From jtp118@psu.edu Date: Thu, 07 Nov 1996 13:54:50 -0500 From: John Perkowski To: Relapse Subject: Re: Something to post At 04:47 PM 11/6/96 -0700, you wrote: > Id say the total number >> of shadow vessels (the BIG ones) has got to be no greater than 275. > Nuh-uh. It has GOT to be MUCH higher than that. If you assume that the > human & other Babylon 5 races have approximately equal tech to that of the > RDF from Robotech, I personally think that doesn't hold - it took, what, 3 > or 4 ships to destroy one shadow vessel and that was with concentrated > firepower and a telepath holding the shadow vessel in place. I'd say a good > 3000-5000 MDC as a minimum. You havent yet seen the stats on the ships > I'd love a copy of it. As for the file format, please save it as an ASCII > or DOS (same thing) text file. I'll let you know right now that I probably > won't get time to post it for at least two weeks, maybe more. I think I am > going to break down and start to post files as I get them, without HTML > codes. So if (probably when) I do that, your stuff will get posted. Later! > > /--|-|-|---------------0-0---------------------------------------|-|-|--\ > | -- Brett Hegr -- | | The Unofficial Palladium RPG Page | > | behegr@mail.uccs.edu | | http://www.uccs.edu/~behegr/palladium/ | > \--|-|-|---------------0-0---------------------------------------|-|-|--/ > Well here it is, enjoy! [ Part 2: "Attached Text" ] NOTE TO B5 Fans: THIS PAGE HAS SPOILERS FOR THE END OF THIRD SEASON DON'T READ THIS DOCUMENT IF YOU HAVEN'T SEEN OR YOU'RE COUNTRY/CITY HASN'T GOTTEN TO SEASON 3 YET! ANTI SPOILER SPACE, TURN BACK NOW! Shadow RCC'S and Vessels *B5 FAN NOTE* I have had to make a lot of assumptions about shadows and their technology. Using comments based on what Garibaldi said in "Grey 17 is Missing" i.e. "you need to use a weapon that's capable of burning flesh, but that wont punch holes in the station (i.e. the PPG)." This would have to make the PPG a small (1d4-1d6) MDC weapon. However, Sheridan, on Zahadum, used a PPG to kill a shadow, although apparently not easily. Thus from that I make the judgement that the shadows are a minor MDC being. At this point its rather tough to say if the 'piece' of Kosh that Sheridan is carrying around is capable of adding damage to a PPG blast. Id say the total number of shadow vessels (the BIG ones) has got to be no greater than 275. Telepathy: Shadows will be a unique alien intelligence in the sense that they have not mastered ANY form of Psionics. This is why they had to use telepaths from other races to power their ships. This has forced me to make a scale rating based on the Psi rating system on Babylon 5. Power of Psionic (rifts) Psi Rating: Minor Psionic 1-5 Major Psionic 6-9 Master Psionic 10-12 Level has an effect too, so any Major Psionic OCC/RCC who reaches level 10 is considered a P9. Once a Major Psionic OCC/RCC reaches level 15+ he is considered a P10, but no higher. A Psi Cop is a new OCC introduced later, They are trained to use their Psionic powers at a greater rate than others. A Minor Psionic can jam a shadow ship only thru EXTREME effort. No telepaths of rating less than P4 can not jam a shadow vessel. A Master Psionic can hold one ship at bay for every rating above 10 they have. (Thus Bester, a P12, can hold off three shadow vessels with extreme effort. He can hold off two with some effort, and chase one away with ease.) In all cases the rolls are made as follows: Type Attempts to Jam/Melee Penalties Minor Psionic 1 Cannot Hold more than one ship Major Psionic 3 One ship(-3), More(-1 for every other) Master Psionic Equal to Hand to Hand One ship(-2), Two (-3), Three (-4) All attempts are made on a D10. No Psionic can hold off more than three ships. When held, the ship cant move, and loses all attacks/bonuses. It does NOT lose its ability to regenerate. Considering all the above, a NEW psionic power had to be made in order to combat the shadows, Since the closest would be evil eve, available to only Super Psionics. The new power is as follows: Forced Telepathy Range: Line of sight. Duration: special I.S.P.: 8 +2 to maintain. Saving throw: Standard plus a -1 penalty each attack made by the telepath. This power is similar to Telepathy, with the exception that a Psionic can FORCE his way into a person's mind provided he can maintain the I.S.P cost. To do this the Psychic makes an 'attack' on the unwilling subject's mind. If it fails, the Psychic MUST spend another attack/melee action AND the 2 I.S.P. cost to continue attacking. While attacked the subject loses all bonuses and is reduced to 2 MELEE ACTIONS. On a willing subject this power simply allows Deep Probes without sharing thoughts with the subject. In Terms of fighting the shadows, they are paralyzed the instant the contact is attempted. This INSTANT paralyzation on works on the ships, as it can't receive clear signals from its pilot anymore. On actual shadow creatures they suffer the same penalties as any other being. Shadow Ships: From what was seen in the series so far, The shadows use ONLY three types of ships: Battleship/Carrier Hybrid, Scouts and Fighters. The organic technology of the shadows creates a fantastic MDC space ship that heals MASSIVE amounts of damage to itself in a matter of MINUTES! This makes shadow ships VERY hard to kill. Using the series as a base Here are the stats on the ships: Battleship/Carrier Hybrid: (BIG ship seen in most episodes, looks like a giant spider. In fact, this is pretty much all they have used. Episodes in: Signs and Portents, Matters of Honor, to name a few.) Model Type: Unknown, Designated Sha-1. Class: Unknown, suspected to be some sort of Hybrid Carrier/Battleship. Crew: Unknown. Defiantly ONE pilot hooked up to the ship. All pilots on any shadow ship are 'plugged in.' Troop Capacity: 20 Fighters, or 1 scout;15 fighters, 2 scouts;10 fighters. Never carries less than 10 fighters OR only carries 4 scouts. MDC by location: Spines (18-20! Best counts from series): 3000 MDC a piece** Main Body: 870,000 MDC* (optional parts, for Hardcore players): Launch bay 20,000 MDC (taken from Main Body)*** Particle Cannon (The BIG BIG BIG BIG gun) 200,000 (taken from Main body)*** * Regenerates 6d6X100 MDC a melee ** Called shot, -1 to hit, Does not regenerate, but can be repaired. If knocked out, Shadow vessel WILL suffer pain, And be -3 to attack for every spine hit. If 6 or more spines are hit, the ship is disabled, after 2 melees, it will die unless another shadow vessel of same size grabs it. It enters into a kind of slow regeneration then, BUT must be removed from battle. *** If knocked out, all regeneration powers of this ship will be set to repair these points. Regenerates 6d6X100 MDC a melee. Speed: Mach 12 in space! Mach 2 in an Atmosphere. Not possible to travel On the ground, but can land on a planet (figure about 1 Mile square needed to land). Star Drive: Jump points into Hyper space. Can travel about 10 light years per hour in game terms. Range: Unknown, possibly 4 or 5 years. Statistical data (best guess): Height: 600 ft Width: 1/2 mile! (I don't know, tell me if this ship is oblong) Length: 1/2 mile! Weight: 9 million tons! Incredibly light for its size. Cargo: unknown Power system: Unknown, very efficient. Black market: If it EVER made it to the Black market, it would be worth 600 BILLION credits damaged and 900 billion credits undamaged. It could be sold to ANY major government and Intelligences. These ships usually, when dying, disintegrate in normal space, and any living unprotected or unadapted being who touches ANY part of the ship must make save vs death at - 10. The ship is a Technomages Dream, being half magic, half technology. Weapons Systems: The Mother Of all Particle beams (1): Only one located in the center front of the ship, its indistinguishable to the normal eye/normal scan, but a weapon system can find it once it fires (assuming the weapon system survives). Primary/Secondary purpose: KILL! Mega-Damage: 6d6X1000 MD per shot! Effective range: 100 miles! If fired in atmosphere causes 5d6X1000 MD plus 1d6X1000 to a one mile area despite the distance of the ship above the ground. Rate of Fire: 8 a melee! +7 to strike Payload: Unlimited! We mean it! Anti-jump point/Space drive Cannon: Primary Purpose: You cant run, you cant Hide! Secondary Purpose: You cant follow us! HA HA! Mega-Damage: 1d10X100 MD plus any and all drive systems a deactivated so ship cant activate Rift/Phase/Contragravity/Jump Point drive system. If system was active when hit, ship suffers 2d6X100 MDC damage to the engines and all sensor systems are offline for 1d4 melees. Scout: (so far only seen in Shadow Dancing, looks rather like a fighter with spines bent forward.) Model Type: Unknown, designated Sha-scout for Identification. Crew: Unknown, ONE pilot, may have some crew. All pilots on any shadow ship are 'plugged in.' Class: Tactical scout. MDC by Location Spines (8): 1000 each** Main Body: 15,000* (Optional): Particle Cannon launcher: 500 MDC (taken from main body)*** * Regenerates 1d6X100 MDC a melee ** Called shot, -1 to hit, Does not regenerate, but can be repaired. If knocked out, Shadow vessel WILL suffer pain, And be -3 to attack for every spine hit. If 6 or more spines are hit, the ship is disabled, after 2 melees, it will die unless another shadow vessel of same or larger size grabs it. It enters into a kind of slow regeneration then, BUT must be removed from battle. *** If knocked out, all regeneration powers of this ship will be set to repair these points. Regenerates 2d6X100 MDC a melee. Speed: On the ground: Not possible Space: Mach 10! Atmosphere mach 2. Star Drive: Hyperspace system, travels about 8 Light years an Hour. Range: Unknown, a LONG time. statistics: Height:70ft Width: 80ft Length: 110ft Weight: 15,000 tons Cargo: Unknown Power system: Unknown, Possibly unlimited. Black Market Cost: See Sha-1 Weapons Systems: Death Cannon(1): Main weapon. Purpose: DIE! Mega Damage:3d6X100 per blast, usually fires in volleys of 4, but can regulate blasts to as little as 1 to as much as 6. (i.e. 6 blasts would do 3d6X100X6 MDC) equal to # of attacks gunner has. Payload: Unlimited, we mean it! Anti-jump point/Space drive Cannon: Primary Purpose: You cant run, you cant Hide! Secondary Purpose: You cant follow us! HA HA! Mega-Damage: 1d4X100 MD plus any and all drive systems a deactivated so ship cant activate Rift/Phase/Contragravity/Jump Point drive system. If system was active when hit, ship suffers 1d6X10 MDC damage to the engines and all sensor systems are offline for 1d4 melees. Payload: 20 shots total, firing costs one melee action. Fighters: Model type: Unknown, Designated Sha-Fa1 for Identification (*note*: Often called Squeezees because the ships appear to 'squeeze' in on itself to fire.) Class: Fighter Crew: One pilot. All pilots on any shadow ship are 'plugged in.' MDC by location Spines (5 or 4?): 500 each** Main Body: 6,000* * Regenerates 2d6X100 MDC a melee ** Called shot, -1 to hit, Does not regenerate, but can be repaired. If knocked out, Shadow vessel WILL suffer pain, And be -3 to attack for every spine hit. If 6 or more spines are hit, the ship is disabled, after 2 melees, it will die unless another shadow vessel of same size grabs it. It enters into a kind of slow regeneration then, BUT must be removed from battle. Speed: On ground: not possible Space: Mach 8. Atmosphere: Mach 2 Star Drive: None Range: Unknown Statistics: Height: 20 ft Width: 25 ft Length: 60 ft Weight: 10 tons Cargo: unknown, possibly none. Power System: Unknown, Very efficient Black Market cost: See Sha-1 Weapon: Death Shot (1): Only weapon. Purpose: Kill! Mega-Damage: 3d6X100 per shot Rate of fire: equal to # of hand to hand attacks of the pilot +2 Payload: Unlimited. And now the bit you've waited for! Shadow R.C.C. (NOT for use as Player char!) (*note*: like anyone is going listen to that. Based on what I've seen from the series, here is the best guess one can make.) Alignment: Any evil. (*Note*: Despite the Shadows alignment, they believe their goal, I.e. Serving evolution by creating conflict, is for the greater good. They aren't stupid and will use/manipulate other races with more effectiveness than the Splurgoth. The shadows, as a race can be considered 95% Aberrant, 5% other. Why Aberrant? Because the shadows have always kept their word and they reward those who help them.) Attributes: I.Q. 5d6+10, M.E. 2d6, M.A. 2d6, P.S. 20+3d6, P.P 5+3d6, P.E. 3d6, P.E. 1d6, Spd 5d6 Size: 4 to 7 feet tall Weight: 100-125 Pounds. MDC: 3d6X10 Horror Factor: 18 P.P.E. 5d6+10/lvl Average Life Span: Unknown (Gm note: Immortal until killed) Natural Abilities: Turn invisible at will, when Invisible immune to all Magical and Normal means, however, A Psionic can sense them. Nightvision 800ft, Superior Hawk like vision, Leaves no trail/scent behind them (Dog Boys/Wolfen cant track them by smell.) Knows/understands INSTANTLY any/all technology used by all races with the possible exception of Galafrey. Experience Level: Varies, depends on the shadow's location. Low levels are sent out in ships, while high levels are left home on Zahadum. Psionic Powers: None. Magic Powers: Knows 4 Spells of choice from each level of 13 spell levels. Cannot learn spells of Ledgend. Knows 8 air warlock spells of choice from any level. Also knows three spells of choice from phase powers, but uses P.P.E to power them, rather than I.S.P. Cost is the same. Also at levels 5, 7, and 10 can choose ONE Temporal spell. All 13th level Shadows are taught Bio-Wizardy and Rune Magic. Combat: 8 Attacks per melee by hands/weapons/ OR magic! Damage: Restrained Claw-3d6X10 SDC Normal Claw-1d6X10 MD Power Punch-3d6X10 MD Kick-1d4X10 MD Bite-1d4 MD plus opponent must make save vs horror factor or be paralyzed to 4 melees Bonuses: +6 Initiative, +10 to strike and parry, +2 to dodge, +6 save vs magic. Immune to horror factor (WE are the bad guys). Vulnerabilities/Penalties: A Psionic using Forced Telepathy on a shadow will cause it to be disoriented. It cannot move or take any action while like this and loses all bonuses and 6 attacks. This type of attack has the same effect on a shadow ship when piloted by anyone. R.C.C.Skills: Effectively a Vagabond O.C.C. but CANT choose skills a shadow would never use (like Riding land based or Cooking....okay MAYBE cooking humans/elf/orcs/Seljuk/, but never play musical instrument). Also has Languages: Shadow at 98% Standard Equipment: None, prefers to use natural abilities. Money: Has no need/concept of money anymore Cybernetics: Gets bio-systems generated by own race. 'Plugged in' Pilots: Can be from any race/culture. They instantly have Pilot: Shadow Vessels at 98% and are immune to the effects of coming in contact with the shadow vessels. Will beg for help, but will attack anyone who tries to remove the Cyber implants. Attacks will be at +3 strike/Parry and character will be berserk. Character retains all knowledge from past life. Must be sedated before ANY attempt to remove the implants can be allowed. Also the character will want to connect himself/herself to any computer nearby, and the implants will send out signals which MAY (83% chance) overwrite current technology. Thus the ship/station/computer will be adapted for shadow use. Once connected, the person can cast energy bolts that do 1d6 MD. The power for this drawn from the ships own power supply. Clever Bastards, those shadows. All metions of Babylon 5 and related characters are the properties of Warner Brothers, Inc. Used without Permission. All Concepts/characters related to Rifts are the properties of Palladium games, Inc. Again, used without permission. See disclaimer site you are downloading this from has. Babylon 5 is the brainchild Of J Michael Strazynski, who is, as far as Im concerened, God. All material here is Created by Moi and is for public use. If you have comments/suggestions mail me at jtp118@email.psu.edu, Id appreciate any tips you may have If you disagree with anything on here, mail me about it, If I screwed up (especially about ship sizes, I'd like to know). John T Perkowski.