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Posted by Hawke at October 11. 2014
Solidified to use Babylon 5 RPG Second Edition d20.
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Posted by Hawke at October 11. 2014
We are on track to have our first gathering Monday October 13th, 2014 at 6:00 pm to 10:00 pm. We will meet on the 2nd and 4th Mondays thereafter. We still have a couple of seats available if you wish to join. Meeting near downtown Spokane near the intersection of Maxwell and Monroe.
Through participant agreement, we are beginning with the Babylon 5 setting.
Other settings we might also use down the road include by are not limited to: Serenity / Firefly RPG, Paranoia (classic), Star Trek (various eras available), Star Wars (classic d6, or newer versions), and others.
GM style is to emphasize ROLE-playing and story over ROLL-playing or Hack n' slash. Prefering rich character backgrounds and interactions, rich NPC interactions, complex plots, sub-plots, political intrigue, multiple overlapping arcs, dynamic universe, and meaningful character development.
Meeting at 1312 North Monroe, Spokane, WA, 99201, plenty of parking in the rear.
GAME SYSTEM
Babylon 5 The Role-Playing Game Second Edition (B5 2nd), based on d20 Open Gaming License (OGL), basically D&D; 3.x in a science fiction setting. I will provide copies of the core rule book "Faith Manages", if you wish to have a copy of your own book down the road, these can be found on Amazon and elsewhere fairly easily. Some key differences with the d20 version you should be aware of if you are a d20 veteran:
Instead of AC, all characters have a Defense Value (DF). DF = 10 + class Defense Bonus + DEX mod + size mod. Attack rolls are made normally against the DF.
Skills work as normal but many are changed or work differently than you may be used to experiencing in the D&D; setting.
Feats are similar but there are appropriate tweaks for the setting.
Characters have far fewer hit points, combat is much deadlier.
The key distinction with the B5 RPG setting is that while there are firefights and space battles that occur in the galaxy, "the high drama of Babylon 5 comes not with guns, but through character interaction.
SETTING OVERVIEW
We will begin with some shorter chapters beginning in 2250, then some time will pass, and the PCs will once again meet in 2257.
The Dilgar War happened in 2230. After the Earth Alliance's success in helping the League of Non-Aligned Worlds fend up the Dilgar invasion, Earthforce developed a new level of confidence in space travel and space combat capabilities. They began to explore deeper reaches of the galaxy.
As the years passed and the realities of war faded, earth became more aggressive in exploration. Ignoring the Centauri Ambassador's Warnings to leave the edges of Minbari space alone, the "Earthers" sent an expeditionary military force to the edges of this isolated race, with the attitude of "we handled the Dilgar, we can handle whatever else is out there", to which Londo Molori stated, "Arrogance and stupidity wrapped into one package, how efficient of you." Months later, due to cultural misunderstandings and the incompetence of the head officer of the expeditionary group's first contact skills, the Earth-Minbari War began in 2245.
In May 2248 it ended. At "The Line" between Earth's moon and homeworld of the humans, on the verge of annihilating Earth and the Human race, inexplicably the Minbari surrendered.
Of the approximately 20,000 human defender forces on The Line, only about 200 survived.
Never again!
In order avoid another such catastrophe, The Babylon Project was created, to build a space station in neutral territory for all races to meet and find diplomatic solutions, "A last best hope for peace".
Shortly after the end of the Earth-Minbari War, The Babylon Project began.
In 2250 the construction of the Babylon Station has begun.
Whatever your background, race, culture, or home world, you have recently received (and accepted) an order/invitation/request/contract requiring that you arrive at Tau Ceti IV by March 10th, 2250...
The rest of the information, discussion, and adventure logs will be posted here:
http://spokanerpg.com/forum/rpg-group-discussions/743489207
Also feel free to call/text my cell at (509) 481-5437, especially if you have a last minute delay/cancellation.
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Posted by Hawke at October 11. 2014
I will come back to this posting and edit/update as I dig through the other supplements I have on hand, I am starting out with just the core B5 2nd edition d20 rulebook "Fath Manages".
Character Richness, Combat & Skills Overview
GM style is to emphasize ROLE-playing and story over ROLL-playing or Hack n' slash. Prefering rich character backgrounds and interactions, rich NPC interactions, complex plots, sub-plots, political intrigue, multiple overlapping arcs, dynamic universe, and meaningful character development.
Though situations may occur where combat seems the best option (though remember is much more deadly than typical D&D;) from time to time, the most important skills will mostly be the non-combat abilities, especially those related to interaction with others as well as, clue-finding, problem-solving, negotiations/diplomacy, science, stealth, knowledge/lore, languages, and many other non-combat skills.
Characters have far fewer hit points, combat is much deadlier.
The key distinction with the B5 RPG setting is that while there are firefights and space battles that occur in the galaxy, "the high drama of Babylon 5 comes not with guns, but through character interaction.
Hit Points (HP)
Hit points at first level are calculated by their "Initial Hit Points" (iHP) listed for the class, plus CON bonus. At each level, the PC received an additional number of HP based on the class's Additional Hit Points (aHP) entry.
Chararacter Creation Steps Overview
Step 1 - Concept
Step 2 - Ability Scores
Step 3 - Race
Step 4 - Class
Step 5 - Skills
Step 6 - Feats
Step 7 - Influence
Step 8 - Equipment
Step 9 - Finishing Touches
Races
Human
Ability Adjustments: None.
Favored classes: Any
Minbari
Ability Adjustments: +2 Strength, -2 Charisma (I do not understand what CHA is minus).
Favored Classes:
Relgious Caste: Diplomat, Ranger
Warrior Caste: Officer, Soldier
Worker Caste: Scientist, Worker
Narn
Ability Adjustments: CON +2, CHA -2.
Favored Classes: Officer, Soldier.
Centauri
Ability Adjustments: WIS +2, CHA +2
Favored Classes: Agent, Diplomat.
League of Non-Aligned Worlds Races
Abbai
Ability Adjustments: STR -2, WIS +2
Favored Classes: Diplomat, Scientist.
Brakiri
Ability Adjustments:None.
Favored Classes: Trader.
Drazi
Ability Adjustments: STR +2, INT -2.
Favored Classes: Soldier.
Pak'ma'ra
Ability Adjustments: DEX -2, CON +4, CHA -2.
Favored Classes: Lurker.
Ability Adjustments:
Favored Classes:
Classes
Agent
A skilled operative in the employ of a corporation, government, or military organization who performs much of their dirty work.
iHP:6
aHP:2
Initial Influence: 1d6 any two influences, one of those must be a faction of the agent's native culture.
Additional Influence: An Agent may increase any two influences by +2
Class features overview:
Abilities: need good all-round scores in every ability
Class Skills: Acrobatics, Appraise, Athletics, Bluff, Computer Use, Concentration, Drive, Intimidate, Intrigue, Investigate, Knowledge (law, specific culture, or specific local), Linguistics, Notice, Pilot.
Weapons Proficiencies:
Skill Points: (8 + INT) x 4
Starting Credits: 3d6 x 100
Possible Careers & Professions: Assassin, corporate "fixer", covert operative, judicial officer, private detective, spy
Master of the Crafts
Multi-skilled
Opportunism
Crippling Attack
Sneak Attack
Stunning Attack
Skill Mastery
Diplomat
An intelligent and charismatic individual who is capable of representing governments at the highest levels of negotiation.
iHP: 6
aHP: 2
Initial Influence: 2d4 Political Influence in native culture.
Additional Influence: A diplomat's Political Influence in own native culture increases by +2 per level. May also increase any 3 other Influences by +1.
Class features overview:
Abilities: CHA + WIS.
Class Skills: Appraise, Bluff, Computer Use, Diplomacy, Intimidate, Intrigue, Knowledge (history, law, philosophy, specific culture or specific locale), Linguistics, Profession (white collar), Sense Motive.
Weapons proficiencies: all pistols.
Skill Points: (6 + INT) x4, 6 + INT per level
Starting Credits: 4d6 x100
Possible Careers & Professions: Ambassador, corporate negotiator, diplomatic courier, government minister, union representative.
Cultural diversity.
Improved Diplomacy
Strong influence
Swift diplomacy
Aide
Powerful influence
Lurker
A character who lives on the fringes of society, surviving by their wits and often turning to crime.
iHP:
aHP:
Initial Influence:
Additional Influence:
Class features overview:
Abilities:
Class Skills:
Weapons proficiencies:
Skill Points:
Starting Credits:
Possible Careers & Professions:
Officer
A ranking member of a military force, skilled at leading others in times of crisis.
iHP:
aHP:
Initial Influence:
Additional Influence:
Class features overview:
Abilities:
Class Skills:
Weapons proficiencies:
Skill Points:
Starting Credits:
Possible Careers & Professions:
Ranger
A member of the elite Anla'Shok, the Minbari order of spies and warriors trained to fight the darkness.
iHP:
aHP:
Initial Influence:
Additional Influence:
Class features overview:
Abilities:
Class Skills:
Weapons proficiencies:
Skill Points:
Starting Credits:
Possible Careers & Professions:
Scientist
A learned individual who specializes in one or more areas of technological discovery.
iHP:
aHP:
Initial Influence:
Additional Influence:
Class features overview:
Abilities:
Class Skills:
Weapons proficiencies:
Skill Points:
Starting Credits:
Possible Careers & Professions:
Soldier
A warrior well trained in combat and skilled in a variety of weaponry.
iHP:
aHP:
Initial Influence:
Additional Influence:
Class features overview:
Abilities:
Class Skills:
Weapons proficiencies:
Skill Points:
Starting Credits:
Possible Careers & Professions:
Telepath
A rare character who is able to use the power of their mind to read the thoughts of another.
iHP:
aHP:
Initial Influence:
Additional Influence:
Class features overview:
Abilities:
Class Skills:
Weapons proficiencies:
Skill Points:
Starting Credits:
Possible Careers & Professions:
Trader
A merchant and spacefarer.
iHP:
aHP:
Initial Influence:
Additional Influence:
Class features overview:
Abilities:
Class Skills:
Weapons proficiencies:
Skill Points:
Starting Credits:
Possible Careers & Professions:
Worker
A hard working individual used to back breaking labor in space docks and construction, more cerebral endeavors within larger corporations or perhaps entertaining paying customers with performances.
iHP:
aHP:
Initial Influence:
Additional Influence:
Class features overview:
Abilities:
Class Skills:
Weapons proficiencies:
Skill Points:
Starting Credits:
Possible Careers & Professions:
List of Skills Overview
Acrobatics - DEX Appraise - INT Athletics - STR Bluff - CHA Computer Use - INT Concentration - CON Diplomacy - CHA Drive - DEX Intimidate - CHA Intrigue - CHA Knowledge - INT:
Astrophysics
Biology
Chemistry
Engineering
History
Law
Philosophy
Physics
Specific Culture - knowledge of a character's native culture is always a class skill and can be used untrained.
specific locale
Tactics
Telepathy
Medical - INT Notice - WIS Operations - INT
Driving
Gunnery
Piloting
Sensors
Systems
Pilot - DEX Profession
White Collar - INT
BLue Collar - WIS
Performing - CHA
Sense Motive - WIS Stealth - DEX Subterfuge - DEX Technical - INT
Electronics
Engineering
Mechanical
Telepathy - CHA
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Babylon 5 d20 Influence Rules Summary
Posted by Hawke at October 11. 2014
Influence plays a key part in the role-playing in this campaign, so you will definitely want to have a reasonable understanding of how this system works. Keep in mind I will of course focus mostly on the role-playing aspect over the mechanics, but to improve abilities using influence, we will definitely make use of these rules. This will NOT be used as a replacement for role-playing, rather it will be a means for helping determine success (or failure) of efforts, based first of all on role-playing efforts, then checked with usual DC check.
For example, you wish your character to use his/her influence with a down-below vendor on Babylon 5 to find out who keep stealing from a friend of your's in the Zocalo, you will actually first need to find that contact, have a conversation. Then, during the course of the conversation, depending on how it is going initially, you will roll to see if something goes awry or well. Your actual role-playing though may trump the need to rely on a roll, but if it isn't clear from the interaction, then the rolling of the rules will often come into effect (maybe your contact is just having an exceptionally good (or bad) day). You will definitely want to read pages 106-110, and then any specifics related to your character after 110.
We will take a few minutes at the beginning of Session #2 to let everyone read that section, and answer any questions.
INFLUENCE
"Politics and diplomacy, underworld connection, military authority, secret alliances, and cryptic "associates" - few characters in Babylon 5 universe are without allies, influence, or contacts. The INFLUENCE RULES allow characters to exert political and social power upon the universe."
All characters gain some Influence with each level. There are numerous types of Influence, reflecting the multiple factions and types of power."
Gaining Influence
All characters gain influence when they gain a level based on the "Influence per level chart". First determine your starting influence at 1st level based on your class/profession. Then when you achieve subsequent levels, apply the second column for your class/level.
Characters can also gain influence as a role-playing reward for aiding a group. Such influence rewards are at the discretion of the GM.
Losing Influence
Influence can be taken away by role-playing actions, or environmental effects.... .... also be lost by burning it to achieve a result otherwise out of a character's reach.
Using Influence
Character's relevant influence score + 2d6 + miscellaneous Modifers => DC (equal or greater than Difficulty Check number).
Influence checks can be modified by ... and how many requests the character has recently made...
...when multiple requests are made within a short time (typically one week) = -4 additional (cumulative) per attempt (After initial attempt).
Burning Influence
If an Influence check's result is lower than the DC , then the character can choose to burn his Influence - by permanently reducing his Influence, a character can boost his result by double the burned amount.
Influence Checks and Time
Making an Influence check usually takes about an hour ....
A character cannot Take 10 or 20 on an Influence check.. . must normally wait for one Influence attempt to resolve before making another check of the same type.
Contacts
Contacts are gained through the Contact feat (and of course ROLE-PLAYING), and are always associated with a specific field of influence...
... contact is considered to have 6 points of Influence in their field.
If the PC does have personal Influence in the contact's field of Influence, ... gains a +2 bound to Influence checks made within the contact field of Influence...
... character must be able to speak to the contact. ..
Drawing on Resources
Pressuring Another Group
... must use an Influence from the same race or of the same type as the target Influence ...
...result of 10 or higher succeeds, each faction further away from PC is -5 to total (and must still exceed 10 to have chance for success....
Aiding Another's Influence
PC's can help each other's Influence rolls....
Boosting Diplomacy or Intimidate Skills
... This bonus is equal to the character's Influence with the faction he has called upon, divided by five.
Factions & Influence Types
Influences are divided into racial and general categories....
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Posted by Hawke at October 11. 2014
Babylon 5 RPG 2nd Edition Player Character Sheet (4 pages) OGL PDF Attached.
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Jun 01, 2015 11:17 PM
Posted by Hawke at September 24. 2014
Steve's Youth RPG Group at Merlyn's - Savage Worlds - every other Sunday 6:00 pm to close. Steve (employee there) has been running a couple of youth groups there for quite some time on Tuesdays and Saturdays, he recently shifted the Tuesday group to Sundays. They are open to other youth participants joining (ages 10 to 17).
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Steve's Youth Gaming Group at Merlyn's - Savaga Worlds (Sunday evenings)
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Posted by Hawke at January 20. 2015
Preparation for first session information.
As per questions from participants:
Player's Handbook (5th edition)
It is preferred that you bring your own copy, but if you do not have one, it is not required, the DM has spare books that can be borrowed during the game sessions.
Dice
You are encouraged to bring your own polyhedral dice, but if you do not have dice of your own, the DM has plenty of spare sets he can loan to players during the sessions. A typical minimum set includes 1x 4-sided, 4x 6-sided, 1x 8-sided, 2x 10-sided/percentile, 1x 12-sided, 1x 20-sided.
Character Sheets
We will create new characters at our first gathering (that usually takes up most of the session). All character sheets will remain with the DM between sessions.We will use custom-modified character sheets that include additional information and the Comeliness attribute.
Miniatures
Miniatures are used to help keep track of locations in combat situations, but are not stressed. Remember I focus on ROLE-playing over ROLL-playing, but maps and minis can be helpful to reduce confusion about "who was where" when it matters. You are welcome to bring your own miniatures if you wish, however the DM does have of his own miniatures (mostly old-school 1980s lead-based) so you do not need to bring minis unless you wish to.
I will also provide scratch paper, pencils, and other documents.
Campaign/Adventure Preparation Overview
As far as the beginning of the adventure...
You will each have been sent, or arrived, at the location for individual reasons, with an over-arching common cause. You will be meeting initially in a typical cliché tavern setting, this will begin the actual role-play part.
After the characters and their backgrounds are created, we will start out the initial adventure in a land that is set in a quasi-Aurthurian (as in King Arthur, Merlin, Excalibur, Mordred, etc.) setting.
You will all begin in the port city Balcoth on the southern end of Regnum Sapientium .
This area is very unfriendly to non-humans, so you will want to be sure to have at least a hooded cloak or disguise skill/kit/item/magic if you are playing a character that is a non-human race. You won't be strung-up or run out of town, but most human folk won't have anything to do with non-humans, and are especially fearful of the haughty Elves. However, any Drow and similar "Dark folk" will trigger physical hostility and likely bring the law in to try to capture immediately.
Once you have all gathered (bit by bit) at Numien's Inn & Tavern, here the actual story will begin to unfold.
An unseasonable heavy fog, and lack of winds has been worsening for days without breaking, all but stopping the shipping lines. Boats without oars (or other means of propulsion) have been rescued in recent days by other ships. The docks are packed full, with many ships wanting to leave, but waiting for the weather to improve.
Everyone is talking about a threatening armada with forces building from Mordred across the seas.
At points you will likely travel through lands that are quite the opposite of this human-dominant area. and will then rapidly transition through a variety of areas (and likely more friendly to elves but inversely unfriendly to humans).
If all goes well, you will also end up in locations reminiscent of the ancient Middle-east, ancient Grecian and Roman cultures, and potentially fully Oriental/Eastern Asian areas. Those are all in more "local" areas. During your travels you will very likely cross into other planes of existance with whole other worlds, where the laws of the physical and magical behave in unexpected ways.
You will begin in a sea-port setting, then likely travel cross-country. Your party will likely rapidly experience many terrain types; plains, high mountains, vast deserts, dense jungles, underground depths, underwater, and many other environments. This means everyone will have opportunities to shine in different ways.
There are some specific issues depending on your backgrounds, so each of you may have come to the port for different reasons, while others may be there for similar reasons. I will meet with each of you privately for a few minutes to go over the more private aspects of your backgrounds.
Remember, every character should have something in their background that they would nearly rather die than have others discover. These issues likely drive the character(s) in specific situations to react certain ways that the other characters may find surprising.
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Posted by Hawke at March 15. 2013
Last week Brian, Richard, and Nate finished up their characters, and we undertook a very short mini-adventure with them (plus Drake), working on familiarity with the action and combat resolution rules for TOR.
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t March 15. 2013
Next game session will be Friday, March 15th, 6:00 pm to 10:00 pm.
Expected to attend:
Hawke (LM)
Katy
Drake
Brian
Richard
Nate
Brad
We will begin the adventure that comes in the LM book (search for Dwarves sent by Esgaroth), as we all re-familiarize ourselves with the rules (since haven't played it since Tolkien Moot last summer.
As per Brian's request, and Drake's schedule, we will then meet every-other Friday at the same time. Will be having the game sessions in upstairs dining room since the game room only seated 6 total comfortably, with such a large group, using the dining room instead.
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April 25. 2013
The group approved video recording the sessions. Members have also asked to have the sessions available for viewing so they can refresh their memories between sessions.
They will be uploaded to the same place as last year, at the Tolkien Moot Youtube channel
http://www.youtube.com/tolkienmoot/
Enjoy!
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