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EABA conversion for Babylon 5.
By Aaron Kavli

Babylon 5 and all associated races and terms are copy write Warner Brothers Studios. The B5 RPG is copy write Chameleon Eclectic. EABA is BTRC's  universal role-playing game. The work on this page is my personal effort and is not endorsed by any of the above. All rights reserved.

 
Babylon 5 and its ongoing saga makes for an excellent campaign in a semi hard sci-fi setting. Its in depth story and bright graphics has made it popular and Chameleon Eclectic's RPG provides an excellent source for running a B5 campaign. This conversion requires the EABA rule system and uses information
from the B5 RPG.
 
General Campaign Notes:
Those familiar with the Babylon 5 series knows the general sorts of technology available. In EABA terms, this translates into middle Post-Atomic Era, with elder races like the Minbari and Vorlons having access to Advanced Era technology. Nearly all the races have access to Jump Gates, which allow interstellar travel via hyperspace.
 
Characters:
Babylon 5 presents us with brave, skilled, but otherwise mundane characters. PCs should be built on the Normal (80A/80S) scale, but Heroic characters are not totally out of place. While advanced, the races of B5 don't appear to use to much in the way of genetic or cybernetic augmentation and aside from being healthy and educated follow most standard EABA character creation rules.
 
Races of B5:
There are 4 main races appropriate for PCs in a Babylon 5 campaign. These are Human, Narn, Centauri, and Minbari. There are also several other races known to the B5 campaign, such as the Drazi, Pak'ma'ra, Markab, and Gaim. But there are many others besides and it is left to the GM to come up with stats for these races if he wishes to allow them as characters. See the Alien Races starting on page 138 in the B5 RPG.

Humans are the standard race for a B5 campaign. They get no inherent physical bonuses, but have access to more support within the confines of a campaign that takes place largely in human space. Due to human efforts as diplomats and traders, human PCs get one level of Personality (Xenorelations) when dealing with non-overtly hostile aliens.

Narns are proud and brave and are on the rise after freeing themselves from the Centauri. The Narn Regime is not as strong as any of the other major races, but the Narn share the bond of brothers in arms and will often go out of their way to help one another. Narns get +1 Strength and +1 Health, a negative level of Personality (Dislike Centauri) and a negative level of Personality (Proud). The Narns have no telepaths.

Centauri are an ancient race on the decline. Their once massive empire has been lost in bits and pieces over the years, but many refuse to face the fact and try to live in their glorious past. While insufferable and arrogant at times, the Centauri can be quite charming when they choose. Centauri characters get two levels of Personality (Charming), one negative level of Personality (Dislike Narn) and one level negative level of Personality (Proud).

Minbari are the eldest of the races still active (initially) in the area and are superior to the other races technologically, spiritually, and culturally. They are the race others turn to for wisdom and guidance. Each Minbari PC must choose a caste, either religious, warrior, or worker. They must also have the Status trait (even if 0) in this caste to represent their position. As the castes (usually) respect one another, this level of Status carries its benefits at one level less, minimum of 0, with members of other castes. Minbari get a +1 Awareness and one caste appropriate skill with the Larger than Life advantage due to their advanced learning. The player may choose the skill after deciding his skills. The Minbari bone ridge acts like 0d+1 armor to the back of the head.  It costs 15 A to play a Minbari.
 
Attributes:
All physical and mental EABA attributes are played as described in the basic rules.

The Fate attribute becomes Psi, measuring how powerful a character is with this rare attribute. The default value is 0 for most characters. PCs may have a value of 1 or 2 for purposes of luck, but anything higher represents Psionic ability and requires purchasing the Unusual Background (Psionic) trait. Latent Telepaths will be able to use their default Psi roll for psionic defense, and have access to higher "luck" rolls to represent their subtle and subconscious use of their powers for self-preservation. Those with actual Psionic skills (i.e. non latent) can also use their higher Psi for "luck" rolls. In B5 terms, a persons Psi attribute equals their "P" rating. GM's may decide to allow a character to have a non-Psi Fate attribute to represent the default luck rules if they wish. Aside from their increased luck and abilities, a telepath lives under very strict rules in all of the character races. They are monitored, scanned, and tracked by their governments and will suffer severe punishment for abusing their powers. How each race treats their telepaths is described in the B5 RPG under each race, but there are a few general rules. Any active telepath that is not affiliated and monitored by the races telepathic body (such as Psi-Corps for humans) must either take Psi-inhibiting drugs (making Psi attribute 0), have a Major Secret (15A or 15S), or have a Powerful Enemy (15A or 15S).

A latent telepath may not know about their powers and may buy Psionic skills at a later date. Latents have a Minor Secret (5A or 5S) until they purchase the Psionics skill or are somehow discovered by their government, at which point they are immediately treated as above. All telepaths suffer a negative level of Personality (Mistrusted by mundanes) for simply being telepathic, even if they are legal. Legal telepaths will have a Status (even if 0) within their own organization and will have duties associated with that position.
 
Traits:
Only EABA traits that would fall into a more realistic campaign should be allowed. Only the Minbari are allowed access to the Larger than Life trait, and only for one skill. Non-Minbari PCs with a good story and the Unusual Background (Trained by Minbari) may have access to this at the GMs discretion.
 
Status:
There are far to many levels of status for each of the races, castes, occupations, and regions to provide a full listing for each. The following are guidelines that can be used when a character needs the Status trait. Characters can be of higher or lower levels to represent fame or notoriety. Each status will usually have corresponding duties. Ranks and titles can be found in the B5 RPG and the Earthforce Source book for the various races and branches of the EA. The effective Status level should be modified as appropriate for members of society that aren't going to be impressed (hostile organizations or races). The effects of status are on EABA pg. 2.17.

Status  
Cost
Rogue Telepath, Major Criminal  (+20A or +20S)
Thug, Petty Criminal, Outcast
(+10A or +20S)
Average Citizen
(0A or 0S)
Minor Official, Enlisted Man, Priest, Minor Celebrity
(10A or 10S)
Public Official, Senior Enlisted, Officer, Celebrity
(20A or 20S)
Command Officer, Major Politician, Diplomat, Pontiff
(30A or 30S)
Senator, Chief of Staff 
(40A or 40S)
Regional or Racial Head of State
(50A or 50S)


Skills:
The cultures in B5 are literate, a native language skill at +0d includes literacy. Other languages require a skill of +1d to be able to read them. Everyone is also assumed to have a basic education, covering history, arithmetic, reading, and writing. Characters get the following skills for free:
Native Language          +0d
Native Culture             +0d
Computer Operation    +0d
Local Geography     +0d
 
Skill list:
The following is the skill list from the B5 RPG, which mostly translates into EABA terms as well. Important EABA skills not in the B5 RPG are also included or
have been modified to fit EABA rules. It is left to the GM and player to decide what skills are appropriate for a given occupation, but the B5 RPG and the Earthforce Sourcebook give listings.

Acrobatics (AGL)- Climbing, Contortion, Gymnastics, Zero-G Maneuvering.
Acting (WIL)- Theater, Film, Voice.
Acumen (AWR)- Veracity, Attitude, Emotion.
Astrogation (AWR)- Atmospheric, Hyperspace, Insystem.
Anthropology (AWR)- Archaeology, By specific culture.
Athletics (Var.)- By specific sport.
Area Knowledge (AWR)- By area.
Armorer (AWR)- By weapon or armor type.
Art (AWR)- By specific medium.
Biology (AWR)- By specific kingdom in a particular biosphere.
Business (AWR)- Economics, Management, Marketing, Trading.
Carousing (HLT)- By vice.
Cooking (AWR)- By race and style.
Computer Operation (AWR)- Hacking, Programming.
Dancing (AWR)- By race and style.
Diplomacy (WIL)- By cultural protocol.
Driving (AGL)- Car, Truck, Heavy Equipment, Motorcycle.
Engineering (AWR)- Aerospace, Chemical, Computer, Electrical, Mechanical.
Firearms (AGL)- Pistol, Rifle, Launcher, Bow/Crossbow.
Gambling (AWR)- By game.
Geography (AWR)- Interstellar, System, Planetary, Region.
Geology (AWR)- By planet or terrain type.
Heavy Weapons (AGL)- Rocket, Missile, Machine Gun.
History (AWR)- By race, area, culture, or time period.
Instruction (AWR)- By race or subject.
Investigation (AWR)- Research, Forensics, Interrogation.
Language (AWR)- By language.
Law (AWR)- By field and culture.
Leadership (WIL)- By field.
Martial Arts (AGL)- By style, melee weapon, or unarmed.
Mathematics (AWR)- Geometry, Trigonometry, Statistics, Calculus.
Medical (AWR)- Biotech, Diagnosis, EMT, Pharmacy, Surgery.
Melee Weapons (AGL)- Short Blade, Long Blade, Staff, Club.
Metalworking (AWR)- Structural, Construction, Ornamental.
Music (AWR)- By style, culture, or instrument.
Navigation (AWR)- Wilderness, Water.
Philosophy (AWR)- By school of thought.
Physics (AWR)- Quantum, Mechanical, Optical, Nuclear, Hyperspace.
Piloting (AGL)- Atmospheric, Fighter, Shuttle, Small Vessel.
Prophesy (WIL)- Centauri females only.
Psychology (WIL)- By race or culture.
Religion (WIL)- By religion, sect, or culture.
Riding (AGL)- By animal.
Running (HLT)- Sprinting, Cross-country, Relay.
Savvy (AWR)- Underworld, Politics, High Society, other subculture.
Security Systems (AWR)- Lockpicking, Bypass, Traps, Surveillance.
Shiphandling (AWR)- Freighter/Liner, Escort, Capital Ship.
Slieght-of-Hand (AGL)- Juggling, Prestidigitation, Pickpocket.
Stealth (AGL)- Disguise, Sneaking, Hiding, Camouflage.
Survival (WIL)- By terrain type.
Swimming (HLT)- By style.
Tactics (AWR)- Ground, Air, Naval, Space.
Telepathy (WIL)- Scanning, Blocking, Broadcasting.
Throwing (AGL)- Knife, Axe, Rock, Spear, Grenade.
Tracking (AWR)- By terrain type.
Unarmed Combat (AGL or STR)- Punch, Kick, Grab.
Water Vehicles (AGL)- Sailboat, Speed boat, Large Vessel.
Weapons Systems (AWR)- Ship, Planetary, Orbital, Vehicular.
Wrestling (AGL or STR)- Grab, Hold, Throw.
Writing (AWR)- By style.
 
Powers:
There are only 4 powers normally available in a B5 campaign. Three of them require Psionic abilities, and the last is a rare gift in Centauri females. Each power is bought as a separate specialization of the Telepathy skill. Psionic powers are ranged, requiring the user to be able to see the target, and requires total concentration on the part of the user. Telepaths can join together, increasing the effect by +1d for each doubling of linked telepaths. Extra time can also be taken as per normal EABA rules, representing extra concentration and mental readiness. Other, more powerful, powers become apparent during later parts of the series such as domination, subversion, and mind wipe and the GM should feel free to add them. The following are the only ones listed in the RPG.

Each of the telepathic powers can be fought off (i.e. are Thresholded) against the target's primary Telepathy skill or by use of the Blocking power. The Blocking specialization skill cannot be used for this purpose; you either use your Telepathy skill or you use the Blocking power. Even mundanes have a chance to resist psionic influence, but as mundanes cannot have the Telepathy skill, it is treated as an unskilled, default roll against Will (i.e. Will -1d).
Framework Base-
Ranged Effect (249 m)  +35
Thresholded Power  -5
Lasts as caster wills  +15
Total concentration  -10
Can be jointly activated  +5
Cannot be altered  -10
Must be able to see target  -5
Framework cost  25
 
Scanning (diff:11)
This psionic ability allows a telepath to delve into person's mind to retrieve information. A telepath can always sense strong emotions and thoughts from those nearby, but the active use can gather specific information. The GM should determine how much of the desired information is gathered using the Universal Chart according to the amount of success of the Psi effect. This power can be resisted by a person's default Will, or a telepath can use the Blocking power. Deep scans (using all of the telepath's Psi effect dice) are painful, and anyone resisting that rolls a 5 or less with either Will or Blocking will suffer a permanent -1 to Awareness due to brain damage.
Framework base  25
Resisted power  -10
Conveys information  +15
Can harm subjects  -5
Total cost  30

Blocking (diff:13)
Blocking is the ability to try to interrupt an incoming psionic scan or broadcast. While a person can always resist with their Will attribute, this power allows extra time bonuses (if possible) and allows telepaths to use their own, possibly more powerful, psionic abilities to resist. Any Psi effect roll that scores under 5 will result in a permanent -1 Awareness due to extreme mental strain.
Framework base  25
Prevents an effect (mental) +30
Side effect  -20
Total cost  35
 
Broadcasting (diff:13)
This ability allows a telepath to transmit thoughts and emotions to the target. This is usually used to communicate, but could be used to subtly influence someone if the GM permits. A person can resist a telepath's broadcast with either default Will or the Block ability. The final Psi effect will determine how much of the information is passed to the target.
Framework base  25
Resisted power  -10
Conveys information  +15
Total cost  30
 
Prophesy (diff:13)
This rare ability is restricted to Centauri females, and isn't psionic though many seers are. It is bought as a skill, and the results are highly subjective and must be determined by the GM. These visions sometimes come unbidden and are vague shadows, but often frighteningly accurate. A character who buys this power must also buy a negative level of Personality (Mistrusted), as many people do not trust them. They must also buy one level of Status, as real seers are well sought after.
Extraordinary range (1 year)  +70
Conveys information  +15
Lasts an instant  +0
Total concentration  -10
Cannot be altered  -10
A minute to activate  -10
Centauri females only  -10
Vague results  -10
Total cost  35
 
 
Gear and Armory.
The B5 RPG and Earthforce Source book have a good list of the items available to characters, including effects, cost, and availability.  Medical gear and facilities are treated as being Late Post-Atomic Era for EABA recovery purposes. Other Atomic and Post atomic gear is also available as appropriate. PPG. Phased Plasma Guns are versatile weapons that fire superheated gas. The burning damage is deadly, but does little actual damage to equipment, making them popular for stations and colonies. There are some special rules for PPGs. PPGs do not cause blunt trauma against flexible armor nor do they cause bleeding wounds. PPGs can break equipment as normal (EABA 5.5) due to high temperatures, especially if the item has any sort of circuitry, but an item will not suffer much structural damage (i.e. walls and portals will not be breached). Due to the intense heat transferred through most materials, PPGs are considered AP against most body armor. PPGs have adjustable outputs, and the user can adjust the damage up or down by 1d. Doing this causes each shot to use double ammo, and if turned up, the heat does 1 non-lethal hit to the firer's hand if not protected.
 
Melee Weapons 
Name             
Damage   
Type    
Length  
Wgt  
Armor  
Hits  
Notes
Brass Knuckles
punch+1
half-lethal
short
.3 kg
1d+1 
2
balanced
Combat Knife
punch+0 
lethal
short  
.3 kg 
1d+2
2  
balanced
Club            
punch+0 
half-lethal
short
.5 kg
1d+1
2
balanced
Night Stick
punch+1
half-lethal
medium
.5 kg
1d+1
2
balanced
Staff
punch+1d
half-lethal
long
1.4 kg
1d+1
3
balanced, 2 handed
Sword
punch+2
lethal
long
1.3 kg
1d+2
4
balanced
Axe
pund+1d
lethal
medium
2 kg
1d+1
4
unbalanced
Minbari Pike
punch+1d
half-lethal
long
1.5 kg
2d+0
4
balanced, 2 handed, +1 to hit, retractable

Handguns
Name    Uses 
Accuracy
Damage 
Shots Held
Wgt  
Armor  
Hits 
Notes
Civilian PPG
electricity
0
4d+0 
5 clip
.5 kg
1d+1
2
Reliable
Military PPG
electricity
1
4d+2
15 clip
.8 kg
1d+2
2
Reliable
Sha'ann PPG
electricity
2
5d+1
100 clip
1 kg
1d+2
3
Reliable
Light Semi-auto
bullet
0
2d+2
15 clip
.5 kg
1d+2
2
Reliable
Heavy Semi-auto
bullet
1
3d+0
10 clip
1 kg
1d+2
2
Reliable
Revolver
bullet
1
3d+1
6 internal
1.3 kg
1d+2
3
Reliable
Stunner
electricity
1
5d+0
10 clip
.5 kg
1d+1
2
Reliable, non-lethal, stopped by armor

Rifles
Name
Uses
Accuracy
Damage
Shots Held
Wgt
Armor
Hits
Notes
Civilian PPG
electricity
1
5d+0
2 clip
2 kg
1d+2
3
Reliable
Military PPG
electricity
1
5d+2
15 clip
3.2 kg
1d+2
4
Reliable
Hunting Rifle
bullet
4
5d+1
10 clip
4 kg
1d+2
4
Reliable
Assault Rifle
bullet
3
5d+1
50 clip
4.5 kg
1d+2
4
Reliable, autofire
Sniper Rifle
bullet
5
6d+0
10 clip
6 kg
1d+2
4
Reliable
SMG
bullet
1
3d+2
60 clip
3 kg
1d+2
3
Reliable, autofire
Assault Shotgun
bullet
1
3d+2
10 clip
3.5 kg 
1d+2
4
Reliable, autofire
Bow
arrow
1
1d+2
1 internal
2 kg
1d+0
2
Reliable
Crossbow
quarrel
3
2d+1
1 internal
3 kg
1d+1
3
Reliable

Heavy Weapons
Name
Uses 
Accuracy
Damage
Shots Held
Wgt
Armor
Hits
Notes
Machine Gun
bullet
2
6d+1
200 external
6 kg
2d+0
6
Reliable, autofire
Grenade Launcher
grenade
0
3d+2
5 internal
3 kg
1d+2
4
Reliable, lethal explosion
Missile Launcher
missile
3
12d+0
3 internal
9 kg
1d+2
4
Reliable, +4 skill, AP, half-lethal explosion

Grenades
Type
Damage
Type
Wgt
Armor
Hits
Notes
Grenade
3d+2
lethal
.5 kg
1d+1
1
Reliable
Stun Grenade
3d+0
half-lethal
.5 kg
1d+1
1
Reliable

 Armor
Type
Armor    
Covers
Wgt
Notes
Armored Jacket
2d+0
Body
3 kg 
Flexible, civilian
Riot Jacket 
4d+0
Body,Arms
5 kg
EF issue
Riot Helmet
5d+0
Head,Face
1 kg 
EF issue, negates PPG AP
Riot Shield (10 hits)
3d+0
--
4 kg
EF issue, negates PPG AP
Infantry Suit
5d+0
Whole body
20 kg
Can be sealed w/helmet, 12 hrs air
Narn Combat Gear
5d+0
Body,Arms
6 kg

Centauri Combat Jacket
5d+1
Body,Arms
6 kg

Minbari Military Jacket 
5d+0
Whole body
10 kg
Negates PPG AP
Contamination Suit
1d+0
Whole body
5 kg
Sealed, 8 hrs air or external hook-up
Environmental/Space Suit
3d+0
Whole body
15 kg
Sealed, 8 hrs air, +1d+0 AV vs. radiation, can have thrusters.

Vehicles.
There's not a lot of info on B5 vehicles in the RPG, and there are not that many seen in the show as most of the action takes place in space. It can be reasonably assumed that most races have typical modes of transportation. All Atomic and Post-Atomic Era vehicles on EABA pg. 7.20 can be used when needed.