Savage Babylon5
Savage Babylon5
Babylon 5
Pak’Ma’Ra (Pak’Ma’Ra)
The Pak'ma'ra are members of the League of Non-Aligned Worlds. For
religious reasons, they are dedicated carrion eaters, partly because the
Pak'ma'ra consider themselves superior to other races. The pak'ma'ra
are generally considered stupid and lazy by members of other races,
who are also generally disgusted by their eating habits. They have the
reputation for scavenging not only their foods but also technologies.
Broadly humanoid in form, the Pak'ma'ra have tentacles around a
mouth cavity containing an inflexible beak, somewhat reminiscent of
the mind flayers or Cthulhu. As this combination renders their mouths
incapable of forming words in most other species' languages, they rely
on machine translation for interspecific communication.
Racial Abilities
Carrion Eaters – The Pak'ma'ra subsist on corpses. Most other races find this repulsive,
resulting in a -2 to Charisma when dealing with them. (-2)
See No Evil – Because of this, said races will subliminally ignore the presence of any
Pak'ma'ra in the area. This results in a +2 to any Stealth rolls which the player can convince
the GM are relevant to this trait. (+2)
Strong Stomach – Corpses are a prime location for the development of all sorts of vomit-
inducing nastiness and Pak'ma'ra physiology has adapted accordingly. Starting Vigor is d6
instead of d4. (+2)
New Stat
Every character has a P-Rating (normally 0), which can be influenced by Edges and
Hindrances. For mundanes, this rarely comes into play. But for Telepaths, it can make all the
difference: Whenever a Telepath has to engage in an opposed Telepathy roll, he or she can
add his P-Rating to the roll.
This makes it easy for a Psi-Cop to scan a mundane even without the latter noticing it. A
trained Telepath has a much better chance of blocking telepathic contact.
New Edges
Background Edges
Family Ka’Toc
Prerequisite: Narn only, Novice
The character starts with a valued piece of heirloom – a ka’toc, a ceremonial sword. It is
similar in most respects to a katana carried by the samurai of feudal Japan, but with a longer
hilt, wider hand guard, and slightly shorter blade. Narn warriors carry these over their
shoulders. The Ka'tok must be kept in its sheath, for if it is removed, it must shed blood
before being sheathed. If it cannot shed the blood of its enemy, it will shed the blood of its
wielder.
Use the statistics for a Katana (see SWRB). Among Narn, a wielder of such a blade gains +2
to his charisma.
Prehensile Tentacles
Prerequisite: Centauri (males) only, Novice
Some Centauri males train to grasp small objects with their tentacle-like appendages. This
takes a great deal of practice to be of any use beyond sexual activity.
On taking this edge, the character can extend two of his tentacles up to 5 feet from his torso.
(If the clothes are loose enough, that is.) The tentacles can be used to pick up small objects
up to a weight of 1 pound. Fine manipulation, like pulling a trigger, is not possible.
Should the character gain a reputation for his dexterity, he gains +2 Charisma among female
Centauri as well…
Professional Edges
Ranger (Anla’shok)
Prerequisite: Investigation d6, Spirit d8, Agility d8, Piloting d6, Stealth d6, Notice d6,
Fighting d6
The Rangers are an old organization, founded a thousand years ago by Valen, the great leader
of the Minbari. Only recently were their ranks opened for members of other races. Today,
Minbari and Humans make up the bulk of the rangers, but slowly, the other races join them.
Every ranger undergoes a rigorous training on Minbar. Ready to lay down their life for the
cause of watching the ever-growing darkness in the galaxy, they are basically fanatics, but not
foolish. They are well-trained for most tasks and work just as well alone as in teams. Often,
they are employed as couriers or scouts but they are great and disciplined soldiers as well.
Every ranger receives, upon completion of his training, the traditional weapon of the ranger,
the denn’bok, also known as the Minbari Fighting Pike. This weapon can be collapsed into a
small cylinder as a free action which can be easily hidden. It can just as quickly be expanded
again – it might even knock out an unsuspecting enemy! If used in such a situation, the pike
does 2d6 damage.
In normal melee combat, the pike can be used for two attacks at -2, both rolled at the same
time (two Fighting dice, one wild die). The Frenzy and Improved Frenzy edges change the
modifier to 0 and +2, respectively.
Also, this edge gives the character ranger’s robes.
Skills
All of the skills from the SWRB are available in this setting. There are a few additional or
changed ones as well:
Telepathy: replaces Psionics.
Ship Operations (Smarts): When using a ship’s sensors or trying to fire a ship’s guns, this
skill comes into play.
Telepathy
Any character with the Arcane Background (Telepath) has a number of powers at his
disposal. This variant of the Arcane Background works just like the example “Telepathy”
from page 48 (and following) from the SciFi Worldbuilder Toolkit.
A Telepath who rolls a ‘1’ on his skill die, is Shaken.
The Mind Probe from the section works a little different here: Probing that deep into a mind
might damage it, if the attempt is resisted. Whenever the target of a mind probe tries to resist
a probe, this incurs an opposed roll. If he target rolls a ‘1’ on his roll (either Spirit or
Telepathy for Telepaths), he takes damage from the probe. For every success and raise that
the winner of the opposed roll scored, the loser takes one wound. No information is gathered
during such an attempt, as the mind is overcome with pain. Probing too deep is therefore
dangerous to the winner of such an opposed roll as well – if the mind he’s searching is the
only source for the information he’s looking for.
Additionally to the powers listed in the descriptions, the following new powers from the SciFi
Worldbuilder Toolkit are available to Telepaths as well:
Anger/Peace, Block, Confuse the Mind, Forget, Mind Rape
Telepath Edges
Psi Cop
Prerequisite: AB (Psionics), Telepathy d8, Investigation d6, Persuasion d6, Intimidation d6
Humans only
The Corps Is Mother, The Corps Is Father – this mantra holds for nobody truer than for one of
those dedicated hunters of rogue telepaths. This edge gives an additional +2 bonus to the P-
rating. Plus, it allows a character to draw on the resources of the Psi Corps – depending on the
rank of the character and the nature of the request.
Technomagery
Technomages first appeared a thousand years ago. Mysterious figures, they are a rare sight
these days, almost passed into the realm of legend and fairy tales. Before playing one of these
scholars, any player has to get the consent of his GM. A technomage can easily force a
campaign into a different direction – which may directly interfere with the GM’s plan!
Technomages use the Arcane Background (Weird Science) as per the
SWRB.
Through their cybernetic implants and through their suits they are able to
establish a connection with their ships, staffs, places of power or other
compatible technology. This is called Associating and Disassociating.
The following powers (with the mentioned trappings) are available to
them:
Armor: With practice a Technomage can cast a shield around their
bodies to absorb damage or contain atmosphere in hostile environments. This power is
renamed Shield.
Blast: This power is renamed Fireball
Fly: This ability generates an invisible platform that can suspend items above the ground.
With further abilities, mages can move and even ride on these platforms. This power is
renamed Platform.
Hologram: Technomages can generate holograms like Alwynn's famous red-eyed, golden
dragon or more complex holodemons, which can actually interact physically with their
environment. This power uses the stats of the Elemental Manipulation spell.
Electron Incantation: Through this technique, Technomages can establish real-time
communication with another Technomage regardless of distance. While under the effect of
this ability, the speakers consciousness is manifest within a sort of dreamscape in which time
moves quickly enough for the participants to have whole conversations in the span of
seconds. This power uses the stats of the Speak Language spell.
Invisibility: This power is renamed Cloak
Bolt: This power is renamed Plasma Beam
Equipment
Weapons
Name Range Damage RoF Cost Weight Shots Notes
PPG, Auricon EF-7 15/30/60 2d6+1 1 600 1 12 AP 1, standard
Earthforce
Sidearm
PPG, W&G Model 10 12/24/48 2d6 1 300 1 6 AP 1, civilian
use allowed
Minbari Holdout Laser 10/20/40 2d8 1 1,950 1 1/Spec. Recharges after
two rounds
Centauri Guardsmen Rifle 24/48/96 2d8+1 3 2,500 3 45 AP 4
PPG Rifle 24/48/96 2d8 3 800 4 24 AP 2
Narn D’Va’Tak Assault 20/40/80 2d10 3 1,700 6 40 AP 3
Pulse Rifle
Starships
Starships and space combat play an important role in the B5 universe. Following are a number
of starships of the various races. But first, a few notes.
Shipsizes
Every ship on the following list has a size stat, ranking from Tiny to Gargantuan. This has the
following effect:
In combat, very often ships of different sizes will engage. A ship trying to hit a ship of a
different size gains a bonus of +2 or penalty of -2 for each level of difference. The table
below shows the modifiers for a medium ship against the other ships. Note that a tiny
spacecraft would be at +10 to hit a Gargantuan ship. While this is certainly impressive, a tiny
or small fighter will have a hard time to penetrate the armor of one of the massive capital
ships.
Tiny Small Medium Large Huge Gargantuan
To Hit -4 -2 0 +2 +4 +6
Spacecraft Weapons
Type Range Damage ROF Notes
Cannons
Combat Laser 75/150/300 1d6 1 AP 15
Discharge Gun 75/150/300 4d8 1 AP 120
Electro-Pulse Gun 75/150/300 EMP
Fusion Cannon 75/150/300 2d8 1 AP 10
Gatling Pulse Cannon 75/150/300 2d6 3 AP 15
Graviton Beam 100/200/400 2d6+1 1 AP 45
Graviton Pulsar 75/150/300 2d6+1 2 AP 22
Laser Cannon 100/200/400 3d6 1 AP 22
Molecular Pulsar 75/150/300 3d8 3 AP 20
Molecular Slicer Beam 100/200/400 5d10 1 AP 200
Neutron Laser Cannon 100/200/400 2d6 2 AP 75
Particle Array 75/150/300 1d12 1 AP 30
Particle Beams 75/150/300 2d6 1 AP 9
Particle Blasters 75/150/300 1d6 1 AP 12
Particle Clutter 75/150/300 2d6 1 AP 15
Particle Gun 75/150/300 3d6 1 AP 5
Plasma Accelerator 100/200/400 3d10 1 AP 25
Plasma Cannon 75/150/300 3d8 1 AP 22
Polarity Cannon 50/100/200 4d8 3 AP 50
Pulse Cannon 75/150/300 2d6 1 AP 12
Missiles
Fighter Missile Rack 200/400/800 4d6 1-4 AP 6
Mines
Mine Launcher 150/300/600 4d10 1 AP 140
Anti-Missile Counter Measures
Mk I Interceptor 200/400/800 3d6 3 See Savage Worlds
Mk II Interceptor 200/400/800 3d6 6 See Savage Worlds
Particle Impeder 150/300/600 2d8 2 See Savage Worlds
Dropped Ordnance
Small bombs Atmospheric 3d8 8 2
Medium bombs Atmospheric 4d8 4 2
Large bombs Atmospheric 5d8 2 2
* per size category of the maximum ship the weapon can affect.
Linked Guns
Every additional cannon linked together with another one raises the die type by one, to a total
of 4 guns.
Light or Heavy Guns
Many guns come in Light or Heavy variants. They share the same basic statistics, but are
more or less able to penetrate armor.
Ultra-Light guns: AP value is at a quarter of the “medium” variant (rounded down)
Light guns: AP value is halve of the “medium” variant (rounded up)
Heavy guns: AP value is double of the “medium” variant
Starship Notes
Type Notes
Adaptive Armour reduces the AP capability of enemy’s weapons to quarter (rounded up)
Afterburners Ships with this feature can “run” in a combat round, adding 20 to their Acc & Top Speed.
This counts as an action, so all other actions suffer the usual MAP.
Atmospheric Only Small and Medium ships can be Atmospheric. Atmospheric craft have a Climb rate
equal to one-quarter of their Acceleration (rounded down).
Bio-adaptive Shielding halves the AP capability of enemy’s weapons (rounded up)
EM Shield When active, cancels the bonus of a vessel’s targeting computer
Fixed Gun Usually applies only to fighter weapons and spinal mounts
Gravitic Engine Creates Artificial gravity aboard the vessel without needing rotating parts
Heavy Armor All ships have Heavy Armor
Heavy Weapon All starship weapons are Heavy Weapons
Jump Engine Enables spacecraft to open up a jump point
Living Ship These spacecraft don’t need a crew. If on its own, any skill checks are done with a level of
d12. Additionally, Wild Card crew piloting such a ship roll a d10 instead of a d6 for Wild
Die for all Ship maneuvers.
Minbari Flight Wild Card crews on board of this ship roll a d8 instead of a d6
Computer
Minbari Jamming Suite, -3 to being hit (cancelling out most Targeting Computers)
Shadow Jump Can phase in or out of Hyperspace as an Action
Spacecraft All starships are Spacecraft
Targeting Computer +x Gives a bonus of x to firing a ship’s weapons
* Per space the weapon uses.
** Per base Space of the ship. For example, if you want to Stealth Paint to a gargantuan ship,
the cost is $10M x 100, or $1 billion.
List of Starships
Avioki, Brakiri Syndicate - Huge
The cornerstone of the Brakiri fleet, this is the
single most common vessel the Brakiri field.
Acc/Top Speed: 80/FTL; Climb: —;
Toughness: 53 (28); Crew: 50; Size: Huge;
Handling: -2
Notes: Spacecraft, Jump Engine, Gravitic
Engine, Targeting Computer +2
Cargo Spaces: 20
Weapons:
• Front Arc
o Twin-Linked Graviton Beam
o Twin-Linked Graviton Pulsar
• Port Arc
o Graviton Beam
• Starboard Arc
o Graviton Beam
• Aft Arc
o Twin-Linked Graviton Pulsar
Craft:
• 2 light Shuttles
Shadow Cruiser
Fearless and unstoppable, there is no ship among
the Younger races that stand a chance against a
Shadow vessel in open combat.
Acc/Top Speed: 60/FTL; Climb: —; Toughness:
72 (42); Crew: 1; Size: Gargantuan;
Handling: +3
Notes: Atmospheric, Spacecraft, Self-Repairing,
Adaptive Armour, Shadow Jump, Targeting Computer +4
Cargo Spaces: 40
Weapons:
• Molecular Slicer Beam (Turret)
Craft:
• 6 Shadow fighters
Shadow Fighter - Small
These vessels are as deadly to other fighters as the bigger cruisers are
to capital ships.
Acc/Top Speed: 200/1200; Climb: 50; Toughness: 22 (12); Crew:
1; Size: Small;
Handling: +4
Notes: Atmospheric, Spacecraft, Self-Repairing, Adaptive Armour, Shadow Jump, Targeting
Computer +3
Cargo Spaces: 1
Weapons:
• Polarity Cannon
Shuttle
Slightly larger than the Light Shuttle
Acc/Top Speed: 70/800; Climb: 12; Toughness: 22 (12); Crew: 1+7; Size: Small;
Handling: 0
Notes: Spacecraft
Cargo Spaces: 7
Space Liner, Earth Alliance
A standard space fighter designed to protect capital
ships or fly short-range patrols.
Acc/Top Speed: 70/FTL; Climb: —; Toughness: 55 (30); Crew: 39+512; Size: Huge;
Handling: -4
Notes: Spacecraft, Targeting Computer +1
Cargo Spaces: 6
Weapons:
• Front Arc
o Particle Beam
• Port Arc
o Particle Beam
• Starboard Arc
o Particle Beam
• Aft Arc
o Particle Beam
Craft:
• 4 Shuttles
Vorlon Transport
The Vorlons are the most technological advanced race yet
encountered and even their transports are wonders to behold.
Acc/Top Speed: 100/FTL; Climb: —; Toughness: 42 (22);
Crew: 0-1; Size: Large;
Handling: +3
Notes: Atmospheric, Spacecraft, Adaptive Armour, Biological Engine, Jump Engine, Living
Ship, Self-Repairing, Targeting Computer +5
Cargo Spaces: 20
Weapons:
• Turret Discharge Gun
White Star, Interstellar Alliance
These ships are based on Vorlon and Minbari technology and
after being introduced soon become the fleet of the Rangers.
Acc/Top Speed: 130/FTL; Climb: 40; Toughness: 46 (26);
Crew: 24; Size: Large;
Handling: +2
Notes: Atmospheric, Spacecraft, Gravitic Engine, EM Shield,
Jump Engine, Minbari Flight Computer, Self-Repairing,
Targeting Computers +5
Cargo Spaces: 10
Weapons:
• Front Arc
o Improved Neutron Laser Cannon
o 4x Molecular Pulsar
Craft:
• 2 Nials