From jtp118@psu.edu Date: Sat, 21 Dec 1996 00:00:56 -0500 From: John T Perkowski To: Relapse Subject: FINALLY DONE! Here it is man, sorry its 5 days late got slammed with 6, 13 hour shifts. Im getting a new damn job. Still havent gotten the B5 rpg, but ill write B5 minbari other races stuff as soon as I get it. ENJOY! //////////////////////////////////////////////////////////////////////////// //////////////// / "Here is youre first lesson in weapon instruction; / / The sharp pointed end goes toward the bad / / Guy."- Actual words spoken to my class. / / Sensei Marionelli, my Shorin Kempo / / Instructor. Day one of Knife / / weapon training. / //////////////////////////////////////////////////////////////////////////// ////////////// [ Part 2: "Attached Text" ] [The following text is in the "iso-8859-1" character set] [Your display is set for the "US-ASCII" character set] [Some characters may be displayed incorrectly] Some B5 Updates: Note: Perhaps some spoilers, perhaps not. You'll never know. Jump Gates Essentially a Technology way of opening a rift. Jump gates were invented to decrease travel time. Hyper space is so called because it is directly linked to normal space at several points, though the same speed one travels in hyper space is actually 4 TIMES faster. The difficulties with hyper space are the navigation within that domain, and the cost of creating a jump gate or jump engines. Jump engines are MUCH more expensive than rift, phase, or contragravity drives. Add to that the fact one has to build a jump engine into a ship, adding one ton for every ten of the ship. Ships less than 10 tons usually don't have jump engines built into them, as their small size makes this unpractical. Jump engines must be charged up, taking 20 minuets to charge. However, this ‘charging' phase can be done while the ship is stationary or even on low power. If a jump engine is taken offline, it must FULLY recharge before it can open a new point. Opening a Jump Point does not discharge an engine totally, and it only takes 5 minutes to recharge at that point. Once an engine is ‘charged', one can open a Jump POINT, or an entrance into Hyper space. This entrance is visible in most cases. A tremendous energy field is required to hide a jump point from visual site. Since most scanners are not designed to pick up such points, it would appear to the enemy that a ship appeared from nowhere. Points going into hyper space are colored blue, and those returning from hyper space appear yellow. No one know why this is so. However no one can EXIT hyper space from a blue opening, nor can anyone ENTER from a yellow one. Things in Hyper Space CANNOT effect those in normal space, one must return to normal space to do anything. Messages can be sent along Hyper Space Beacons, but only if the communications gear is in hyper space, or is sending its message into a jump point. Hyper space beacons. A Beacon is place in hyper space as simple guild along established routes. Since routes are discovered by trial and error, unmanned probes drop beacons. A bad beacon will self destruct, not allowing itself to be used. A bad signal could send a fleet of ships into a star! Or, even worse, a POPULATED PLANET! (This last one is a method favored by the Kreegor, but they have to rent Jump Gate usage from another race to do it. They send a bomb, rather than a ship to blow up a planet.) Jump Gates. Essentially a stationary Jump point. Gates do NOT have to be charged, since they are always active. This constant activation takes a LOT of repair time to maintain, although the parts are cheap. Jump Gates can be used as an entrance or exit into hyper space. Because of their nature they can be built CLOSE to a planet (within 3000 miles, but never less than 1000 miles from ANYTHING). Any ship can use a jump gate provided they can enter the proper coordinates. Jump Gates are usually RENTED from the Governments who own them. Only 5 known jump gates are owned by private businessmen (Thraxus owns one). The cost is just too high. Why use jump gates then? Simple! Travel time is MUCH less than that of other methods, allowing for more lucrative contracts and money. Divide any travel time used by normal drives by 4 while using a jump gate. Also easy to repair as parts are available. A new skill must be learned to repair them. Jumpgate Repair 50% +5/lvl . Imagine ordering a part that could cost 1000 credits that you could get in MABY 32 days, or the same product for 3000 that you can get in 8 DAYS! White Star Class Ships Model Type: White Star Design: Vorlon/Minbari Hybrid Class: Hybrid Scout/Fighter MDC by location Fins: 400 MDC* Side Thrusters: 300 MDC/side** Bridge/Nose cone: 1000 MDC Main Body: 12,000 MDC*** * If these are knocked out, all effective gravity on this ship is disengaged. Incurring a -10 penalty to the actions of the crew. ** Called shot, -3 to hit *** Whole ship regenerates 1d6x100/melee. Speed On ground: Not Possible! Space: Mach 12! Atmosphere: Mach 3 Star Drive: Hyper Space Jump Engines, 20 minute recharge Range: 2 years Statistics: Unknown, sorry I've given up on this Weight: 15,000 tons Cargo: Limited cargo Capacity, Is capable of docking two shuttles. Power System: Minbari Magnetic propulsion system. Black market cost: If it somehow makes it to the black market, ALL minbari castes will be insulted and KILL the purchasers. The black market who sold it would soon find themselves hunted down by any and all Minbari who knew about them. Making this ship ‘Undesirable' to sell. Weapon Systems: Pulse Cannons (2): 1d6x100 per dual blast. Since the two guns fire in Volleys of 4 each attack, total damage is 4d6x100. Can be rigged to shoot two individual targets with each SINGLE blast doing 2d6x100. Forward Battery (1): A focused burst that takes half of the gunners attacks in one melee, and also drains the main battery causes 6d8x1000 MDC to shadow vessels and negates their regeneration ability. Like a focused burst attack from a vorlon vessel, this negates all dodge bonuses of the pilots and gives all attackers a +6 to hit the ship. Normal bursts from the forward batteries do 2d6X100 MDC. When combined with the side cannons, total damage is 6d6X100. Defensive system: Essentially acts like a damage reduction spell, but has to be hit with the weapon first (AND survive the hit). Thus assuming it somehow survives the shadow battleship's blast, it will suffer half damage from the next attack, then one quarter, then 1 tenth damage (representing the physical impact of the weapon). This does NOT negate ALL damage. How to Integrate Shadows and Vorlons Into a Phase World Campaign: Ahhh..This is a bit of a toughie, however, remember that although shadows and Vorlons are VERY powerful, they are only TWO races amongst thousands. And if all the races in the galaxy combine together, neither stand a chance. Remember Shadow and Vorlon ships total about 24,000, thats the size of probably the ACTIVE fleet of the Kreegor OR the CCW. Some things to note: if the Shaodws start to try and spread chaos, they will first make sure their biggest competitors are either helping or out of the way. Thus they wiull aim for the kreegor to be taken over, AND they'll try to convince the splurgoth to stay out of it by bribing or threatening. (Remember that shadows can easily wipe out anything the Splurgoth have right now). Also remember that the Vorlons WILL try to get the Splurgoth out of they way (Splurgoth are scared of them), and will manipulate Kreegor to overthrow their emperor (Which would Piss of the dweller to no end). So where should all the races gather? Where else? PHASE WORLD. Why The actual Phase world? Easy. All races can be found their, it cannot be easily invaded and it CANNOT be destroyed. Even the Naurani have a big place on Phase world its a natural setting. If not Phase world create a B5 in orbit around it. The Second stagers could act kinda like Draal. There are infinite Possibilites for adventure. But beware, Shaodws and Vorlons are VERY powerful, and can easily kill anything in the three galaxies. The Intruders Well The intruders could be a substitute for shadows, allowing you to fit vorlons in. OR they could be a predecessor to the Shadows themselves, who bought/Manipulated the Intruders into genocide against the Kreegor or Three galaxies. They could also be hunting for the Shadows themselves and taken up the NEW vorlon attitude of total genocide to anything touched by them. (Bye-Bye Kreegor evil worlds!) Also the Evil worlds of the UWW could have opened a rift to the shadows and the intruders could be looking for that to shut it. Enjoy this! Ill write stuff on the Other races when I get the official B5 rpg stuff! BLAH BLAH DISCLAIMER BLAH BLAH 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.