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


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WD: Pak'ma'ra example names from the rulebook: Borl, D'Ram, G'Vort, L'Him, Sk'Ven, Trik, Vurk.

Some of those sound a bit Narn-ish to me, but I guess that simple one or two syllable names that sound a bit like somebody being sick is the general guideline!

Jemal:

[SBLOCK="Human characteristics"]
As per standard d20.
Medium sized
30 ft. base speed
Bonus 1st level feat
Extra skill point per level
Fluency (English)
[/SBLOCK]

[SBLOCK="Narn characteristics"]
+2 Con, -2 Cha
Medium Size
30 ft. base speed
Low-light vision
+1 racial bonus to all attack rolls vs. centauri (from melee to starship combat)
Toughness feat
Proficient with close combat, pistol, grenade and rifle weapons
Fluency (Narn) and Fluency (English)
[/SBLOCK]

[SBLOCK="Agent class"]
Initial hit points 6+Con bonus

Skill points 8+Int bonus (x4 at first level).
Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluf (Cha), Computer Use (Int), Concentration (Con), Drive (Dex), Intimidate (Cha), Intrigue (Cha), Investigate (Int), Knowledge (law, specific culture, specific local) (Int), Linguistics (Int), Notice (Wis), Pilot (Dex), Profession (blue collar, white collare, performing) (Wis, Int or Cha), Sense Motive (Wis), Stealth (Dex), Subterfuge (Dex).

Two Influences at 1d6 each. One must be faction of native culture.

1800 Credits

BAB +0, Fort +0, Ref +2, Will +0, Defence +0

Master of the Craft class feature - gain Skill Focus feat in one of Bluff, Computer Use, Concentration, Intrigue, Investigate, Notice, Sense Motive, Subterfuge or Stealth.

Proficient with close combat, grendade and pistol weapons.
[/SBLOCK]

[SBLOCK="Ranger class"]
Initial hit points 7+Con modifier

Skill points 6+ Int modifier
Skills: Acrobatics (Dex), Athletics (Str), Computer Use
(Int), Concentration (Con), Diplomacy (Cha), Drive
(Dex), Intimidate (Cha), Intrigue (Cha), Investigate (Int),
Knowledge (history, law, philosophy, specific culture, specific
local or tactics) (Int), Linguistics (Int), Medical (Int), Notice
(Wis), Pilot (Dex), Sense Motive (Wis), Stealth (Dex) and
Subterfuge (Dex).

Initial Influence: 1d4 Ranger Influence

Weapon Proficiency: A Ranger is proficient with all close
combat, grenade and pistol weapons. A Ranger also gains
the Exotic Weapon Proficiency (denn’bok) and Martial Arts
feats for free.

1200 Credits

Adrenato: All Rangers are trained in the Minbari religious
caste language of Adrenato – they receive Fluency (Minbari:
Adrenato) for free. Non-Minbari Rangers are also considered
to be familiar with Minbari technology.

Discipline of the Ranger: Rangers require incredible
dedication and mental and physical discipline. A Ranger mustspend at least two hours each day meditating and practising
his skills. If the character misses a practice session, he will lose
access to the following Ranger class features until such time as
they resume their regimen: The Application of Terror, Die For
The One, Live For The One and Standing On The Bridge.
Note that combat, sneaking and other dangerous activities
count as practising, but this requirement can make it difficult
for a Ranger to hold down a mundane job or go undercover
without preparation or postponing his advancement.
Furthermore, Rangers are expected to hold to the code of the
Rangers. If a character retreats from a fight without good
reason, shows cowardice or disloyalty, acts in an immoral
fashion or otherwise breaches the Ranger code, he is ejected
from the Rangers and barred from future advancement in the
Ranger class.

Fearless: Rangers are broken of their fear by their hard
training. They cannot be affected by fear-based effects. They
are also incredibly resistant to mental coercion, torture, pain
and deprivation. Rangers receive a +2 competence bonus to
Concentration checks and Will saving throws.

Garb of Honour: As part of the ceremony that marks the
completion of their training, all Rangers receive three items.
- The black robes of the Ranger. These custom-fitted
robes are made of Minbari crystalweave. They give the
Ranger Damage Reduction 2 and a +1 bonus to Stealth
checks.
- A denn’bok, the Minbari fighting pike (see page 135).
- A Ranger pin, a symbol of the Ranger’s oath.

Losing any of these items shames the Ranger greatly. They will
not loan or give them to another except under the most grave
of circumstances. If one of these items is lost, the Ranger will
do everything within his power to regain the item and punish
those responsible

BAB +1, Fort +1, Ref +1, Will +1, Defence +1
[/SBLOCK]
 

shall I assume that aside from what's been posted so far d20 modern ruleset will work for character creation? I think I'm going to go with the ranger.
Question : Are all of the martial arts tree of feats from d20 Modern acceptable/available? If not (or even if so) what kind of feats are in place in the B5 system for a martial arts styled character?
 

As I've said before, I'm not that familiar with d20 Modern so I can't comment on that. As for martial arts, there are two main feats that approach unarmed fighting in different ways:

Brawler
You can hold your own in a bar-fight or brawl.
Prerequisite: Base attack bonus +1.
Benefit: You are considered to be armed even when unarmed
– that is, you do not provoke attacks or opportunity from
armed opponents when you attack them while unarmed.
However, you still get an attack of opportunity against any
opponent who makes an unarmed attack on you. In addition,
your unarmed strikes can deal lethal or nonlethal damage,
at your option. You also gain a +2 bonus to bull rush and
grapple checks.
Normal: A character without the Brawler or Martial Arts feats
provokes attacks of opportunity when attacking unarmed and
can only deal nonlethal damage.

Martial Arts
You are trained in a particular school of martial artists, such
as tae kwon doe, karate or an alien style such as that used by
the Minbari.
Prerequisite: Base attack bonus +1.
Benefit: You are considered to be armed even when unarmed
– that is, you do not provoke attacks or opportunity from
armed opponents when you attack them while unarmed.
However, you still get an attack of opportunity against
any opponent who makes an unarmed attack on
you. In addition, your unarmed strikes can deal
lethal or nonlethal damage, at your option.
You also gain a +2 bonus to disarm
and trip checks.
Normal: A character without the Brawler or Martial Arts feats
provokes attacks of opportunity when attacking unarmed and
can only deal nonlethal damage.

In addition there is the standard Combat Expertise feat tree, and the following feats may also be of interest:

Natural Athlete
You have developed your athletic potential and find many
tasks easier as a result.
Prerequisite: Athletics 4 ranks.
Benefit: You do not become flat-footed when balancing
or climbing. You automatically succeed at Reflex saves to
catch onto edges when jumping and Athletics checks to drag
yourself up from dangling. You can also ‘kip up’ (stand up) as
a free action that does not provoke attacks of opportunity.

Drazi Tackle
Named because it exemplifies a typical Drazi approach to
unarmed combat, those skilled in tackling others can often
treat targets as little more than bowling pins.
Prerequisites: Athletics 6 ranks, Brawler.
Benefit: You gain a +2 bonus to bull rush checks. You do not
provoke an attack of opportunity when you try to bull rush
an opponent. Bull rush targets may not choose to avoid the
character. Also, if the attacker exceeds the target’s Strength
check by 5 or more, he may choose to either:
  • Push the target to one side (the target is moved to
    the 5-foot by 5-foot space either to the left or right of
    their current position and the attacker continues in the
    direction of the bull rush as normal).
  • Knocking the target down and move over them (the
    target becomes prone automatically and the attacker
    continues in the direction of the bull rush as normal).
  • Knock the target backwards and stay in the target’s
    original space (the target will still move 5 feet in the
    direction of the bull rush for every 5 points by which
    the attacker’ Strength check exceeded the target’s).
Normal: Successful bull rushes can only knock the target
backwards and the attacker must move with the target for the
knockback distance to be greater than one 5-foot by 5-foot
space.

Were you also interested in the details of the soldier class?
 

Do Pak'ma'ra have something like family names?

I will go with Vurk as first name.

BTW: I ever wanted to play a gnome bard specializing in Bardic Knowledge with the name: Google Quickfinder :D
 

shall I assume that aside from what's been posted so far d20 modern ruleset will work for character creation? I think I'm going to go with the ranger.
Question : Are all of the martial arts tree of feats from d20 Modern acceptable/available? If not (or even if so) what kind of feats are in place in the B5 system for a martial arts styled character?

B5 RPG is closer to D&D 3.5 than D20 Modern actually. There are no talent trees for example, but just class features.
 

As Blackrat said, but with this edition of the B5 RPG the class abilities are quite flexible, usually with a bonus feat every other level or equivalent (similar to SW Saga) interspersed with other class features chosen from lists (kind of similar to SW Saga talent trees, but not quite as flexible as that). The Agent class, for example, grants the Opportunism class feature at 3rd, 6th and 9th level. This is a special attack that functions under Sneak Attack conditions and can be Sneak Attack, Stunning Attack or Crippling Attack (each can be chosen multiple times to stack).

Also of note, but perhaps less so for PbP, is that the core classes all only go up to level 10, with class features at each level. Higher level characters all multi-class or take prestige classes.
 

Do Pak'ma'ra have something like family names?

I will go with Vurk as first name.

BTW: I ever wanted to play a gnome bard specializing in Bardic Knowledge with the name: Google Quickfinder :D

LOL at Google Quickfinder! I usually end up running quite serious settings but I'd like to do a kick-loose purely-for-laughs D&D game with little internal consistency and loads of anachronisms. If and when I do, I may nick this (or invite you to play).

I don't know about pak'ma'ra family names, information is sparse on them (if you're someone who doesn't own The Lurker's Guide to Pak'ma'ra). You can have one if you want one, and feel free to improv. elements of pak'ma'ra society. Since the rest of the universe avoids them, not many people are going to know if you're telling the truth or not....

[SBLOCK="Pak'ma'ra info"]
Fluff from the rulebook:

P a k ’ m a ’ r a
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 elemen tused 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’ actually
conceals 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.

To the eyes of other races, the Pak’ma’ra are lazy, disgusting
and smelly, eating only carrion – even that of their own race
at times. With questionable hygiene and an appearance that
generates disgust among others, Pak’ma’ra tend to be ignored
wherever they go, assumed to be part of whatever underclass
exists on the worlds and colonies they travel to. They certainly
have a very different outlook on the universe and do not
perceive things in the same way as others. On the other hand,
it is a rarely known trait that Pak’ma’ra do not often lie or steal
and are willing to help almost anyone in distress. They are
highly individualistic and have no set form of government,
as such – a concept almost incomprehensible for them. This
has caused problems in the past when other governments
have tried to negotiate treaties for trade and territory with
the Pak’ma’ra, as there is no identifiable structure within their
society that gives rise to overall leaders. Even the Pak’ma’ra
representative for the League of Non-Aligned Worlds holds little authority over others of his kind, though he is charged
with making decisions that affect their homeworld, Melat, on
the border of the Drazi Freehold and Centauri Republic.
Though the Pak’ma’ra lack much of the technological
innovation common to other races, the large quantities
of Quantium-40 on their homeworld has allowed them to
trade for ships, weapons and other items that have permitted
the safety and protection of Melat. Because of the valuable
resources of their homeworld alone, the Pak’ma’ra were
welcomed into the League of Non-Aligned Worlds with open
arms by governments keen to exploit this race and so push
ahead with their jump gate construction. However, as time
went on, the less pleasant aspects of their race became more
apparent and now the Pak’ma’ra have few real allies among the
League, though there are those in other governments who steel
themselves to sway Pak’ma’ra votes in political negotiations.
[/SBLOCK]
 
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