristics Cost: 217

 

Cost Power END
0 Space Station: Location: In Space 0
Power Systems
267 Tokamac 790 High Energy Fusion Reactor: Endurance Reserve (790 END, 790 REC) (869 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0
15 Tokamac 790 High Energy Fusion Reactors: 7 additional reactors, 8 total (15 Active Points) 0
68 Tokamac 200 High Energy Fusion Reactor: Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4) 0
15 Tokamac 200 High Energy Fusion Reactors: 5 additional reactors, 5 total (15 Active Points) 0
118 Reserve Power Cells: 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) 0
Propulsion Systems
1 Station Keeping Thrusters: Flight 1" (2 Active Points); no Noncombat movement (-1/4), Limited Maneuverability (-1/4) 0
Tactical Systems
173 Particle Laser Cannon: Multipower, 390-point reserve, (390 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)
14u 1) Close Range Shot: RKA 8d6, Area Of Effect (96" Line; +1), Continuous (+1) (360 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) 36
16u 2) Long Range Shot: 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) 39
5 Particle Laser Cannon: Second Cannon; Two total (5 Active Points) 0
160 Pulse Cannon Turret: Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Real Weapon System (-1/4)
8u 1) Close Range Shot: RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 18
9u 2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Real Weapon System (-1/4) 21
2u 3) Interceptor Fire: 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) 6
10 Pulse Cannon Turret: Three Turrets; Four Total (10 Active Points) 0
116 Plasma Cannon Turret: Multipower, 262-point reserve, (262 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)
10u 1) Close Range Shot: RKA 10d6, Penetrating (+1/2) (225 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 22
12u 2) Long Range Shot: RKA 10d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (262 Active Points); OIF Bulky (-1), Real Weapon (-1/4) 26
10 Plasma Cannon Turret: Three Turrets; Four Total (10 Active Points) 0
67 Twin Particle Array (Anti-Fighter): 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) 15
15 Twin Particle Array: Five More Arrays; Six Total (one for each sector) (15 Active Points) 0
33 Mk II Defense Grid Energy Projectors (6): 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)
3u 1) Defense Mode: 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) 9
3u 2) Attack Mode: 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) 9
15 Mk II Defense Grid Energy Projectors (6): Five Banks; Six Banks Total (one for each section) (15 Active Points) 0
103 Mk II Defense Grid Targeting Computer: INT: 15 DEX: 20 (23) SPD: 6 (see character sheet) (155 Active Points); Costs Endurance (-1/2) 15
15 Mk II Defense Grid Targeting Computer: Five Computers; Six Total (one for each section) (15 Active Points) 0
59 8m-12m Armored Hull: +44 DEF (132 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4)
Operational Systems
70 XP-7 Sensor System: 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)
60 Long Range Sensors: 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) 12
2 Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 1
Electronic Warfare Systems
46 1) Electronic Warfare Systems: 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) 14
15 2) ECM Systems: 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) 8
32 3) ECM Systems: 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) 6
2 4) ECCM Systems: Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) 1
30 Internal Monitors: 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) 9
5 Babcom System: B5 Communications Network: HRRP (Radio Group) (12 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2) 1
25 StellarCom System: Civilian interstellar Communications System: 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) 6
25 StellarCom Gold Channels: Military and Diplomatic Interstellar Communications System: 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) 6
8 Fabrication Facilities: 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) 5
Damage Control Systems
72 1) Fire Suppression System: 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) [1 cc]
33 2) Blast Doors and Hull Breach Foam Seal: 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) 12
Personnel Systems
70 Station Crew: Followers (2,500 50 point characters)
5 Artificial Gravity: 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) 1
15 Life Support Systems: 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) 2
18 Backup Life Support Systems: 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) [1 cc]
15 Backup Life Support Systems: Five Backup Systems; Six Total (one for each sector) (15 Active Points) 0
12 Alien Sector: 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) [Notes: Environments not suited for most humanoids] 2
18 Alien Sector Backup Life Support Systems: 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) [1 cc]
12 Medlab: (Total: 12 Active Cost, 12 Real Cost) +3 with Paramedics (Real Cost: 6) plus +3 with SS: Medicine (Real Cost: 3) plus +3 with SS: Xeno-Biology (Real Cost: 3) 0
10 MedLab: Four MedLabs; Five total (10 Active Points) 0
6 Security Cells: +5 DEF, Cannot Be Escaped With Teleportation (+1/4) (19 Active Points); Partial Coverage (Cell Blocks Only; -2) [Notes: Cells have 15 DEF total]
9 Transport Tubes: (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) plus Teleportation: Floating Fixed Location: (any travel tube stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 4
15 Core Shuttle: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1)
1u 1) Local Stops: (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) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2
1u 2) Long Distance Stops: (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) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2) 2
Skills/Labs/Other
100 Labs: as defined by players or GM (100 points) (100 Active Points) 10
9 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
Station Main Computer [Notes: Includes Skills, Programs, and Talents listed below]
Powers Cost: 2083

 

 

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

 

Cost Programs
1 Attack Target
1 Diagnose Station Malfunction
1 Locate Target
1 Monitor Comm Systems; Report Anomalies
1 Monitor Sensor Systems; Report Anomalies
1 Open Slot
1 Open Slot
1 Open Slot
1 Operate Defense Grid
1 Operate ECM/ECCM Systems
1 Operate Jump Gate
1 Operate Maintenance/Camera Bots
1 Repair Station's Systems
1 Scan and Record Data
1 Schedule Station Events
1 Search Reference Material/Databanks
1 Send Emergency Signal if Crew Incapacitated
1 Send Emergency Signal if Specific Protocols Not Met
Program Cost: 18

 

Cost Talent
3 Calculator: Lightning Calculator
3 Clock: Absolute Time Sense
3 Instant On Feature: Lightsleep
5 Memory Core: Eidetic Memory
4 Backup Memory Core: Eidetic Memory (5 Active Points); Only to backup primary core (-1/4)
3 Range Finder: Absolute Range Sense
4 Scanner: Speed Reading (x10)
16 Translator: Universal Translator 16-, Accessible through the Babcom System (+0) (20 Active Points); Knowl Languages Only (-1/4)
Talents Cost: 41

 

 

Total Character Cost: 2457

 

Val Disadvantages
95 DNPC: Station Inhabitants 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x262,144 DNPCs)
15 Distinctive Features: Babylon 5 (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
30 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)
25 Physical Limitation: Can Not Move Out of Lagrange Point (All the Time, Fully Impairing)
10 Reputation: Nexus for the Fight of Light vs. Darkness, 11-
15 Social Limitation: Diplomatic Station: Subject to Wants and Desires of Foreign Governments (Frequently, Major)
20 Social Limitation: EarthForce Station: Subject to Orders (Very Frequently, Major)
25 Watching: Enemies of EarthForce/Earth Dome 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

Disadvantage Points: 235

 

Base Points: 200

Experience Required: 2022

Total Experience Available: 0

Experience Unspent: 0

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