Philosophy and Game Design
These rules are intended for players who want to play Earthforce characters within the timeline given in The Babylon Project RPG by Chameleon Eclectic. For those who do not know, this includes the period immediately following the Earth-Minbari War but prior to the inauguration of Babylon 5 itself.
In my campaign, the players are to be Earthforce Intelligence officers who specialize in troubleshooting (though not in the Paranoia style) the special problems encounted by the interaction between humans and the other sentients of the universe. They should be well-rounded in their skills, and should focus on interspecies interaction skills rather than strictly combat abilities. To further complicate matters, I have decided to include some of the races from the Traveller 2300 campaign setting, since that setting is similarly focused on the "realistic," and the aliens are really alien. The stats for the various Traveller races have not yet been added to the main Sentients Page, but I wanted to keep this initial offering for the purists.
So, without further ado...
Step I: Basic Point Values
PCs can design 90 point characters of whatever race they desire (or as determined by the gamemaster) with up to 40 points in non- racial Disadvantages and 5 points in non- racial Quirks.
Step II: Character Races (That is, weclome to Earthforce)
The four races given in the Babylon Project book as potential character types are Centauri, Humans, Minbari, and Narn. Each of these is outlined below. Please note that for the standard, Earthforce-based campaign, non-human races are strongly discouraged, unless those characters have become expatriated from their species and embraced the Earth as their primary focus of loyalty.
Step III: Psionics
Most of the major races (except the Narns) have psionic-capable individuals in their populations, although they are fairly rare. They are treated differently in each of the societies. It should be noted that Telepathy and ESP are the two categories of Psi powers that are most common, and that the others are so rare as to be virtually unheard of among the younger races. This may not be true of the older races, such as the Vorlons or the Shadows, who seem to use Psychokinesis and Electrokinesis (at least) as well as these more common abilities. Psi individuals are usually given a rating of their abilities, which is equivalent to their Power level in their particular power(s). Hence, a telepath with Telepathy Power of 6 (30 pts.) would be called a "P-6".
Not all characters will have psionics, and most will instead be "normal" members of their respective races. In the case of the standard Earthforce campaign, Psi-Corps members will not be members of Earthforce per se, but will rather be contracted to Earthforce through Psi-Corps. Only Rogue Telepaths and Registered Telepaths would be able to go through the Academy.
Human Telepaths
Human telepaths have been kept strictly controlled by the government, which fears them and fears that a lack of control over such individuals would increase the risk of abuses of psionic power. Hence, there are three possible routes (and thus point packages) to telepathy in Human characters within the Babylon Project Universe:
A) Psi-Corps member- This is by far the most prevalent option for human psis, since it allows them to legally keep their powers, and gives them a supportive structure in which to do so. Psi Corps members are provided for in every way by the Corps, and generally want for nothing. They are, however, subjected to strict regulation by the Corps, and are scanned monthly to ensure their proper behavior. Those who abuse their powers may find themselves arrested and forced to take the drugs which inhibit Psi abilities, or worse. Those who are loyal to the Corps can be trained in the use of their abilities, and might thus be able to increase their abilities more easily than others. There is a skills package available for Psi-Corps members only, to reflect their extended training.
Psi-Corps (+20 pts. total) Unusual Background (+50 pts.) Patron: Psi-Corps (-30 pts.) Very Powerful Organization (+25 pts.) Provides equipment (+5 pts.) Special Abilities (+5 pts.) Appears Fairly Often (9-) Involuntary Duty (Almost all the time--generally not dangerous, but unusually intrusive) (-20 pts.) Great Vow: Abide by Psi-Corps regulations (-15 pts.) Social Stigma: Considered Valuable property (-10 pts.) Reputation -3 (Mysterious and Potentially Dangerous) (-15 pts.) Secret: Psi-Corps agenda, breeding and experimentation (-5 pts.) B) Rogue Telepaths- These individuals have chosen (for whatever reason) to ignore the laws of Earth, and to conceal their abilities from the authorities. While they are, thus, not as restricted in the use of their abilities as are the other two categories, they will be forced to choose between Psi-Corps and the sleepers if their secret is ever found out by a responsible authority. These individuals are often on the run from the law, and travel from place to place to escape the Corps. Rogue Telepath (+30 pts. total) Unusual Background (+50 pts.) Secret (-20 pts.) C) Registered Telepaths- These individuals have decided allow society to suppress their natural abilities through the use of sleeper drugs (see below). The drug tends to make users listless and unable to focus, and this change is often disturbing to those who knew the character before the use of the drugs. Registered Telepath (not a member of Psi-Corps) (+20 pts. total) Unusual Background (+50 pts.) Involuntary Duty (9-) (-10 pts.) Subjugated (-20 pts.) The drugs taken ("sleepers") to keep a telepath from being able to use his/her abilities also cause the user to suffer some unpleasant side-effects. Treat sleepers as the drug "shatter" in GURPS: Psionics (pg. 80) except that the duration is the same for all power levels and lasts for one week, with the Psi being able to roll against HT every day after that to see if the drug wears off. The drug is administered by members of Psi-Corps on a weekly basis for the rest of the telepath's natural life. Step IV: Careers The Earthforce Academy Pre-Enlistment Attributes and Skills There are certain skill and characteristic minima which all characters must have to get into Earthforce. If a character wants to be an officer, the requirements are more stringent. When starting the character generation process, these restrictions should be kept in mind. ST: No Minimum IQ: 9+ (11+ for an officer) DX: No Minimum HT: 10+ At least 5 points in non-combat skills, or 10 points for an officer LS: English @ 9+ As always, PCs will get their native language (at IQ) for free and an Area Knowledge of their homeworld (at IQ) for free also. Skills Package: Upon enlistment, all Earthforce characters go through ten weeks of basic training in common mission skills. After this point, they are sent to different specialty schools, both for their chosen service (GROPOS or Fleet) and for their particular areas of expertise. If a recruit already has a given skill, s/he is encouraged to use the free time to pick up some electives at the local university (in other words, a PC who already has the skill can use any leftover points either to improve that skill or others at his/her discretion). Earthforce Basic Training (+25 pts.) HT +1 (+10 pts.) Strong Will +1 (+4 pts.) Armoury (PPG) MA @ IQ-1 (+1 pt.) First Aid ME @ IQ (+1 pt.) Free Fall PA @ DX-1 (+1 pt.) Guns (PPG) PE @ DX (+1 pt.) Karate PH @ DX-1 (+2 pts.) Running PH @ HT-2 (+1 pt.) Savoire-Faire (Military) ME @ IQ (+1 pt.) Survival (Chosen by Player) MA @ IQ-1 (+1 pt.) Vacc Suit MA at IQ (+2 pts.) Officer Candidacy School (+5 pts.) Cartography MA @ IQ-1 (+1 pt.) Computer Operation ME @ IQ (+1 pt.) Law MH @ IQ-2 (+1 pt.) Leadership MA @ IQ-1 (+1 pt.) Tactics MH @ IQ-2 (+1 pt.) Ground Combat School (GROPOS) (+5 pts.) Armoury: Mk. IX GL MA @ IQ-1 (+1 pt.) Forward Observer MA @ IQ-1 (+1 pt.) Guns (Mk. IX GL) PE @ DX (+1 pt.) Strategy MH @ IQ -2 (+1 pt.) NBC Warfare MA @ IQ-1 (+1 pt.) Pre-Flight School (Fleet) (+5 pts.) Astrogation MA @ IQ-1 (+1 pt.) Free Fall MA @ DX-1 (+1 pt.) Piloting (Atmospheric Shuttle) PA @ DX-1 (+1 pt.) Piloting (Space Shuttle) PA @ DX-1 (+1 pt.) Strategy (Space) MH @ IQ-2 (+1 pt.) GROPOS (All specialties are +15 pts.) Infantry Armoury: Body Armor MA @ IQ-1 (+1 pt.) Armoury: Mk. IX GL MA @ IQ-1 (+1 pt.) Armoury: PPG MA @ IQ-1 (+1 pt.) Armoury: W&G EF-52 MA @ IQ-1 (+1 pt.) Forward Observer MA @ IQ-1 (+1 pt.) Guns (Mk. IX GL) PE @ DX (+1 pt.) Guns (W&G EF-52) PE @ DX (+1 pt.) Gunner (EF-749/AC) PA @ DX-1 (+1 pt.) Karate PH @ DX-2 (+2 pts.) Knife PE @ DX (+1 pt.) NBC Warfare MA @ IQ-1 (+1 pt.) Strategy MH @ IQ -2 (+1 pt.) Tactics MH @ IQ-2 (+1 pt.) Throwing PH @ DX-2 (+1 pt.) Medics Armoury: Body Armor MA @ IQ-1 (+1 pt.) Biochemistry MVH @ IQ-3 (+1 pt.) Diagnosis MH @ IQ (+4 pts.) Electronics Operation (Medical) MA @ IQ (+2 pts.) First Aid ME @ IQ (+1 pt.) NBC Warfare MA @ IQ-1 (+1 pt.) Physician MH @ IQ-1 (+2 pts.) Physiology MVH @ IQ-3 (+1 pt.) Surgery MVH @ IQ-2 (+2 pts.) Military Police Armoury: Body Armor MA @ IQ-1 (+1 pt.) Armoury: Mk. IX GL MA @ IQ-1 (+1 pt.) Armoury: PPG MA @ IQ-1 (+1 pt.) Criminology MA @ IQ-1 (+1 pt.) Electronics Operation (Security Systems) MA @ IQ-1 (+1 pt.) Guns (Mk. IX GL) PE @ DX (+1 pt.) Karate PH @ DX-2 (+2 pts.) Knife PE @ DX (+1 pt.) Short Sword (for Stun Baton) PA @ DX (+2 pts.) Law MH @ IQ (+4 pts.) Pilots Astrogation MA @ IQ-1 (+1 pt.) Free Fall MA @ DX-1 (+1 pt.) Electronics Operation (Computers) MA @ IQ-1 (+1 pt.) Piloting (Atmospheric Shuttle) PA @ DX-1 (+1 pt.) Piloting (AFV) PA @ DX (+2 pts.) Piloting (Space Shuttle) PA @ DX-1 (+1 pt.) Stealth PA @ DX-1 (+1 pt.) Strategy (Space) MH @ IQ-2 (+1 pt.) Survival (Chosen by Player) MA @ IQ-1 (+1 pt.) Electives (+5 pts.) Fleet (All specialties are +15 pts.) Ship's Complement Flight Officers Pilots Station Personnel Customs officers Medical Personnel Diplomatic personnel Logistics Personnel Earthforce Intelligence Area Knowledge (Known Space) ME @ IQ (+1 pt.) Criminology MA @ IQ-1 (+1 pt.) Cryptology MH @ IQ-2 (+1 pt.) Electronics Operation (Security Systems) MA @ IQ-1 (+1 pt.) Holdout MA @ IQ-1 (+1 pt.) Intelligence Analysis MH @ IQ -2 (+1 pt.) Language (Alien; chosen by the player) MH @ IQ-1 (+2 pts.) Shadowing MA @ IQ -1 (+1 pt.) Xenology MH @ IQ-2 (+1 pt.) Electives (+5 pts.) The Military Career: Upon graduation from their branch schools, PCs will gain the following Advantage/ Disadvantage package from their membership in Earthforce: Patron +25 pts. Supplies Equipment +5 pts. Multiplanetary Organization +5 pts. Duty (All the Time) -15 pts. Rank (Varies) Psi-Corps Training- A character in Psi-Corps cannot enter Earthforce, but instead is trained in the use of their own unique talents. The Psi-Corps has no minimum attributes or skills, as long as a character possesses psi-talent, that is enough. They will provide the following skills/ advantages, totaling 50 points: Strong Will +2 (+8 pts.) Telepathy Power +2 (+10 pts.) Diplomacy MH @ IQ-1 (+2 pts.) Meditation MVH @ IQ (+8 pts.) Mental Blow MH @ IQ-1 (+2 pts.) Merchant MA @ IQ (+2 pts.) Mind Shield MH @ IQ (+4 pts.) Psychology MH @ IQ-1 (+2 pts.) Savoir-Faire ME @ IQ (+1 pt.) Telereceive MH @ IQ (+4 pts.) Telescan MH @ IQ (+4 pts.) Elective Skills: 3 pts. (+3 pts)
As usual, if the PCs have already spent points on one of these skills, they may either add them to that same skill to become even more proficient or else use the points on electives.