(Mongoose) B5 - Techno-Mages Fact Book - Out This Week!

MongooseMatt

First Post
Hi guys,

The latest instalment of the Babylon 5 RPG, the Techno-Mages Fact Book is winging its way to your local games store and book shop, and will be available this coming week!

First off, this book has indeed leap-fogged the Narn Regime Fact Book, for various reasons. Have no fear though, Narn is already on its way to our warehouse and there will not be long to wait! In other B5 news, No Surrender, No Retreat, your guide to the Earth Year 2261, is currently awaiting approval at Warner Brothers and development on Sky Full of Stars, the all new advanced space combat game for B5, is about to commence - this year will be a good year for B5 fans!

The Techno-Mages Fact Book, written by B5-expert Bruce Graw, kicks off with a look at the organisation of the Techno-Mages, their society, their code and what it means to be one. This leads into a comprehensive History of the Techno-Mages, starting with the rise of the Taratimude and the birth of the Techno-Mages in 1172. Their progress and ambitions are charted through the Great Shadow War, the Time of Wierden and beyond to the Last Shadow War.

Techno-Mage Characters introduces the rules systems required to feature Techno-Mages in your games - yes, players can try their hand at this class, but it is not as easy as it looks and not all campaigns will be suited to their inclusion. However, a shadowy Techno-Mage is always worthy as an NPC no matter where in the universe your players are exploring. We leave the decision as to whether to include them or not as players to you, the GM.

Techno-Mages are a brand new 20 level core class, each of whom begins by focussing their studies on one of the seven schools of Techno-Magery - Defence, Elements, Conjuration, Movement, Healing, Enhancement and Creation. Power Points, used to drive his particular brand of sorcery, are gained with every level, along with some fantastic and other-worldly abilities, such as Organelles, FTL Network and the ability to establish Places of Power. A fully-fledged Techno-Mage also gains access to his own Pinnace, giving him complete freedom to pursue his plans. However, it is not all sweetness and light for a Techno-Mage - he must constantly balance his abilities with accrued Chaos Points, the threat that can disrupt any ordered mind, with potentially catastrophic results. If Elric seems so superior in the show, there is a good reason for it - he is!

There are few feats in the core rulebook that will truly interest a dedicated Techno-Mage - instead, they receive their own selection, allowing them to specialise in certain areas of their craft. From Accurate Bolts to Upgrade Spell, 5 pages of feats will flesh out any Techno-Mage character.

Feats, however, can only specialise a character so far. While the vast majority of Techno-Mages choose to remain 'pure' to their studies, some specialise to an amazing degree, giving rise to some _very_ special prestige classes - the Chimera Legari, the Destroyer (a Techno-Mage with a love of virtually limitless carnage), the Great Healer, the Instrument of Chaos, the Kinetic Grimli, and the Pensive Croanati.

Races is a small chapter that studies the presence of Techno-Mages among the various races and how those races' cultures and physiology can affect Techno-Magery. Two new races, the Kaitay and Taratimude will be recognised by fans of the Passing of the Techno-Mages trilogy.

The largest chapter by far (nearly 80 pages) is Techno-Magic Spells, a detailed listing of all the incantations and rituals used by the Techno-Mages on their travels through the cosmos, complete with many of the light runes used in their casting. Just taking a quick glance through this chapter, you will see some of the incredible abilities Techno-Mages possess - Flexible Shield, Skin of Diamond, Total Destruction (has to be a favourite!), Conjure Creature (as seen by Vir) and Loan Life. No Techno-Mage is accomplished at everything - but every Techno-Mage will have an incredible array of tools at his disposal and the wit to apply them efficiently.

Techno-Magical Items covers the elixirs, trinkets and other technological devices crafted by the Techno-Mages to enhance their art and ensure the success of their missions. These culminate in the Techno-Mage Pinnace, a spacecraft of mysterious potential that has the ability to cast its own spells and can be modified by its Techno-Mage to suit his level of ability. . .

The book winds up with Techno-Mage Personalities, a look at some of the most important and famous members of the order - Alwyn, Blaylock, Burell, Carvin, Elizar, Elric (don;t mess with a 13th level Techno-Mage), Federico, Galen, Herazade, Ing-Radi, Isabelle, Kell, Razeel and Tilar.

To sum up, the Techno-Mages Fact Book contains everything you need to introduce a sense of mystery into your B5 campaign, especially if your players reckon they have the diplomatic station all explored. . .

The Techno-Mages Fact Book is priced at $24.95 and will be available this week from all good games stores and book shops.
 

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