Be a Ranger! Babylon 5: Outrageous Fortune (Re-recruiting)

Dr Simon

Explorer
Babylon 5: Outrageous Fortune


Update: Now re-recruiting. See Character Creation below.

The year is 2267.
Whilst the Drakh Plague ravages Earth, the ISA has dispatched the pride of its fleet, the Excalibur to search for a cure. But the Excalibur is merely the most public face of the search. Other ISA agents carry out their own investigations quietly, in the shadows where subtlety is needed.

IC Thread
Rogues Gallery

B5: Outrageous Fortune uses the 2nd Edition OGL rules of the Babylon 5 RPG (plus an adaptation of the Star*Drive adventure Planet of Darkness). Familiarity with the TV series is useful, but you do not need to know the game rules to play. A general knowledge of d20/OGL is good, but you wouldn’t be here if you didn’t have that! It takes place concurrent with the beginning of Crusade, 5 years after the events of the Babylon 5 series proper. Characters are a disparate crew pulled together by the ISA for their relevant skills, if not their ability to get on together.

The background:
The planet Lison is notorious as a lawless frontier world located beyond the Drazi Freehold and Abbai Matriarchy, on the borders with the mysteries Tal-Kon’Sha. It is an airless, tidally-locked ball of rock rich in Quantium-40, the mineral needed for jump gate construction. And for this reason, it exists in a kind of jurisdictional limbo between League Worlds, criminal cartels and mega-corporations who all maintain an uneasy truce in the name of trade. It is also a place where the advanced tech of the Tal-Kon’Sha may hold the key to fighting the Drakh Plague….

Character Creation
Come up with an interesting character background first. If you are unfamiliar with the system I can help define the character in game terms.

- 25 point standard buy.
- 2nd level.
- Character races available: human, minbari (worker, warrior or religious caste), drazi, abbai, pak’ma’ra, brakiri, narn and centauri. Note that at this time the Centauri are following an isolationist policy and have withdrawn from the ISA, so you’d need a pretty good reason to play one. I also have Heroes and Aliens, so other races are available.
- Character classes in 2nd Ed: Agent, Diplomat, Lurker, Officer (fleet, ground forces or pilot), Ranger, Scientist, Soldier, Telepath, Trader and Worker (blue collar, white collar and entertainer).
- No Narn telepaths. Psi Corps is no more, so human teeps are more integrated into society but still answer to the Bureau of Telepath Integration.
- Characters all currently work for the ISA, and are on a mission to learn more about Tal-Kon’Sha tech. They are undercover as Q-40 traders, aboard a ramshackle Earth Alliance independent trader, the Outrageous Fortune. This thing only requires a crew of one, so only one person need by a spacer of any kind, although this can go to an NPC. If you have a trader character, this could be your ship (or rather, your creditors’ ship).
- Characters can have their own, non-altruistic reasons for signing on to this venture if you like!
- Most equipment is ready supplied for the mission but any reasonable small items accepted.

[SBLOCK=Telepathy Rules]
Only characters with a P-Rating of 1 or higher (usually gained through the Telepath feat) may use the powers outlined in this chapter. A character’s P-Rating determines how much telepathic power the telepath possesses and therefore what levels of telepathic ability they can use. Each telepathic ability has a Power entry. If a character’s P-Rating is equal to or greater than the Power of the ability, then the telepath can use that ability freely and without becoming swiftly tired.

Mental Effort
If a character’s P-Rating is lower than the Power of the ability, then the telepath cannot attempt the power without significant mental effort. This mental effort is represented by the telepath choosing to suffer nonlethal damage in order to boost his PRating, purely for the purposes of activating the ability. This is carried out in the following manner:
1. The telepath rolls a number of four-sided dice (d4s) equal to the amount they would like to temporarily boost their P-Rating by. No more than six dice maybe rolled.
2. The total of this roll is the amount of nonlethal damage suffered by the telepath. As long as this damage does not render the telepath unconscious, they have temporarily boosted their P-Rating sufficient to use the telepathic ability.
A telepath with Discipline Focus (see page 52) in the ability’s parent Discipline rolls three-sided dice (d3s) rather than d4s. A telepath can instead choose to suffer one point of lethal damage for each nonlethal die that would be rolled.

For Example: Talia Winters is hired as a commercial telepath to scan a businessman. The surface scan ability is used in such transactions. The Power required to use this ability is 7; Talia is a P5 with the Discipline Focus (Scanning) class feature. By taking 2d3 nonlethal damage, she boosts her P-Rating to 7 for the purposes of using the ability. She then makes a Telepathy check against DC 16 to scan the target’s mind for signs of deceit or falsehood.

The Telepathy Skill
If a character’s P-Rating measures his raw telepathic power, the Telepathy skill measures his finesse and ability to control his telepathic abilities. Telepathic ability are often be activated even if the character fails a Telepathy skill check but the character might not be able to retrieve the thoughts or memories he is searching for or might even cause dangerous side effects.
Few telepaths are skilled at gaining access to and delving within alien minds. The thought processes of other races can be extremely cold and disturbing, making the use of telepathic abilities far more difficult. Any Telepathy check made to use an ability against a subject of a different race will suffer a –4 penalty.

Maintaining Abilities
When using telepathic abilities that can be maintained (any with Yes listed next to their Concentration entry), a telepath need only make one Telepathy check in order for it to succeed. The ability will automatically continue to function every round thereafter that the telepath maintains concentration, though any resisting subject is permitted to make a new Will save each and every round. A character may instantly cancel any ability he is currently using as a free action.

Disciplines
Telepathic abilities are divided into five Disciplines. These are:
Scanning: Retrieving information from another mind. Also called probing.
Blocking: Countering telepathic abilities and guarding thoughts.
Communication: Transferring information
Biokinetics: Control over the body, or the bodies of others
Sensing: Gathering psychic impressions from the surrounding environment
A telepath can attempt to use any ability in any Discipline, as long as they can achieve that ability’s Power with their P-Rating.

For Example: Talia Winters is considering using the action block ability. However, the ability’s requisite Power is 14. Her P-Rating is only 5, and even if she rolled six dice to temporarily increase her P-Rating, this would only raise her P-Rating to 11 – not enough to use the ability. In effect, Talia is limited to using abilities with a Power of 11 or less.

Range
Each ability has a maximum range listed in its description which will often force a telepath to move close to his subject in order to successfully use his talent.

Self: These abilities may only be used upon the telepath usingthem.
Touch: These abilities require a telepath to actually touch the subject in order to function. Some telepaths, especially Humans belonging to the Psi Corps, wear gloves to avoid accidental contact with mundanes. Wearing gloves when using a touch range ability inflicts a –2 penalty on the Telepathy check to use the ability. Note that touching a subject requires prolonged contact – simply brushing against or hitting them will not work.
Close: An ability requiring close range means that the telepath must be within a few feet of the target – within roughly arm’s length. These abilities generally require that there is no obstruction between the telepath and the target. Even other people can block the telepathic ability. The maximum range for a close range ability is 10 feet. Actually touching a subject can ease the difficulty of using close range abilities. If the telepath actually touches his subject when using a close range ability, he is granted a +2 circumstance bonus to his Telepathy check (this bonus is reduced to +1 if the telepath is wearing gloves).
Medium: Medium range abilities can only be used when the telepath can see the target clearly. The maximum range for a medium range ability is 100 feet. Actually touching a subject can ease the difficulty of using medium range abilities. If the telepath actually touches his subject when using a medium range ability, he is granted a +4 circumstance bonus to his Telepathy check (this bonus is reduced to +2 if the telepath is wearing gloves).
Long: Long range abilities have no maximum range; as long as the telepath has line of sight, he can use the ability. Actually touching a subject can ease the difficulty of using long range abilities. If the telepath actually touches his subject when using a medium range ability, he is granted a +6 circumstance bonus to his Telepathy check (this bonus is reduced to +3 if the telepath is wearing gloves).

It should be noted that exceptionally powerful telepaths can greatly increase the range of their abilities, to the extent where those that normally require touch or line of sight may be used with neither (as close, medium or long ranged abilities). Where this is possible, the ability will have several P-Ratings and their respective ranges detailed.

Hyperspace Telepathic Ranges

Normal Range Hyperspace Range
Touch No change
Close x5 normal
Medium x10 normal
Long True Line of Sight1

1 Line of sight abilities in hyperspace have no practical range limitations – if the telepath can physically see his subject, he will be able to use his ability on it.

Line of Sight
Most telepaths need to work on a line of sight to their subject in order to successfully use their abilities. Such abilities require not only for a telepath to be able to actually see the subject but also discern features so that they can readily make a telepathic connection.

Action
Most telepathic abilities have ‘Standard’ listed as their action. In order to use the ability, the telepath can either use a move or attack action. Some abilities require a full round or free action to use. If the ability is maintained over a number of rounds, this action will need to be spent every round in order to maintain the effect.

Saving Throws
Any living creature that is subjected to a telepathic ability, be they telepath themselves or mundane, may make a Will saving throw to resist its effects. A subject may always choose to forego its Will save and automatically allow the telepathic ability to take effect.
The Will save against any telepathic ability is made at a DC equal to: 5 + the telepath’s P-Rating + the character’s telepath level + the telepath’s Charisma modifier.
If the Will save is successful, the telepath suffers one point of nonlethal damage and the ability fails to affect the target. If the Will save is a failure, the ability works upon the target. Mundanes will soon come to realise that defending against telepathic abilities is extraordinarily difficult and only the most resilient of individuals are likely to succeed. It is this ease of use in their talent that has led many telepaths to become arrogant and superior when confronting mundanes. It has also led to their persecution in the histories of many races.

Concentration
To use a telepathic ability, a telepath must usually concentrate. All abilities can be disrupted if a distraction occurs while the telepath is trying to manifest the ability. Some abilities, such as a continual deep scan that requires extended concentration can be disrupted while the telepath is using them. These abilities will have Yes listed next to their Concentration entry. A disruption in concentration is usually due to an attack, an environmental change or another telepath using an ability on him. The more distracting the interruption and the more powerful the ability being attempted is, the higher the DC of the Concentration check. Concentration checks are covered in more detail on page 70 but are summarised for telepaths here:

- Any Concentration check made to avoid distractions when attempting to use a telepathic ability has its DC increased by the Power of the ability being attempted.

Multiple Subjects
Some telepathic abilities may be used on multiple subjects simultaneously, though this is extremely difficult and only the most skilled of telepaths may even attempt it. Every additional subject of an ability beyond the first inflicts a cumulative –2 penalty to the Telepathy check required to use it successfully and increases the Required Power of the ability by 1. If the Telepathy check fails, none of the subjects will be affected by the ability.

Using Multiple Telepathic Abilities Simultaneously
Most telepaths will only ever use one telepathic ability at a time. Telepathy is incredibly demanding and it is very hard to concentrate on two abilities at the same time. However, as long the two abilities can be maintained within a telepath’s action allowance, a telepath may attempt to use two abilities simultaneously, or even two instances of the same ability. However, attempting to initiate a telepathic ability while retaining control of another increases the DC of the second Telepathy check by +4. Also, Concentration checks to maintain either ability have their DC increased by +4.

Variations
Some telepathic abilities can be used in multiple ways; these variations are listed after the most common version. Most involve modifications to the Telepathy check DC.

Telepathic Damage
Telepathic damage, whether it be dealt by a vicious deep scan or suffered by exerting mental effort, ignores all Damage Reduction that does not specifically protect against telepathic damage. This is true of both lethal and nonlethal telepathic damage.
[/sblock]
[sblock=Telepathic Traits]
Games Masters should be aware that there are some telepathic powers which are reflexive traits rather than practised abilities. These traits, known as accidental scan, danger sense and mind shield, are considered to always be in operation. All telepaths of P-Rating 1 or higher may accidentally scan others and have a mind shield active. Only telepaths with a P-Rating of 7 or higher have sufficient telepathic prowess to develop a danger sense.

Accidental Scan
P-Rating 1 or higher.
It is for this ability alone that Humans especially have segregated telepaths in their society and forced them to wear gloves whenever they move among mundanes. Telepaths learn at an early stage in their development how to keep back the constant noise they hear from other people’s minds, usually by running little rhymes or reciting well-rehearsed chants. However, accidents can always happen and if a telepath should make physical contact with another person, there is always the risk that a stray thought can literally jump into his head. The subject will have no knowledge that this has happened and the telepath will know what the subject is currently thinking, as well as actually feeling his present emotional state.
Accidental scans occur at the whim of the Games Master. Whenever a telepath comes into physical contact with a sentient being, the Games Master can choose to make a Telepathy check for the telepath (DC 16). This is considered an involuntary free action on the part of the telepath and may occur even if he is surprised or caught flatfooted. If the subject is feeling extremely strong emotions, such as rage or terror, the Telepathy check gains a +4 bonus. Gloves apply their normal –2 penalty to the Telepathy check.
If the Telepathy check is successful, the telepath has garnered some flashes of useful information. Normally this is the equivalent of a successful surface scan that only lasts a few seconds, as an accidental scan will only last as long as the telepath maintains physical contact with the subject. If the Telepathy check is failed, then the telepath only gets random impressions and images, reading the incoherent babble of unformed thoughts that froth at the surface of the mind. Such information is very unlikely to be of any informative use.

Note that the telepath will be visibly distracted and discomforted by an accidental scan, whether it is intentional or not. In order to avoid this reaction, a telepath may make a Bluff check at the same DC as the accidental scan’s Telepathy check.

Danger Sense
P-Rating 7 or higher.
The most powerful telepaths are continually tuned into the thought waves of those around them, even if they are not consciously aware of this at all times. Thoughts that revolve around harming the telepath filter through particularly quickly, allowing him to react to danger before any trap or ambush is sprung. The telepath will not be able to identify the source, nature or direction of the threat, only that he is in immediate danger. Danger sense will not function against completely automated threats such as drones or mechanical traps.
Danger sense is considered to be continually operational so long as the telepath has learned to use this ability. If the telepath is about to be surprised by a sentient being, he may make a Telepathy check (DC 20) to avoid being surprised. This Telepathy check is a free action and occurs in addition to any other skill check that may be required to avoid the ambush (such as a Notice check to hear the tell-tale whine of a PPG warming up).

Mind Shield
P-Rating 1 or higher.
Part of every telepath’s initial training is the construction of vast mental fortresses and walls designed to halt the effect of any ability used by another telepath. Mind shield is used for a telepath’s own protection.
All telepaths benefit from a mind shield, which grants a circumstance bonus to their Will saves against any other telepathic ability equal to their P-Rating. Note that the telepath can willingly lower or erect this mind shield as a free action. The main reason for this flexibility is that all Telepathy checks suffer a penalty equal to the telepath’s P-Rating while the mind shield is up. The sole exception to this are Telepathy checks made due to other telepathic traits (accidental scan and danger sense).
[/sblock]
[sblock=Biokinetics]
The Biokinetics Discipline gives the telepath mastery over the lower brain functions, over the central nervous system and other autonomic systems.

Action Block
Power Required: 14
Range: Touch
Action: Special
Telepathy Check: DC 22
Concentration: Yes
Multiple Subjects: No
Few telepaths, and even fewer mundanes, realize that a telepath can program a mind to prevent it from taking specific actions. Even if they did know it they would most likely avoid taking the idea to its logical conclusion; that telepaths can control the actions of others by forcing them to avoid specific ways of thinking.

Implanting an action block requires at least one minute of uninterrupted concentration. The target may make one Will save every round to resist the effect. Success results in the block breaking down before it fully integrates with the target’s personality.

An action block may prohibit the target from taking one general type of action or it may prevent him from taking a specific action for a given duration. Typically these blocks take the form of: ‘You may not harm or allow though inaction to come to harm myself ’. At most a block can prevent a character from acting against one person or a specific location.

Daze
Power Required: 8
Range: Long
Action: Standard
Telepathy Check: DC 14
Concentration: Yes
Multiple Subjects: Yes
Burrowing past the conscious mind, the telepath is able to send the subject into a dream-like state much like a shallow sleep. The subject will be unable to take any actions while held in the daze and to observers will appear to simply stare off into the distance.

Daze Variations
- Reverie (DC 18): The subject has no memory of his time in the daze and is unaware anything odd ever happened.
- Sleepwalk (DC +6): The telepath may control the subject’s gross motor functions – he can make the dazed target walk, nod, move their arms, open a door and so on. Fine control such as pressing a specific button on a keyboard, aiming a gun or speaking is not possible. Anything that would injure or alarm the target allows the target to make another Will save.

Nerve Stimulation
Power Required: 12
Range: Medium
Action: Standard
Telepathy Check: DC 20
Concentration: No
Multiple Subjects: Yes
The direct stimulation of nerves is an exacting ability that few telepaths can successfully master. For the gifted, however, comes the ability to simulate actual physical contact by pushing nerve endings, making the subject feel as if they had been slapped or punched. This is often confused with telekinesis but this ability is performed purely through telepathy.
Any subject failing their Will saving throw will automatically sustain 1d3 points of lethal telepathic damage. In addition, they become flat-footed until their next turn.

Nerve Stimulation Variations
- Force Action (DC 24): The target takes a single action specified by the telepath instead of becoming flatfooted. For example, the target might step to the side, pull a trigger, raise an arm or scream. The action must be a single one; raising a gun and pulling a trigger are two separate actions for example.
- Nauseate (DC 25): The telepath seizes control of the target’s digestive, excretory or respiratory system. Instead of becoming flat-footed, the target is nauseated for 1d4 rounds.
- Spark (DC 24): By randomly scrambling the target’s nerves, the telepath forces the target to suffer a –5 penalty to his next skill check or attack roll, as long as that action occurs within one round.

Pain
Power Required: 10
Range: Close (P8 Medium, P10 Long)
Action: Standard
Telepathy Check: DC 18
Concentration: Yes
Multiple Subjects: Yes
A terrible ability that few telepaths take lightly, this directly targets the pain centres of a subject’s brain causing terrible agony for a limited period of time. However, during this time they will be utterly incapable of performing any organised action, consumed with the agony ravaging their mind.
Any subject failing their Will saving throw will automatically sustain 1d6 points of nonlethal telepathic damage every round. They will also be sickened. Their agony will be obvious to anyone witnessing this attack.

Pain Variations
- Agony (DC +4): The telepathic damage dealt by this ability is increased to 2d6.
-Targeted Pain (DC 20): The target feels the pain in a body part chosen by the telepath, instead of all over. For example, the pain might be concentrated in the target’s head or hand. Alternatively, the pain can feel like a particular type of pain (burning, acid, cold, vacuum) instead of generalised agony.

Reality Fabrication
Power Required: 16
Range: Medium
Action: Full round
Telepathy Check: DC 22
Concentration: Yes
Multiple Subjects: No
By accessing the conscious mind of a subject, the telepath is able to manipulate nerve endings and brain patterns to completely alter a subject’s perceptions. On successful use of this power, the telepath can take over a subject’s senses, choosing what the subject sees, hears, tastes, smells and feels.
While this ability is in effect, the telepath can literally create an entirely new reality for his subject. For example, the telepath could potentially alter his appearance as far as the subject is concerned, cause the subject to hear suspicious noises that require investigation or cause the subject to have an entire conversation with someone who does not exist.

Reality Fabrication Variations
- As You Wish (DC +2): Like the false memory implantation variant of the same name, this variant lets the target create a reality instead of the telepath imposing one on him. The target perceives what he wants to perceive. Again, the telepath can vaguely suggest the nature of the fabricated reality. For example, the telepath could force a target to see the telepath as someone who is allowed through a security check, but exactly who he is perceived to be is up to the target.
- Sustained Reality (DC +2/round): The fabricated reality is sustained after the telepath stops concentrating. The target may make a Will save each round to break out of the reality.
[/sblock]
[SBLOCK=Blocking]
The Discipline of Blocking, also known as counter-telepathy, is the first technique taught to most telepaths, to keep out the constant pressure of other minds.

Extend Shield
Power Required: 5
Range: Close
Action: Standard
Telepathy Check: DC 17
Concentration: Yes
Multiple Subjects: Yes
The telepath splits his mind shield bonus to Will saves among several people, all of whom must be within close range. The telepath can choose how much of the bonus to allocate to each person.

Jamming
Power Required: 15
Range: Medium (P12 Long)
Action: Standard
Telepathy Check: DC 16
Concentration: Yes
Multiple Subjects: No
Powerful telepaths are capable of broadcasting telepathic ‘static’ over some considerable distance, which effectively jams the use of any other ability, rendering weaker telepaths powerless. While a telepath maintains jamming, all telepaths within range (not including himself ) suffer a penalty to Telepathy checks equal to the jamming telepath’s P-Rating. A telepath entering an area which is being telepathically jammed in this way will no longer hear the ‘voices’ of sentient beings that constantly plague their lives. However, the effect is very subtle and not all telepaths will realise they are being jammed until they try to use an ability. A telepath who enters an area being jammed may make a Notice check (DC 15) every round to realise they are being jammed. The Games Master should make this check in secret.

Jamming Variations
- Targeted Jamming (DC 20): The telepath’s jamming field is restricted to a 90-degree arc in front of him, instead of affecting the whole area around him.
- Individual Jamming (DC 24): The telepath targets a single other telepath to jam. He must have Line of Sight to the other telepath.

Mind Mirror
Power Required: 6
Range: Self
Action: Standard
Telepathy Check: DC 18
Concentration: Yes
Multiple Subjects: No
By blanking his thoughts, a telepath can turn his mind into a psychic void, rendering him all but invisible to other telepaths. This is often the ultimate defence for weaker telepaths who have no chance of resisting the mental probing of stronger counterparts – by using mind mirror, a telepath can escape detection and thus leave no mental patterns for another telepath to lock on to and exploit. While mind mirror is successfully used, the telepath is immune to locate mind and sense telepathy. In addition, the telepath will not trigger the danger sense of another telepath while mind mirror is in operation.

Mind Mirror Variations
- Bland Mind (DC 25): Instead of creating a psychic void, the telepath projects a false consciousness. This variant has all the benefits of a normal mind mirror, but also means that the telepath does not stand out in a crowd (a telepath scanning a group and finding six people but only five minds will raise an alarm, but using bland mind avoids this problem).
- Reflect Attack (DC = result of other telepath’s Telepathy check +5): To use this variant, the telepath must ready an action. If he is the target of a Biokinetics ability, he may attempt to reflect the attack back on the telepath who is using the offensive ability. If the Telepathy check succeeds, the attack targets the attacker instead of the defender.
[/sblock]
[sblock=communication]
The Communication Discipline allows telepaths to exchange information directly from mind to mind.

False Memory Implantation
Power Rating: 16
Range: Touch
Action: Special
Telepathy Check: DC 25
Concentration: Yes
Multiple Subjects: No
Many mundanes believe that tales of false memory implantation by telepaths is mere rumour.
However, it is well within the realms of possibility for the greatest and most accomplished telepaths. False memory implantation is a difficult ability to perform correctly and it is very timeconsuming. However, if successful, it will allow a telepath to wipe the memories of a subject, or give him entirely new ones that will be indistinguishable from reality.
False memory implantation requires far more time to perform that other telepathic powers. Instead of occurring every round, a telepath must maintain the power for ten minutes for every one hour he wishes to alter of the subject’s memories. The subject is permitted to make a Will save to resist the ability every ten minutes – success will result in the entire false memory implantation being rendered useless, with the telepath being forced to start all over again if he wishes to succeed. Naturally, the subject must be restrained throughout the false memory implantation. The telepath will typically remove all memory of the subject being captured and restrained as part of the false memory implantation.

False Memory Implantation Variations
- As You Wish (DC 25): The telepath merely erases a chosen portion of the subject’s memories and the subject fills them in as he wishes to remember events. This can result in more convincing memories (the subject is less likely to ‘act out of character’, as he is creating the false history instead of the telepath). However, this version of false memory implantation can also create more problems, as the subject’s history may be contradicted by actual events that the subject was unaware of. The telepath may give a direction to the subject (‘you remember a happy event/a routine day/falling asleep’) but the telepath does not know the nature of the false memories unless he scans the subject afterwards.
- Force Implant (DC +3): For every +3 increase in the DC of the Telepathy check, the subject’s Will save is reduced by –1.
- Chain Memories (DC 28): This variant lets the telepath leave ‘connectors’ at the end of each memory period, so if the subject succeeds in his Will save, only the most recent hour of changed memories is lost.

Idea Seed
Power Required: 8
Range: Close (P9 Medium, P11 Long)
Action: Standard
Telepathy Check: DC 16
Concentration: No
Multiple Subjects: No
This ability is similar to the message ability, except that it plants a simple idea in the target’s subconscious rather than communicating with the target’s conscious mind. The idea must be one that can be conveyed in a dozen words. For a number of hours equal to the result of the telepath’s Telepathy check, the idea will stick in the target’s mind. Whenever the target is involved in a boring or routine task, or is not doing anything in particular, and has the opportunity to act on the planted idea, he must make a Concentration check at DC 12 to avoid acting on the idea.
Idea seed works on the subconscious level – planting the idea‘let me out of this cell’ in a guard’s mind will not make him throw open the cell door. But it might mean that when he goes back to his security office and is sitting there reading Universe Today, he accidentally rests his foot on a button and opens the cell door slightly, or just does not pay attention to the security monitors.

Message
Power Required: 6
Range: Close (P9 Medium, P11 Long)
Action: Standard
Telepathy Check: DC 12
Concentration: Yes
Multiple Subjects: Yes
By focusing his thoughts, the telepath is able to project an entire message into the mind of another being. Up to 12 words may be sent each round that concentration of this ability is maintained. If multiple subjects are being communicated to in this way, they will all hear the same message.

Message Variations
- Glyph (DC 14): The telepath sends a mental image instead of just words.
- Squirt (DC 16): The telepath sends a large amount of text instead of a few words. The telepath must mentally prepare the squirt message before sending, which takes one full round action for every 1,000 words he wishes to transmit. He can send 1,000 words for every rank he has in the Concentration skill. The recipient cannot access the transmitted text immediately; he has to mentally ‘read’ it. Squirt therefore cannot be used for efficient communication but it is a quick way to transfer raw data.
- Confuse (DC +4): The message is overlaid onto the recipient’s senses, so it seems as though he hears the message through his ears instead of it being sent directly into his mind. Similarly, a Glyph is ‘seen’ by the recipient. The recipient must make a Wisdom check (DC 10) to realise that the message is a telepathic communication, not a real event.

Second Sight
Power Required: 7
Range: Close (P9 Medium, P11 Long)
Action: Standard
Telepathy Check: DC 18
Concentration: Yes
Multiple Subjects: No
Penetrating into the mind of another, the telepath may use second sight to see and hear everything his subject does. The target must allow this intrusion willingly. If the telepath has any special skills or capabilities with regards to sight and sound, they will not apply for the duration of this ability – only what the subject sees and hears will be noticed. Any Notice checks, for example, will use the subject’s skill bonus, not the telepath’s. This ability requires Line of Sight to execute but the target can wander out of Line of Sight once it is active.

Second Sight Variations
- Force Sight (DC +5): The telepath can use this ability on an unwilling target but the target is permitted a Will save to resist.
- Share Senses (DC +5): The telepath can share the second sight vision with a third party, who must be within close range of the telepath.
- Telepath Hop (DC 25): The telepath can use other telepathic abilities as if he were located at the spot where the target of second sight is located.

Warning
Power Required: 4
Range: Close (P8 Medium, P10 Long)
Action: Free (only one per turn)
Telepathy Check: DC 10
Concentration: No
Multiple Subjects: Yes
By focusing his thoughts, the telepath is able to project a single word into the mind of another being. Typically, this is used to telepathically shout a warning, though any one word message may be sent through the use of this ability. If multiple subjects are being communicated to in this way, they will all hear the same word.

Warning Variation
- Flash Glyph (DC 15): The telepath projects a single simple image through the warning. This glyph cannot be more than a sort of mental sketch but it can also be the telepath’s current field of view.
[/sblock]
[sblock=Scanning]
The Discipline of Scanning is the primary use most telepaths put their powers to. By reaching into the minds of others, telepaths can unearth lies or long-buried secrets. The Psi Corps ensures honesty and fairness in business negotiations by scanning the minds of the parties involved; the Centauri use their telepaths to dredge secrets out of the minds of rivals.

Deep Scan
Power Required: 10
Range: Close (P12 Medium)
Action: Full round
Telepathy Check: DC 16
Concentration: Yes
Multiple Subjects: No
This is one of the most renowned and feared of all telepathic abilities. While performing a deep scan, a telepath is able to rummage through the entire contents of a subject’s mind, examining all their secrets, lies and ambitions. The successful use of the deep scan ability will effectively allow a telepath to ask his subject one question every round which must be answered truthfully, though this is done telepathically. A deep scan is extremely uncomfortable for the subject, both physically and emotionally, as the telepath penetrates roughly into their mind. Any subject trying to resist the deep scan will instead automatically suffer 1d3 points of lethal damage every time a Will save is rolled (whether the save is successful or not). Even a subject not resisting the deep scan will automatically suffer 1d3 points of nonlethal damage every round they are being scanned.

Deep Scan Variations
- Gentle Scan (DC 20): The telepath carefully protects the subject of the scan from any painful memories or aberrant thoughts, reducing the strain of the scan. Only a single point of lethal or nonlethal damage is suffered by the target every round.
- Brute Scan (DC 20): The telepath pushes deeply with the scan, causing much more damage that necessary. This scan always deals lethal damage, whether or not the target attempts to resist.
- Holistic Scan (DC +2): Instead of asking specific questions, the telepath simply assesses the current state of the target’s mind. Each round, the telepath must make an Intrigue check (DC 20). If successful, the telepath learns one useful fact from the subject’s mind, assuming the subject knows any facts relevant to the telepath. For instance, the telepath might come across a memory of a face in the crowd; the subject does not know this person but the telepath does. Such a fact is useful to the telepath but would not turn up in the course of normal deep scan questioning.
- Extended Range (DC +3 / every additional 5 feet): The telepath can stretch the physical limits of the scan, although this is extremely difficult. For every increase of +3 to the DC, the range is increased by 5 feet. Note that P12s can use deep scan at medium range; Extended Range in this case increases the range by 10 feet for every +3 increase to DC.

Surface Scan
Power Required: 7
Range: Close (P10 Medium)
Action: Standard
Telepathy Check: DC 16
Concentration: Yes
Multiple Subjects: No
This is one of the most well known and oft-used of all telepathic abilities. By lightly scanning the surface thoughts of a subject, the telepath will cause no pain or discomfort and yet be able to read whatever the subject is currently thinking and actually feel the emotions they are currently sensitive to. This is commonly used by commercial telepaths in negotiations to verify whether someone is telling the truth or not, but anything the subject is currently thinking will be noticed. Only surface thoughts may be picked up with a surface scan and a deep scan will be required to discover any information the subject is not currently thinking about. If the Telepathy check fails, then the telepath still picks up surface thoughts but cannot tell truth from lies or pick up on a specific train of thought.
[/sblock]
[sblock=Sensing]
The Sensing Discipline is related to Scanning, but where Scanning involves penetrating a single mind, Sensing allows the telepath to detect disturbances in the local psychic ‘atmosphere’.

Locate Mind
Power Required: 10
Range: Close (P7 Medium, P9 Long)
Action: Standard
Telepathy Check: DC 24
Concentration: Yes
Multiple Subjects: No
For telepaths used to abilities that require touch or visual confirmation, locating one specific mind beyond their physical senses can prove incredibly difficult. Casting their mind over a wide area, they can search for specific thought patterns, honing in on the person they seek. This ability does not require Line of Sight.
A telepath using locate mind must have at least met the person he is searching for in order for this ability to work – simply searching at random for an unknown mind will automatically fail. He will be able to locate the position of the subject to within 30 feet of their actual location and can maintain concentration to continually track them over the course of multiple rounds.

Locate Mind Variations
- Precision (DC 28): The telepath learns the exact location of the target mind, instead of only knowing the location within 30 feet.
- Sense Minds (DC 28): The telepath selects a location within range of this ability and instantly knows if there are any sentient minds within 30 feet of that location.

Psychometry
Power Required: 15
Range: Close
Action: Full round
Telepathy Check: DC 24
Concentration: Yes
Multiple Subjects: No
Strong emotions and traumatic events, as well as powerful energy discharges, can leave psychic impressions on physical objects. A telepath using psychometry can detect such impressions. This ability is unpredictable and the information gained from it is usually a mess of conflicting emotions, fragmentary memories and bizarre images. Psychometry can be used on a location or an object, although the best results come from having a significant item at the location it was imprinted on.
Psychic impressions tend to fade over time but at uncertain and unpredictable rates. Hyperspace has been known to preserve these telepathic echoes, leading to tales of ghost-haunted derelicts.

Sense Telepathy
Power Required: 5
Range: Close (P8 Medium, P12 Long)
Action: Standard
Telepathy Check: DC 14
Concentration: Yes
Multiple Subjects: No
By using this ability, a telepath will be able to track down and locate the threads of telepathic fingerprints every telepath leaves behind when he uses his talent. A telepath using sense telepathy may use the ability in one of three ways. By casting his mind around his immediate location, the telepath will be able to tell if anyone has used a telepathic ability in the area recently. The area covered by this is the range of the ability (governed by the P-Rating of the telepath himself ) but it will only be able to tell him if telepathy has been used in the areas, not what or by whom. The psychic traces left in an area will remain for a number of hours equal to the P-Rating of the telepath. By increasing the DC by +2, the telepath can read the psychic ‘fingerprint’ of the telepath who used the ability and will be able to recognise that telepath’s mind if he encounters it again. Sense telepathy does not require Line of Sight.

Sense Telepathy Variations
- Analyse (DC 15): By performing a sense telepathy during a deep scan, the telepath can tell if the target’s mind has been affected by another telepath (and who that telepath was, if they have met in the past). The psychic traces left in another’s mind will remain for a number of hours equal to the P-Rating of the telepath. A successful Knowledge (telepathy) check, where the DC is equal to the Power of the ability the other telepath used, will determine what that ability was and how it affected the target. Analyse is a free action.
- Assess (DC 16): By directing the power at a specific individual, the telepath will instantly know whether they are telepathic themselves and if they are of greater, equal or lower P-Rating than the sensing telepath.
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Blackrat

He Who Lurks Beyond The Veil
OOH! Me me me, pick me!!!

Ahem, sorry, my inner me got ahold for a second. I'm the biggest damn B5-fan you could ever find. The moment I started reading this I was flooded with dozen character ideas that I'd love to play, from warrior-caste Minbari to a "Ta'Lon-like" Narn, or maybe a EA fleet-officer or a powerful teep....
 

Shayuri

First Post
I've always liked B5 telepaths...but I'm not very familiar with the post-series history or the changes that took place after the Shadow War...
 

Blackrat

He Who Lurks Beyond The Veil
Shayuri said:
I've always liked B5 telepaths...but I'm not very familiar with the post-series history or the changes that took place after the Shadow War...
There's not very much important to know. Sheridan kicked Clark out of presidency and the other races created the Interstellar Alliance and elected Sheridan as president. Centauri were manipulated by the Drakh into war with others and eventually Centauri Prime got pretty much leveled. Mollari became emperor and isolated Centauri. There was a war with telepaths which ended in breaking down Psi-Corps and instituting new laws on telepaths, which were less restrictive. Eventually Drakh tried invading Earth and ended up infecting the whole planet with "Shadow-made" plague which resulted in Earth being quarantined. And if I understood correctly, that's pretty much where we are now in the game's time.
 
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Shayuri

First Post
A war with telepaths that overthrows Psi-Corps and establishes new laws I think would be very important for a telepath character. :)

I'll look up the specifics on the wiki though...

Thanks!
 

Blackrat

He Who Lurks Beyond The Veil
The problem you're bound to bump to is that there isn't anything more to be found on that subject. The teep war was addressed a couple of times in Crusade and that's it. JMS is apparantly still hoping on making a movie about it but so far no good. The only specific change in laws that were addressed is that afterwards teeps were allowed to join military service.
 

Dr Simon

Explorer
Yeah, the Telepath War is one subject that JMS kept from the freelancers in the hopes of making a cinematic movie one day. However, we know this much background:

The Teep War took place some time between 2262 and 2267 (hints are that it ended about a year before A Call to Arms/ Crusade, hence about 2266. It was a civil war between Psi Corps and telepaths seeking greater freedom from Psi Corps control, nominally led by Lyta Alexander in the name of her martyred lover Byron.

The upshot is that Psi Corps is disbanded and replaced with the slightly more open Bureau of Telepath Integration. There are no more Psi Cops, but telepaths are regularly checked by 'Watchmen' to see if they have infringed the privacy of Normals. All Watchmen are known as Mr. (or Ms.) Jones, and many are probably former Psi Cops with a Psi Cop attitude. Soem notorious opponents of the teep rebellion such as Bester have been tried as war criminals although Bester is still at large somewhere after failing to recognise the authority of the body trying him, and escaping.

Telepaths are now allowed to join the miltary, with Lt. Daniel Matheson of the Excalibur being the first and held to examplary behaviour.

Blackrat, any of those characters would be good. Forgot to mention that many of the League races, particularly the Drazi and Brakiri canonically have taken a "So what?" view of the Drakh plague, their governments having no great love of Earth. Individuals, however, would vary in their opinion.
 

Blackrat

He Who Lurks Beyond The Veil
As for my character I'm considering a Minbari Fleet-officer, right out of training and aspiring to one day be a Shai Alyt of a Sharlin cruiser.
 

Dr Simon

Explorer
Blackrat said:
As for my character I'm considering a Minbari Fleet-officer, right out of training and aspiring to one day be a Shai Alyt of a Sharlin cruiser.

That's cool. So, being stuck on a clapped-out Earth trader vessel on an undercover mission to help...humans might cramp his style somewhat ;) Or perhaps he takes the opportunity to serve with pride.

[sblock="Minbari stats"]
Minbari characters have the following characteristics:

+2 Str, -2 Cha
Medium Size
Base speed 30 ft.
+2 Initiative (fast-thinking)
+2 Concentration (tough under pressure)
+4 Bluff (Minbari never lie. This bonus only works against someone who believes this...)
Weapon Focus (Bonus feat for Warrior Caste)
Fluency (English)
Fluency (Adrenato)
Fluency (Fik)
Fluency (Lenn-Ah)

Minbari specific feats you might like to consider are:

Enhanced Speed - base speed increases to 40 ft.
Way of the Warrior - Warrior Caste only, +1 to all saves.
Wind Sword - 1st level. +1 attack and damage against Humans. May not be appropriate to this campaign...
[/sblock]

[sblock="Officer stats"]
Characteristics of the Officer (fleet) class are:

Initial hit points 6 +Con modifier

Skill points (4 + Int modifier) x4
Class skills:
Acrobatics (Dex), Athletics (Str), Computer Use (Int), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Investigate (Int), Knowledge (Int) (astrophysics, engineering, law, physics, specific culture, specific local, tactics), Linguistics (Int), Medical (Int), Notice (Wis), Operations (Int) (gunnery, piloting, sensors, systems), Pilot (Dex), Technical (Int) (electronics, engineering).

[The difference between Pilot and Operations (piloting) is that the Ops skill covers large multi-crew vessels whereas piloting is for fighters, shuttles etc. You'll note some skills have been conflated in this edition.]

Feats:
Spacecraft Proficiency
Close Combat Weapons
Grenade Weapons
Pistol Weapons

Influence: 1d6 Minbari Warrior Caste

BAB+1
Fort +0, Reflex +0, Will +2
Base Defence +1
[/sblock]

You get a first level feat as well as class bonuses, and 3600 credits worth of personal gear.
 

Blackrat

He Who Lurks Beyond The Veil
Yeah I have the book. Have to say this is probably the best b5 rules so far, though I liked the old Babylon Project RPG too. MGP's first edition was kind of crap.
Dr Simon said:
That's cool. So, being stuck on a clapped-out Earth trader vessel on an undercover mission to help...humans might cramp his style somewhat ;) Or perhaps he takes the opportunity to serve with pride.
It is obviously a test, set by the elders to see if he can remain his honor in such demeaning conditions. Sarhat will not fail ;) . I'm penning down a short description at the moment.
 

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