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Babylon 5: The Athena Strain

El Universo de Babylon 5: Ambientación

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Narración

"It was the dawn of the Third Age of Mankind, ten years after the Earth-Minbari War. The Babylon Project was a dream given form. Its goal: to prevent another war by creating a place where Humans and aliens could work out their differences peacefully. It's 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. It can be a dangerous place, but it's our last best hope for peace. This is the story of the last of the Babylon stations. The year is 2258. The name of the place is Babylon 5."

        – Commander Jeffrey Sinclair

ÉPOCA ACTUAL

2259 - Tercera Era de la Humanidad

EL UNIVERSO CONOCIDO

Link al mapa: http://wyrdrune.wy.funpic.de/pix/b5rpg/systemmap.jpg

 

HISTORIA DE LA TIERRA

In 2085 the Earth Alliance was founded by the countries of Australia, the United Kingdom, Canada, Ireland, The Netherlands, Japan, New Zealand, South Africa, and the United States in the aftermath of World War III. The founding nations also made great gains in colonizing space by founding bases on Luna and a colony on Mars by 2090.

On April 7, 2156 the first official first contact between Earth and an alien race occurred when a ship from the Centauri Republic came across remote world and decided to open up trade with it's eccentric pre-interstellar civilisation. As the Sol System had no jumpgate of it's own the Centauri rented the use of their own gates and for a price would even ferry Earth ships aboard their transports. Before long though, the Centauri sold the Earth Alliance the technology to build their own gates as well as jump capable ships.

After almost a century as an interstellar power, Earth came perilously close to being conquered following the disastrous first contact with the Minbari that precipitated the Earth-Minbari War which saw Earthforce beaten back all they way to the homeworld. At the final Battle of the Line the overwhelming Minbari fleet suddenly ceased fire and the Minbari Federation offered their surrender.

In the following decades Earth slowly turned inward as the psychological scars left by humanity's near extinction turned to paranoia and xenophobia.

 

EN DETALLE

The Earth-Minbari War (First Contact) - 2245

The Earth-Minbari War began in  when an Earthforce expeditionary fleet damaged and destroyed vessels in the Grey Council's fleet, killing Dukhat (a Minbari leader).

The Human fleet commander misinterpreted the Minbari warrior caste's tradition of approaching a ship with gun ports open as hostile action and fired on the Minbari vessels without provocation, from the Minbari's point of view.

The war lasted for two years with Earth hopelessly outmatched by an enemy with a vastly superior military driven with a relentless genocidal zeal and ended with the unexpected Minbari surrender at the Battle of the Line.

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LAS RAZAS EN BABYLON 5

Nota de la master: a pesar de que vengan estas razas en el manual básico solo permito Humanos, Centauris y Minbaris en esta partida. No podéis ser Narn por trama (me duele en el alma a mi también), y no podéis ser de ninguna de las otras razas porque me niego xD. El resto de razas están puestas meramente como información adicional. Aunque bueno, si me ponéis ojitos y me dáis una uena explicación de por qué queréis una raza diferente se podría negociar. (Nota final: dentro de esta negociación no entran los Pak'ma'ra. Rotundamente no.)

ABBAI


A peaceful semi-aquatic race, the Abbai are the social glue that holds the League of Non-Aligned Worlds together.
Abbai found outside their home system are usually traders or pilgrims seeking either friendly contact with other races or enlightenment as to the nature of what community means to other sentient races.

Personality: Any given Abbai is a calmly rational and caring individual with a great deal of apprehension about interacting with any other race, but enough curiosity and compassion to do so anyway. In conversation, an Abbai tends to be gregarious and interesting, as willing to listen as they are to talk. An offended Abbai responds with silence and distance; they are never hostile unless forcefully provoked and will generally fight a defensive retreat rather than push an offensive even if they have an advantage over their opponent.

Physical Description: Male and female Abbai look very similar, with only a slight swelling of the chest and a narrowing of the hips and limbs revealing the latter. Both have similar colouring – shades of pink to red with mottling on the limbs and throat – and both genders display a similar crest running laterally down the centre line of the skull. This is more pronounced in the male of the species, but both genders have a striking crest and display great dexterity in manipulating it to express emotion or communicate intent during conversation.

Relations: The Abbai have an interesting duality of purpose when establishing relations with other races. They firmly believe that theirs is the dominant species in the galaxy, yet they freely accept that other races are part of the galactic community and embrace them as siblings of a sort. While few Abbai would ever really consider a non-Abbai as a true equal, they maintain cordial and even helpful relations in the hope of maintaining the ‘family’ that is all sentience.

Abbai Systems: The Abbai have a homeworld, Abba, and one outlying system, Utriel. Utriel is very important to the Abbai
in that is it a major colony world and the source of many of their hard materials for maintaining their space fleet and other technologies. The Abbai had a second colony world, Tirolus, but all star charts mark that as a dead system and the Abbai have severed all contact and travel there. The reasons for this quarantine are unknown, but it is an infraction of League law to enter the Tirolus system, one punishable by blockade, seizure and imprisonment by Abbai forces.

Abbai Beliefs: The Abbai believe that all sentient life exists in a complex family – an intricate and carefully balanced ‘community’. Most of their lives are spent trying to find their place in this community, respecting the lives of others and  heir right to do the same. Abbai characters are likely to be very spiritual in this regard but do not hold to any specific theistic tradition.

Language: The Abbai speak two tongues, Abbath and Burai. The former is an eloquent language that handles all forms of conversation and can impart great meaning on a variety of topics. Abbath is used for virtually every part of communication between the Abbai. Burai is a more limited language with utility only for simple tasks and instructions. Burai is very important to the Abbai in their home environment because of its unique feature; it uses a special tone and pitch that carries for great distances underwater. As a semi-aquatic race, the Abbai rely on Burai to communicate when they are beneath the waves. Even with the advent of portable communication devices capable of waterproof operation, most Abbai still learn the Burai language for use in emergencies.

Starfarers: The Abbai are not often found outside their home systems except on trade voyages, pilgrimages or diplomatic missions. They are not wanderers by nature and prefer to remain with their families behind the comfort of their planetary defensive barriers. When they do travel, they prefer their own ships, all of which sport impressive defensive armour and armaments. An Abbai on a commercial transport built by any other race is likely to remain nervous and tense through the entire voyage.

Abbai Names: For such graceful creatures, the sounds of Abbai names seem a little incongruous and harsh. This is
because Abbai names are given underwater during a ceremony shortly after birth. The harsher sounds resonate better
through the waves, making them sound entirely different than when spoken on the surface. Abbai do not general use a family name, as each one is thought of as a separate and unique individual. Abbai names rarely repeat within a given
generation; subtle differences in tone and inflection make each name slightly different even when spelling duplication occurs. The Abbai rarely use titles, preferring to save these for the military and government. Abbai citizens are part of one big world-spanning family and they are content to keep things that way.
Male Names: Muath, Hrondal, Vess, Puul, Kannar, Teshath

Female Names: Tinti, Kaamai, Riilata, Mannai, Kinaloi, Shinta
School (Family) Names: Kalo, Holf, Dannar, Tannat, Moltoth

Abbai Racial Traits

  • –2 Strength, +2 Wisdom: As a race, the Abbai are very enlightened but do not have a great deal of muscular evelopment. Their environment emphasises mobility over brawn and cerebral pursuits over physical labour.
  • All Abbai are of Medium size.
  • Abbai have a base speed of 30 feet and a base swim speed of 40 feet.
  • Abbai are adept at many mental exercises and have a very comprehensive grounding in the sciences and the arts. They may treat Knowledge (astrophysics, biology, chemistry, engineering, history, philosophy and physics) as class skills regardless of the character class. They may also attempt these skills untrained.
  • Abbai may remain underwater for a number of hours equal to their Constitution bonus (minimum one hour) at a time, without needing to surface for air. This ability is dependent on oxygenated water, requires the Abbai to expose their throat gills and may not be useful in some aqueous environments.
  • Abbai have a +8 bonus to all Athletics checks for swimming.
  • Because the Abbai so rarely act out in a hostile manner, they suffer a –2 penalty to all Initiative checks.
  • The Abbai are generally very good at defending themselves. They may gain an additional +1 bonus to Defence Value when performing the fight defensively or total defence actions in combat.
  • Automatic Language Feats: Fluency (Abbai), Fluency (Human) and Fluency (any one other language of the Abbai’s choice).
  • Favoured Classes: Diplomat and scientist. A multiclass Abbai’s diplomat and scientist classes do not count when determining whether he suffers an XP penalty for multiclassing.

 

BRAKIRI

The Brakiri have gained a reputation as pack rats, who invent nothing and only steal technological advances from others. However, the Brakiri Syndicracy is one of the main powers within the League of Non-Aligned Worlds and they have gathered a great many allies through the political and trade treaties.

Personality: Of primary importance to any Brakiri is the improvement of his social standing, usually through the acquisition of wealth and profit. They are noted as traditionally always seeking the best circumstances for themselves, often to the detriment of their immediate friends and allies. Though not naturally given to violence, any Brakiri will argue long and hard for his fair share of any profit. As a whole, Brakiri hold no allegiance to anyone but themselves, but will pay nominal fealty to a water clan and possibly a corporation (though they are often one and the same on their homeworld of Brakos),
for it is recognised that through a powerful ally they may gain greater social standing.

Physical Description: Brakiri are humanoid in appearance, with thick, tough leathery skin. Evolving on a harsh and dry world, the Brakiri have adapted to live at night in order to escape their sun’s burning glare. This has granted them an ability to see in pitch darkness that far exceeds that of any other race.

Relations: Having once been conquered by the Centauri, the Brakiri have little love for the Republic, but even this will not stop individuals readily trading with the Centauri in order to gain vital merchant contracts. The Brakiri are eager to avoid
war and conflict themselves, for there is rarely any real profit in fighting. Their over-eagerness to secure a better deal has gained them a poor reputation, though their network of trade treaties has done much to stabilise areas of the League of Non-Aligned Worlds in the past, for even the most pugnacious of governments is often won over by hard credits. However,  by concentrating on trade rather than scientific development, the Brakiri have come to rely on others for technological advancement, which has led many to consider them as being little more than pack rats.

Brakiri Systems: The Brakiri Syndicracy is based on the homeworld of Brakos but encompasses three other systems. This, together with the extensive trade treaties the Brakiri have negotiated since first travelling to the stars, have made the Syndicracy a political force to be reckoned with in the League. The Syndicracy is governed primarily by profit-driven corporations which themselves originated from ancient water clans who regulated and fought over the provision of water until the Brakiri gained a foothold in space and were able to mine ice from their outer planets. This process of government sometimes seems abhorrent to races who view it as distinctly unenlightened and greed-ridden, but it is a system that plays directly into the Brakiri psychology and has allowed them to claim a place in the galaxy.

Brakiri Beliefs: Like many in the League of Non-Aligned Worlds, Brakiri believe in the existence of a Great Maker who created all worlds and all races. However, their primary beliefs centre on the only comet to orbit their home solar system, a celestial phenomena that has baffled astrologists and cosmologists from many worlds. The comet, which makes an appearance in Brakos skies once every 200 years, is a potent symbol of death for any Brakiri and any mention of it when it is not in the skies is a great taboo, even a prophecy of death or disaster. The comet is due to return to Brakos in 2262 and many Brakiri are now working hard to prepare for the solemn ceremony that will herald its coming.

Language: Of all the races, the Brakiri have come to accept the use of English as the common language on Babylon 5 most readily and most are highly fluent. They still retain their own language on Brakos and other systems within the Syndicracy but do not jealously defend it in the way other races do within the League.

Names: Brakiri do not differentiate between the males and females of their species through naming systems, considering each individual’s worth by their accomplishments and social standing, never by sex. Thus, it is common to find males and females sharing names and it is only when one Brakiri distinguishes himself to a great degree that his name may be reserved for a single sex in future generations. However, this is a rare event in a profit-driven society and many parents may be keen to adopt such a name for their offspring whatever its sex, to ensure the best possible chances for its success when reaching adulthood.
Brakiri Names: Kronir, Kuulimbak, Nakir, Resha, Saphak, Wakat.
Brakiri Clan / Corporation Names: Ak-Habil, Im-Rehnsa, Ly-Nakir, Pri-Wakat, Zy-Torga-Ran.

Starfarers: With their homeworld well developed and exploited, many Brakiri have turned to the stars to seek profit and fortune. They make for natural traders and the galaxy has opened avenues for wealth and profit that their ancestors could only have dreamt about. They are driven by a sense of acquisition and work hard to bring any expensive or worthwhile object or technology into their possession.

Brakiri Racial Traits

  • All Brakiri are of Medium size.
  • Brakiri have a base speed of 30 feet.
  • Darkvision: The Brakiri are a night-dwelling race and are perfectly capable of seeing in pitch darkness. Utilising infrared light waves, Brakiri can see at night by the heat imaging of their surroundings, to a range of 60 feet. They do not require any amount of residual light for this to function.
  • Brakiri are well practiced at assessing the worth of any item they come into contact with and determining the best  method of acquiring it, making them excellent traders and merchants. They gain Appraise, Bluff and Sense Motive as a class skill regardless of their actual class and a +2 bonus to all Appraise, Bluff and Sense Motive checks.
  • When in hot conditions, Brakiri avoid the penalty to Fortitude saving throws for wearing heavy clothing or armour. In addition, they only need make a Fortitude saving throw every two hours when in very hot conditions and every 20 minutes when in extremely hot climates. A Brakiri can go without water for two days plus a number of hours equal to twice his Constitution score
  • Automatic Language Feats: Fluency (Brakiri), Fluency (Human) and Fluency (any one other language of the Brakiri’s choice).
  • Favoured Class: Trader. A multiclass Brakiri’s trader class does not count when determining whether he suffers an XP penalty for multiclassing.

 

CENTAURI

Once known as the Lion of the Galaxy, the Centauri Republic has suffered several setbacks in recent history and is now a fraction of its original size. At one time or another, it seems that the Centauri have fought with most races except the Minbari and Vorlons, though their most recent conflict has been with the Narn Regime. The subsequent expansion of Narn territory has cut deeply into the Centauri Republic and there is a growing feeling of unrest among the noble houses that, as a race, they should be seeking to return to the old days of wealth and glory.

Personality: The life of most Centauri is one of duty – to themselves, their noble houses and the Republic, usually in that order. They delight in scheming and politicking, and Centauri society provides rich opportunities for both. Names, ranks  and titles are everything to a Centauri and most belong to one of the great noble houses that have existed since the dawn of the Republic. Those without such standing are often sold as slaves among the nobles though a few find their way into the stars. Tradition features greatly in the life of a Centauri and they will observe all religious or political forms and functions with reverence, believing that their sense of history is what gives the Republic its great strength.

Physical Description: Centauri look very similar to Humans and, indeed, their appearance allowed them to convince those on Earth that the two races were cousins until Centauri DNA was actually analysed. Male Centauri are noted for their crowns of hair which are grown in accordance to the rank and position each individual holds in society – the higher a male’s status, the larger his crown of hair. Female Centauri traditionally shave their heads, ostensibly to demonstrate  they rise above political differences, though this is anything but the truth. Male Centauri have six short but manipulative tentacles around their abdomens, though they are always kept out of sight and few members of other races who have seen them guess their purpose. Being extremely conscious of wealth, status and rank, all Centauri take great pains to present themselves in the best light possible and so most have extensive wardrobes, with fine fitting clothes for all occasions.

Relations: The Centauri are a gregarious people and usually take some delight in meeting any new alien race, particularly  if they are believed to have art, literature or artefacts of interest. Relations with other races, however, are often marred by simple Centauri greed. The Centauri’s racial trait of attempting to secure the very best position possible for  themselves, their house or the Republic as a whole often overcomes any good intentions and many races find them  exasperating to negotiate with. Centauri nurse a deep hatred for the Narns, a race they enslaved and fought with over 100 years ago.

Centauri Systems: Though the Centauri Republic is not the size it once was, it still possesses incredible power and they remain one of the major races of the galaxy. In terms of star systems held, the Republic is comparable to the Earth Alliance, but its colonies tend to be far better developed due to their age – the Centauri ruled countless worlds while Humanity was still trapped on Earth. The Narn Republic now holds many former Centauri worlds and with the enmity still evident between the two races, it will only be a matter of time before war breaks out once more.

Centauri Beliefs: There are 50 gods within the Centauri pantheon and some of them are previous emperors of the Republic. Few actively believe in their existence, however, and worship is generally relegated to brief observances during matters of state and a good excuse for drinking and debauchery during regular religious festivals.

Language: It is said by the Centauri that their language is one of the most comprehensive to be found throughout the galaxy and that it is only with their tongue that beauty in literature, opera and song be truly appreciated. The opinions of other races may vary but it is certain that many gifted Centauri poets and writers have put the language to good use in the past.

Names: Only when they are among friends or family do Centauri regularly use their first names. For most purposes, they use the name of their house, a readily identifiable tag in Centauri society, where each house has a long history stretching back centuries. By announcing their house, any other Centauri will likely know their position, status and current ascendancy within the Republic. Any title possessed by the Centauri (such as Lord, Lady, Duke or Emperor) will be used as a prefix to the house name whenever possible, in order to further impress upon anyone meeting the Centauri his true position.
Male Names: Andilo, Carn, Kiro, Kiron, Londo, Luc, Urza, Vir.
Female Names: Adira, Aria, Daggair, Ladira, Lyssa, Mariel, Senna, Timov.
House Names: Cotto, Jaddo, Janno, Lotoru, Malachi, Maray, Mollari, Refa, Ritan, Syma, Tensus, Torr, Turhan, Tyree, Ultan, Varia.

Starfarers: Many Centauri are glory-seekers, trapped by a wish to return to the good old days when their fleets  stretched across the galaxy and their iron hand gripped many star systems. They tend to be great gamblers, both with their wealth and their lives, and many will gladly risk death for gains that may seem incomprehensible to other races. Places such as Babylon 5 offer a quick-witted Centauri many opportunities to further the position of his house back on  his homeworld and thus his own status.

Centauri Racial Traits

  • –2 Wisdom, +2 Charisma: As a race, Centauri tend to be self-destructive and rash but are skilled at politicking and influencing others.
  • All Centauri are of Medium size.
  • Centauri have a base speed of 30 feet.
  • Centauri are raised to the play the political games of their families and so gain a +2 bonus to all Bluff and Intrigue checks. These skills are always class skills for Centauri characters.
  • Born To Intrigue: Generations of complex politicking and court intrigue have left their mark on all Centauri. At 1st level, a Centauri may choose any two of the following skills: Diplomacy, Linguistics, Notice, Intimidate, Sense Motive, Stealth or Subterfuge. The two selected skills will always be regarded as class skills, regardless of the class chosen by the Centauri.
  • Centauri are noted for their personal excesses, especially of food, drink and entertainment. This, in turn, has given then a great resistance against over-consumption.
  • All Centauri gain a +1 bonus to all Fortitude saving throws. There is little that can be done to a Centauri that they have not already done to themselves.
  • Automatic Language Feats: Fluency (Centauri) and Fluency (Human).
  • Favoured Classes: Agent and diplomat. A multiclass Centauri’s agent and diplomat classes do not count when determining whether he suffers an XP penalty for multiclassing.

 

DRAZI

Rarely taken seriously by the major races of the galaxy, the Drazi are in fact one of the most powerful governments
within the League of Non-Aligned Worlds, dominating many systems in their region of space. Their society is one based on conflict and physical strength, and Drazi are noted for using their fists to resolve problems without a second thought.
Personality: The Drazi are a pugnacious race, aggressive and quick to anger. They have an innate love of fighting and will be happy to resolve any dispute among themselves with either single combats or massed brawls – to a Drazi they are much the same thing and they are not held back by the same concept of honour that restricts many other races. Many often presume the Drazi lack any degree of great intelligence but this is not strictly true – they just do not have a great deal of common sense. There have been many great Drazi thinkers in the past, though few are recognised as such by other races.

Physical Description: Typically shorter than Humans, Drazi average five to five and a half feet in height. Their tough and
hardened scaled skin gives them the appearance of reptiles but also affords some measure of protection in combat. They
tend to be both tough and lean, with well developed muscles, despite their small stature. Even their small eyes are well
shielded from attack by a heavy brow, allowing them to avoid serious injury in their frequent brawls.

Relations: The Drazi have fought minor wars with most of their neighbours in the League of Non-Aligned Worlds and their propensity of violence towards each other quickly found an additional focus when they began encountering other races.
This has led to a great deal of friction with other races, even when Drazi in colonies and outposts restrict their brawling to each other, as they can create a great deal of damage in a very short period of time.

Drazi Systems: The Drazi Freehold, based on their home planet of Zhabar, covers 12 systems on the border of the Narn Regime. They welcome other races to their worlds and colonies though any visitor is advised to either keep to his quarters or otherwise ensure adequate personal protection, for the frequent brawls in the narrow streets of their cities, while not usually fatal, can result in hospitalisation for less hardy races. Perhaps because of this, Zhabar is a common holiday destination for Narns able to afford space travel.

Drazi Beliefs: From a religious perspective, the Drazi believe in a multitude of gods and goddesses originating from their long history but while many temples to them can be found in Drazi cities, they often appear to outsiders as an irreverent
race. However, all Drazi believe in finding strength through conflict. Those who are physically stronger are considered to be mentally superior too, and thus have the right to lead. The seats of government are decided and allocated through  massed brawls throughout the Drazi population, wherever they are in the galaxy.

Language: In an attempt to fit in better with other races, particularly with the creation of the Babylon 5 diplomatic station, many Drazi have tried hard to learn English. However, they are crippled by a vastly different system of grammar within their native tongue, which results in most speaking in ‘macros’ when speaking English, giving them a primitive tone that leads many other races to consistently dismiss or underestimate them.

Names: Drazi names granted to the males and females of their species often have subtle inflections of suffix that designate their sex, which many other races easily miss. This, combined with the difficulty of identifying Drazi sex by  mere appearance can often cause confusion, though Drazi themselves are rarely embarrassed by this.
Male Names: Bamar, Drozak, Juphar, Makkar, Tubar, Zukar.
Female Names: Janalla, Makka, Shallisa.

Starfarers: Though lacking the passion of the Human race as a whole, the Drazi are an eager people, keen to leave their
mark on the galaxy and elevate their position above the League of Non-Aligned Worlds and become one of the major races. They can be found throughout the galaxy in a variety of roles, from simple merchants to hired mercenaries willing to fight for anyone for both monetary reward and the simple joy of battle.

Drazi Racial Traits

  • G +2 Strength, –2 Intelligence: Drazi are extremely strong for their size but are not known for their intellectual endeavours.
  • All Drazi are of Medium size.
  • Drazi have a base speed of 30 feet.
  • Having been taught to fight since infancy, Drazi learn to use their hands, feet and even teeth to great effect in a fight. They gain Brawler as a bonus feat.
  • Drazi are incredibly quick to use brute force to resolve problems and are always ready for a fight. They gain a +2 bonus to all Initiative checks.
  • The thick scaled skin of the Drazi grants a natural Damage Reduction 1. This stacks normally with any armour worn.
  • Short Fuse: Drazi are not known for their pacifism. They suffer a –2 penalty to any Wisdom-based check or Will save that involves them reining in their temper or avoiding a fight.
  • Automatic Language Feats: Fluency (Drazi) and Fluency (Human).
  • Favoured Class: Soldier. A multiclass Drazi’s soldier class does not count when determining whether he suffers an XP penalty for multiclassing.

 

HUMANOS

The young race of Humanity has a manifest destiny among the stars and the expanding Earth Alliance now controls many systems beyond Sol. They can be found throughout the galaxy and are the most common race found on board Babylon 5. Though borders still exist on their homeworld, it is now governed as one under the Earth Alliance and so Human characters may be of any culture. Being nearly brought to the brink of extinction during the recent war with the Minbari,  coupled with the mysterious surrender at the Battle of the Line, left deep marks on Humanity’s collective psyche. The threat of alien invasion awoke a dormant strain of xenophobia on Earth (although this is far less prevalent on the  colonies), while the surrender convinced many that Humanity was marked with a special destiny. Certainly, Humanity’s  star has been in the ascendant in the last decade.

Personality: Among all the races of the galaxy, Humans are the most adaptable and flexible, building communities wherever they go. They can thrive almost anywhere, driven by curiosity and ambition to explore the galaxy.

Physical Description: Male Humans are noticeably taller and heavier than females but both genders tend to range between five feet tall to a little over six feet. They are perhaps the most physically diverse race in the galaxy, with skin shades from very pale to almost pure black and hair that ranges across the spectrum, though dark and blonde shades are prevalent. Most Humans are conscious of their appearance and so take care to look as smart and presentable as possible, especially if they are to enter any kind of negotiations. They can live for over 100 years, though only a minority will reach this age.

Relations: Most Humans will readily mix with any race, so long as some form of communication exists between them. The unique distinction Humans have is that they will willingly allow almost any race into their communities so long as new individuals have something beneficial to contribute. However, their passions can sometimes get in the way of cordial relations and Humans are just as likely to start a war as any other race. There is also a growing minority that seeks to
place Earth first, regarding any alien influence as destroying the purity of the Human race.

Human Systems: The Earth Alliance has swollen and grown in the past few decades to now encompass over a dozen star
systems. They are currently the fastest expanding race in the entire galaxy, though they still show some respect for the capabilities of the other major races, especially the Minbari and Vorlons. Human controlled star systems are usually a collection of loose colonies, all bound together under the Earth Alliance Treaty.

Human Beliefs: Unlike some other races, Humans do not have any one rigid belief system and most are content to allow
others to believe what they wish. The old religions of Judaism, Christianity, Buddhism, Islam and so on still have many followers throughout Earth and the colony worlds, vying with agnostics, atheists and a string of new religions, such as the Foundationists, that sprung up when Humanity first encountered alien races.

Language: All Humans speak English, the language of commerce. They may also have bonus languages based on their family’s place of origin on the planet Earth, such as French, German, Russian and so on.

Names: Human names vary greatly though many of the conventions and family names that have existed throughout the centuries within the different cultures of Earth are still present. Humans tend to be quite formal when encountering each other for the first time and so often only use a surname, prefixed by Mr, Ms, Miss or Mrs as appropriate.

Starfarers: Those Humans who choose to travel among the stars are the bravest and most dynamic of a brave and dynamic race. There are great riches and opportunities to be found in encounters with aliens and journeys to other worlds and space has given the race a new lease of life after it was confined to the Earth for two million years. Humans  espect wealth and power in an individual and there is plenty of both to be found throughout the stars.

Human Racial Traits

  • All Humans are of Medium size.
  • Humans have a base speed of 30 feet.
  • Humans gain one extra feat at 1st level, as they are quick to master new talents and abilities.
  • Humans also receive four extra skill points at 1st level and one extra skill point at each additional level thereafter, as they are a versatile and capable race.
  • Automatic Language Feats: Fluency (Human).
  • Favoured Class: Any. When determining whether a multiclass Human suffers an XP penalty, his highest level class does not count.

 

MINBARI

The Minbari are regarded with a great deal of respect by the other races, for they have been travelling the dark reaches
of space for many centuries and have access to incredible technologies. Their ships are all but invincible in battle, their weapons capable of penetrating any defensive measure known. It is rumoured that they also have access to limited bio- and temporal technologies, though this has never been confirmed, for the Minbari are a secretive and spiritual people who have only recently begun to mix with other races. No one is quite sure why they have decided to openly emerge into the galaxy at this time but their actions in the Earth-Minbari War a decade ago have ensured most will tread lightly when dealing with them.

Personality: Minbari society is divided into three castes; worker, warrior and religious. Any individual Minbari will identify himself with the caste he belongs to, as well as his family’s clan. Noted as being a highly a spiritual people, Minbari have raised almost all art forms to new levels. Their first loyalty will always be to their own people and it is said that no Minbari has killed another for over 1,000 years – this is one of their most sacred laws. However, most treat aliens with extreme caution, even prejudice, for Minbari believe themselves to be mentally, physically and spiritually superior
to every other race in the galaxy, with the possible exception of the Vorlons. This superiority can make them extremely
difficult to negotiate with and their steadfast stubbornness to never give up on a task, no matter how difficult, often makesthings a lot worse.

Physical Description: Most Minbari are a little shorter than Humans but they have an extremely well-evolved musculature and nervous system that grants them seemingly supernatural strength and speed. Both male and female Minbari are bald with a bony plate that extends high around their skull. The top of their skull often has pale blue or purple patterns similar to Human birthmarks. There is no differentiation between the capabilities of males and females within Minbari society and either may be found in any position or role. While those in the warrior caste tend to have striking battle dress uniforms, those from the worker and religious castes are more sombre, with understated robes being the most common clothing.

Relations: The Minbari have only recently started to spread their influence across the galaxy and begin interacting with the galactic community in any meaningful way. No one is quite sure why, after all this time, the Minbari Federation should
start taking an interest in the affairs of others but it is clear that the Earth-Minbari War a decade ago was something of a watershed for this race. Through their contact with aliens on Babylon 5, the Minbari have demonstrated themselves to be an honourable, if rather aloof, people, though there are many who remain suspicious of other races, particularly Humans.

Minbari Systems: The Minbari Federation dominates a relatively small area of space but its worlds are extremely well developed. Interstellar commerce has only recently opened up the Minbari worlds to other races and their ancient crystal cities are a marvel to behold – as recently as ten years ago, no other race would expect to be able to penetrate Minbari
space and survive the attempt. The Minbari also maintain a protectorate area of space containing technically neutral systems, though few non-Minbari will ever gain access to this area.

Minbari Beliefs: Unlike most other races, the Minbari have no concept of god or gods, though they do venerate individuals who have had a great impact upon their history, such as the oft-quoted Valen. Instead, all Minbari hold a deep-rooted connection to the universe close to their beings. It is their view that the universe itself is sentient in a way mortals can perhaps never quite understand. However, those same mortals are each a part of the same whole, all working together so the universe may one day figure itself out. Overall, Minbari beliefs are complex and beyond the understanding of most races – after all, a full third of their society (the religious caste) is dedicated to comprehending these values themselves. Regardless of their caste, all Minbari are raised to be completely self-sacrificing, believing there is no higher calling than to serve others.

Language: The language of the Minbari often sounds light and soft to Human ears, though few aliens realise that there are actually three languages in use on Minbar – light, dark and grey. There are many similarities between all three but they remain separate and distinct tongues whose proper use within Minbari society is something of a nightmare to any alien race who takes the extraordinary time and effort required to learn them.

Names: To other races, the names Minbari use tend to seem very informal for a race so sophisticated, as most will simplygo by their first name. In the rare case of a Minbari actually attaining a title within their caste, this may well be used in place of their true name. However, all Minbari belong to a family and clan as well as a caste and on formal occasions, title, name, family and clan will all be used to announce an individual.
Male Names: Draal, Dukhat, Kadroni, Lennier, Lennon, Nerid, Neroon, Rathenn
Female Names: Akel, Delenn, Mayal, Shaal, Sihnon, Yeyani
Family Names: Chu’Domo, Koloni, Mayan, Mir, Zen
Religious Caste Clan Names: Barili, Orfirio, Paren, Voleen
Warrior Caste Clan Names: Fire Wings, Moon Shields, Night Walkers, Star Riders, Wind Swords
Worker Caste Clan Names: Crystal Shapers, Crystal, Whisperers, Star Crafters, Valen’s Footsteps
 

Starfarers: The Minbari of the religious caste have been travelling the stars for centuries and it is one of their most dearly held beliefs that when a life is near its end, an individual should seek to travel among many different worlds before
he is laid to rest. The warrior caste have also been active in the past, though their travels have usually been restricted to the reconnaissance of other races, while those of the worker caste rarely left their worlds. Since the Earth-Minbari War this has begun to change, with Minbari traders and explorers appearing more frequently in alien space. They are still among the most withdrawn of races and it is a rare freighter captain who actually sees a Minbari ship.

  • Minbari Racial Traits
  • +2 Strength, –2 Charisma: Minbari seem almost supernaturally strong for their light build but have little regard or compassion for other races.
  • All Minbari are of Medium size.
  • Minbari have a base speed of 30 feet.
  • Minbari are extremely quick and can react faster than most other races. They gain a +2 bonus to all Initiative checks.
  • It takes a lot to defeat a Minbari and so long as they still draw breath, they will carry on with their assigned tasks no matter what befalls them. Minbari gain a +2 bonus to all Concentration checks.
  • All Minbari belong to one of the three castes that form their society. Players must choose to belong to either the worker, warrior or religious caste.
    • Religious Caste: Members of the religious caste are extremely knowledgeable, having spent much of their infancy and adolescence learning from the collected wisdom of their entire race. They gain a +2 bonus to all Knowledge checks and may attempt any Knowledge check untrained. A religious caste Minbari must choose diplomat, Ranger or telepath as their starting class.
    • Warrior Caste: The Minbari warrior caste is trained to fight – all members may pick one weapon they are proficient in as a favoured weapon, gaining Weapon Focus as a bonus feat. A warrior caste Minbari must choose agent, officer or soldier as their starting class.
    • Worker Caste: Members of the worker caste have many diverse skills and trades. They gain a +2 bonus to all Computer Use, Operations and Technical checks and may attempt any Technical check untrained. A worker caste Minbari must choose scientist or worker as their starting class.
  • Minbari are known not to lie under normal circumstances; a Minbari gains a +4 circumstance to any Bluff checks he attempts against a particular target.
  • This bonus is lost forever if the Minbari is discovered to have lied. This bonus cannot be used when sending a secret message.
  • Automatic Language Feats: Fluency (Minbari; Lenn-Ah, Fik and Adrenato) and Fluency (Human).
  • Favoured Classes: A multiclass Minbari’s favoured classes do not count when determining whether he suffers an XP penalty for multiclassing.
    • Religious Caste: Diplomat or Ranger.
    • Warrior Caste: Officer or Soldier.
    • Worker Caste: Scientist or Worker.

 

NARN

Once a peaceful, agrarian people, the Narns have been reforged into a young and vitalised race who have thrown off the shackles of Centauri occupation. There is a high degree of optimism within the Narns, a sense that they can achieve almost anything in the galaxy. This has made them seem incredibly warlike, even savage, to other races, who tend to keep a close eye on their activities.

Personality: Often described as a passionate race, Narns tend to let their emotions get the better of them which has caused some friction with other races in the past. Most seem to have an abused mentality, born of long years under the heel of the Centauri Republic and so act as if they have something to prove to the rest of the galaxy. Few look before they leap and they will react violently to anyone who tries to imprison or enslave them.

Physical Description: Narns are similar in height to Humans but are far more heavily built. Completely hairless, they have rough textured skin of a dark brown colour that is dappled with darker spots. One of their most striking characteristics is their deep red eyes, which seem to almost shine in lowlit conditions. The appearance of Narns can be accurately described as functional – they tend not to indulge in the decoration and frippery common to other races and their clothing tends to be extremely utilitarian.

Relations: Others view the Narn as a young and pugnacious race, ready to fight whenever their passions take hold of  them. However, Narns are extremely interested in forging alliances with most races in order to solidify their newly  expanded position within the galaxy. They possess an utter hatred of anything Centauri due to the occupation and strip mining of their world by the Republic and many are motivated by a desire to avenge the deaths of family members  caused by the Centauri.

Narn Systems: After the Narn broke the back of the Centauri occupation, they quickly consolidated their position among
the stars. The Narn Regime is a small but powerful empire with a few newly explored worlds. It is composed mostly of
captured Centauri holdings. Territorial disputes between the Regime and the Republic are common and the Narns are willing to keep pushing their luck against the Centauri leadership, who currently seem to prefer avoiding open conflict whenever possible.

Narn Beliefs: There are many different faiths among the Narn population but instead of gods, they revere spiritually enlightened individuals who have appeared throughout their history. The works and writings of these individuals are hand-copied with religious care so that no variance or deviation from the original words is possible – what a Narn reads is actually what was written, perhaps centuries ago. The books of G’Quan, G’Lon and Na’Kili are among the most commonly found in Narn society.

Language: The Narn language can seem brutish to others but upon further study, it is clear that a certain eloquence is achievable by the right individual and this perhaps goes far to explain the popularity of works by long-dead Narns among
the current generations. Narn opera, however, has to be endured rather than heard.

Names: All Narns are given names in their infancy but, upon reaching adulthood are permitted to choose their own. This ractice arose from the very real fact that life on Narn used to be extremely dangerous and few infants survived. Narn names sound hard and short to most other races, comprising just two syllables.
Male Names: Du’Rog, G’Kar, G’Sten, Ha’Rok, Ru’Dak, Sha’Toth, Ta’Lorn, Ta’Karn, Tu’Pari
Female Names: Ha’Ten, Ja’Dar, Ko’Dath, Li’Dak, Na’Toth, Pik’Nar

Starfarers: Narns, as a race, are eager to leave their home planet and start travelling between the stars. There is a  youth and vigour within this race that strains to leave its mark on the galaxy, though their often brutish behaviour means hey are not welcomed everywhere. Narns can be found on almost any system where other races are permitted,   erforming a wide range of roles in an effort to make an honest living.

Narn Racial Traits

  • G +2 Constitution, –2 Charisma: Narns are an extremely
  • hardy race but are often seen as brute savages by
  • others.
  • G All Narn are of Medium size.
  • Narn have a base speed of 30 feet.
  • Low-Light Vision: Narns have excellent night vision.
  • Narns can see twice as far as a Human in starlight, moonlight and similar conditions of poor illumination.
  • They retain the ability to distinguish shade and colour while under these conditions and can even read by such light.
  • For generations, Narns have been taught how to fight Centauri effectively. They gain a +1 bonus to their attack rolls when targeting Centauri in combat, whether it involves fists, firearms or spacecraft.
  • Taught to ignore pain and be willing to sacrifice themselves at an early age for the good of all their kind, Narns gain Toughness as a bonus feat.
  • Narns have been turned from an agrarian race into warriors and so are automatically proficient with close combat, grenade, pistol and rifle weapons.
  • Narns may never have a P-Rating. This precludes them from ever using telepathic abilities, as their race simply does not have the gene responsible for awakening psychic talent.
  • Automatic Language Feats: Fluency (Human) and Fluency (Narn).
  • Favoured Classes: Officer and Soldier. A multiclass Narn’s officer and soldier class do not count when determining whether he suffers an XP penalty for multiclassing.

 

PAK'MA'RA

The Pak’ma’ra are a minor species, known – or perhaps infamous – for their poor personal hygiene and carrion eating. For religious reasons, they devour the bodies of other sentients. The Pak’ma’ra have been accused of body theft and graverobbing in the past, but in recent times, they only take the bodies they are given. The Pak’ma’ra are relatively unsophisticated, both technologically and culturally. Their homeworld has huge deposits of Quantium-40, the element  used in hyperspace travel, so they were brought into the League with almost unseemly haste.

Personality: Most Pak’ma’ra are aware of the low esteem that they are held in and so keep to themselves and avoid notice. A handful of Pak’ma’ra delight in playing up to the stereotype by being as disgusting and ghoulish as possible, leering and belching fetid air at others. One way or another, the racial pride of the Pak’ma’ra species is carefully concealed. Physical Description: Pak’ma’ra are large, grey-skinned humanoids. They have two large proboscises on their faces, which function as feeding tentacles, allowing the Pak’ma’ra to shovel food or draw whole corpses into their large mouths. Pak’ma’ra appear to be hunchbacked but the ‘hump’ actuallyconceals the Pak’ma’ra’s mate. All adult Pak’ma’ra are mated pairs; the smaller, relatively unintelligent male physically and permanently bonds with the female in a union.

Relations: The Pak’ma’ra are tolerated for their mineral wealth and ignored in most other contexts. This has resulted
in an underclass of Pak’ma’ra lurkers appearing on every space station and trading post from one side of the League to the other – there are always trade ships coming to their homeworld of Melat and so it is easy to find transport offworld.
Pak’ma’ra Systems: The only Pak’ma’ra world is Melat, a world of thick, toxic atmosphere and sludge seas. The environment is highly dangerous; only the Pak’ma’ra can go out in Melat without wearing encounter suits. Melat’s sole
export is Quantium-40 but this element is so rare and highly prized that the Pak’ma’ra economy is thriving.

Pak’ma’ra Beliefs: The Pak’ma’ra believe that the soul is caught within the body at the moment of death and the body
must be ritually consumed to set the soul free for its journey beyond the Rim. Trapping the soul through burial merely
confuses and injures it, forcing it to wait until the body decays before reincarnating. The Pak’ma’ra are surprisingly dedicated to their faith, although they have learned not to speak of it to outsiders.

Language: The Pak’ma’ra language is impossible for other races to learn, so they must make do with electronic translators. Pak’ma’ra translators produce a pidgin trade language composed mainly of loan-words from English, Drazi
and Centauri.

Names: Borl, D’Ram, G’Vort, L’Him, Sk’Ven, Trik, Vurk

Starfarers: Most Pak’ma’ra starfarers are stowaways or passengers on board freighters who visited Melat, but the race does have a growing merchant navy, and is beginning to establish colonies on neighbouring worlds. The Pak’ma’ra ability to survive in almost any environment means they can inhabit worlds that are useless to more established races.

Pak’ma’ra Racial Traits

  • –2 Dexterity, +4 Constitution, –2 Charisma: Pak’ma’ra have tremendously resilient physiologies but they are generally none too quick or agile and their unsavoury habits tend to put others off them.
  • All Pak’ma’ra are of Medium size.
  • Pak’ma’ra have a base speed of 20 feet. This means they suffer a –4 penalty to all Athletics checks made to jump (see page 65).
  • Pak’ma’ra are all but ignored by other races, which can prove useful at times. Pak’ma’ra gain a +2 bonus to all Stealth and Subterfuge checks and always treat these skills as class skills.
  • Pak’ma’ra are also renowned for their ability to gather information and rummage through the junk of others and find useful materials. They gain a +2 bonus to Intrigue checks made to gather information and Investigate checks made to search an area (but not to forensics checks).
  • Amazingly resilient to outside infection, Pak’ma’ra automatically have the Great Fortitude feat. They are also completely immune to many common diseases and poisons, as well as some toxic atmospheres.
  • Pak’ma’ra lack the vocal ability to communicate in any language other than their own. They may only communicate with those who do not understand their language through the use of translators.
  • Automatic Language Feats: Fluency (Human) and Fluency (Pak’ma’ra).
  • Favoured Class: Lurker. A multiclass Pak’ma’ra’s lurker class does not count when determining whether he suffers an XP penalty for multiclassing.