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Kilka podręczników do Babylon 5 d20:
Babylon 5 1st Ed. Core Rulebook and Fact Book ![]() The Babylon 5 Roleplaying Game & Fact Book is a brand new d20-based roleplaying game based on the award-winning science fiction series created by J. Micheal Straczynski. Featuring full color pictures and film stills throughout, the Babylon 5 Roleplaying Game & Fact Book is the most detailed exploration into the world of Babylon 5. Newly developed combat systems including both deep space skirmishes and personal combat serve to heighten the dangers of life in and around the infamous diplomatic station. This game allows players to take the role of characters on board Babylon 5 and travel to the many stars and planets seen in the television series. The possibilities available to players are limitless, taking such characters as lowly lurkers and smugglers or brave Earthforce Officers and members of the Minbari warrior caste. Featuring exclusive never-before-seen official background material, the Babylon 5 roleplaying game is the most comprehensive information resource available for the award-winning television series! This 304-page d20 sourcebook details the entire Babylon 5 space station, along with the characters and personalities to be found onboard. Kod:
http://rapidshare.com/files/59766200/1st_Edition_Core_Rulebook_and_Fact_Book.pdf ![]() It's a big galaxy. This is a guide to living in it, travelling through it, and populating it. The Babylon 5 universe is a place where interstellar travel has been going on for literally millions of years. Uncounted sentient races have walked between the stars, and many more simply stare up at the lights in the sky and wonder if they are alone. It is a universe old enough and vast enough that many worlds are simply forgotten, waiting for centuries or millennia for explorers to find them. It is a universe rich enough in habitable worlds that many systems are left unexplored entirely, awaiting those brave or foolish enough to discover them. This books is about worlds and the space between them. It will tell you what life is like for a passenger on a Centauri cruiser, how to hitchhike across Alliance space, and how to determine everything about a world from the colour of its sun to the number of its continents. It also provides detail on the worlds we know, discussing previously unmentioned planets in major solar systems and highlighting exciting, beautiful or dangerous locations across the galaxy. Kod:
http://rapidshare.com/files/59769676/Galactic_Guide.pdf ![]() The Rangers, an elite military group formed by humans and Minbari, are the very epitome of heroism in Babylon 5. They are the antithesis of the Shadows and all they stand for - a beacon of good shining across a galaxy. Replete with information and background on this military order, this essential d20 sourcebook provides everything players need to introduce the romantic and heroic Rangers to their Babylon 5 RPG campaigns. Kod:
http://rapidshare.com/files/59777198/The_Rangers.pdf ![]() ‘We are dreamers, shapers, singers, and makers. We study the mysteries of laser and circuit, crystal and scanner, holographic demons and invocations of equations. These are the tools we employ and we know many things.’ —Elric to Captain Sheridan in Babylon 5: ‘The Geometry of Shadows’ With this line, Elric introduces the fans of Babylon 5 to a mysterious organisation known as the techno-mages—the ultimate proof of Arthur C. Clarke’s famous Third Law: ‘Any sufficiently advanced technology is indistinguishable from magic.’ Techno-mages appear, even upon careful study, to be the futuristic version of wizards. Cloaked, casting spells, speaking in riddles—the character of Elric could just as easily have been Gandalf or Merlin. In fact, who’s to say Merlin himself was not, in truth, a techno-mage? Perhaps he was...but if so, only the techno-mages know for sure. Within these pages, the mysterious order of techno-mages is at last introduced to the Babylon 5 roleplaying community. This group adds nothing less than an entire collection of techno-magical characters, spells, items, and technology to the game. However, despite appearances, the reader must remember that technomancy is not magic. Everything a techno-mage does can be traced back to the filaments of highly advanced technology strung throughout his body. Magic is not something that can be easily taught, but takes a lifetime of study to completely master. The life of a techno-mage is a constant struggle to control his destructive impulses and live up to the tenets of his order. The primary focus of this product is towards the use of techno-mages as player characters. However, techno-mages are extremely powerful in the Babylon 5 setting. Even a low-level mage can dish out more damage with but a thought than most other characters can even dream about. Thus, to keep things balanced, mages are physically weak, and their ability to cast spells is drastically limited. While indeed powerful, a techno-mage is still a living being, and can be hurt or killed. Games Masters who worry that techno-mages are too powerful to allow as player characters should strongly consider the various balance factors provided hereafter. Mages must remain in an apprenticeship for at least their first three levels, limiting their ability to act independently. Furthermore, for as long as the techno-mage order exists, he must obey their Code or risk destruction. Thus, a techno-mage cannot use his powers for personal gain, to wantonly destroy his enemies, and the like. A mage should always be a mysterious figure, never quite explaining his true purpose, always making even his allies wondering what he is really up to, and why he is on their side. Techno-mages also make excellent non-player characters. Consider a scenario where the players are enlisted to hunt down a rogue mage, or enlist the aid of an unwilling one. What sort of promises would a techno-mage demand in exchange for his aid? How would a rogue, facing his own death if he is captured, stand up to a determined batch of players? These are but two of the potential uses for mages in a campaign. The possibilities are endless! Kod:
http://rapidshare.com/files/59777458/The_Techno-Mages.pdf ![]() The universe speaks in many languages, but only one voice. The language is not Narn or Human or Centauri or Gaim or Minbari. It speaks in the language of hope. It speaks in the language of trust. It speaks in the language of strength and the language of compassion. It is the language of the heart and the language of the soul. But always it is the same voice. It is the voice of our ancestors speaking through us and the voice of our inheritors waiting to be born. The small, still voice that says: 'We are one. No matter the blood, no matter the skin, no matter the world, no matter the star- We are one. No matter the pain, no matter the darkness, no matter the loss, no matter the fear- We are one.' Here, gathered together in common cause, we begin to realize this singular truth and this singular rule that we must be kind to one another. Because each voice enriches us and ennobles us and each voice lost diminishes us. We are the voice of the universe, the soul of creation, the fire that will light our way to a better future. We are one. We are one.’ With these words of wisdom, Representative G’Kar ushered in an unprecedented age of unity under the watchful eye of the Interstellar Alliance. That unity would stand for hundreds of years. While it would not always be a smooth road, the Alliance would prove time and time again the strength in G’Kar message. The Interstellar Alliance was One- one heart, one mind, one common ground of principles and beliefs, While the story of the Alliance, and of the Babylon Station that made it possible, is a human tale told by humans about humans, the message of being One transcended all racial and moral barriers. Babylon 5 was built by human hands, but the feel that walked its halls belonged to many different people and cultures. The station was a gathering place for hundreds of worlds, a place when governments across the vast reaches of the galaxy could come together and do business with one another in relative peace. This was a union of a sort long before the ISA’s Declarations of Principles attempted to define it in so many words. In the world of Babylon 5, perhaps no single example of the fractious yet enduring concept of unity can be found than the League of Non-Aligned Worlds - several very different, very alien groups brought together by the universal languages of need and fear. United in their desire to have more power than they could individually wield, the League of Non-Aligned Worlds collectively represented more ships, more guns, and more temporal power than any of the ‘major’ governments of the galaxy could claim. Even the Minbari would have been hard-pressed to deal with the enmity of the entire League. This sourcebook for the Babylon 5 Roleplaying Game contains information on the League of Non-Aligned Worlds, a political power block with hundreds of years of tradition and galactic influence behind it. You will discover how it calls for internal vote, implements internal policy decisions, and deals with external issues such as treaties with other races and political dealings with the major races of the galaxy (Earth, Minbari, Centauri, and the Narn). There is also a sizable section of the book devoted to five of the member states of the League (Abbai, Brakiri, Drazi, Gaim, and the Vree). Their culture, biology, and technological developments are listed here in enough detail to provide Games Masters and Player with all the information they should need to make the race an important addition to their campaigns. Feats, prestige classes, and new rules are given in each section. Lastly, there is a section in this sourcebook on using the League in various time periods, including during the Dilgar Invasion, the Earth-Minbari War, the time of the Babylon Projects, and the era of the Interstellar Alliance. Where needed, rules additions are given to better simulate the changing policies and powers of the League of Non-Aligned Worlds through the history of the Babylon 5 universe. If a game is set at any point during the League’s existence or during the history of a given League race, there will be enough information here to enhance and enrich that campaign Kod:
http://rapidshare.com/files/59774793/The_League_of_Non-Aligned_Worlds.pdf ![]() The Babylon 5 RPG explodes back into your gaming store with the all new 2nd Edition. With feedback garnered from thousands of gamers since the release of the first rulebook three years ago, the Babylon 5 RPG has been refined and focussed by writer Gareth Hanrahan. Now 'timeline neutral', the 2nd Edition allows you to play in any era of Babylon 5, from the Earth/Minbari War, through to the Crusade era and beyond. Space combat has been completely overhauled with a faster flowing system that nevertheless squeezes in more detail. New character classes have been added, including the Trader and Ranger, meaning you no longer have to 'qualify' to play one of the most iconic characters of the TV series, as well as new player races - yes, the Pak'ma'ra can now be used by players! On top of all that, there are copious new notes on the universe of Babylon 5, the station itself and the alien races that can be found throughout the galaxy. Best of all, the 2nd Edition Babylon 5 RPG is fully compatible with all the supplements printed during the first edition of the game, from the Earth Alliance Fact Book, right up to Merchants, Traders and Raiders! Kod:
http://rapidshare.com/files/59747399/2nd_Edition_Handbook.pdf ![]() Space is very, very big. There is several billion times as much empty space as there are stellar bodies hanging in the blackness. Just as the first explorers thought the sea was eternal, space was daunting to those who first set their sights on the heavens above. The first rockets that broke away from their planet’s gravity and soared into the vast sea of stars were the first infants of an industry. The industry of space travel. Over the millennia countless starships, rockets, saucers and other craft have been constructed to traverse the spacelanes. Some have been sleek and aesthetically attractive; others have been bulky, ugly and mean. Just as different as the races that made them; the ships of the Babylon 5 universe have run the gamut of designs. This book is a collection of many of their number that could be found in the era of the 23rd Century, when the turning of an age took place. Separated into their various governmental or political factions, this is the ultimate guide to the spacecraft of Babylon 5. There will be a few ships that only existed for a short time. Many will be commonly found for decades, or even centuries. They have been included to give every Games Master the opportunity to use them accordingly in their own Babylon 5 chronicles – or to base their own. Kod:
http://rapidshare.com/files/59753581/Ships_of_the_Galaxy.pdf ![]() ust like the ancient mariners of Earth, spacefarers have their own brand of legends. One of the most prevalent and widely told is that of the Cold Equations. It is told in gloomy bars and freighter holds throughout the galaxy. It is always about a different ship - the Erasmus, the Lord Cheka, the Sha-Mak - yet it always involves the same dire choices for the two crewmen, trapped in an impossible situation. The Cold Equations is an introductory scenario for the Babylon 5 RPG: 2nd Edition. It is set at the start of 2259, in the second season of the TV series, and is designed for 1st level characters. The Cold Equations can be run as a stand alone scenario or as an introduction to The Ragged Edge. Kod:
http://rapidshare.com/files/59750327/The_Cold_Equations.pdf |
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Heroes & Aliens
![]() The universe of Babylon 5 is incredibly vast and complex, a place teeming with life of all shapes and forms. Many of these life forms might not even be recognised as such, but life they are nonetheless. On distant worlds new life evolves and gazes at the stars; on ancient worlds the memories of long-dead races whisper through the tumbled ruins of once-great cities, and on the tachyon networks and jump gates of the galaxy the star-faring races write the history texts of the future in blood and hope. Each of the great star-faring races has its own heroes and its own villains, most of whom take part in the great saga that is Babylon 5. These are the individuals who shape the events of the galaxy, whether they intend to or not, their smallest action yielding consequences beyond what they imagine. Much as the stones in the Japanese Garden on Babylon 5 demonstrate the power of one mind to change the world, so do the men and women of Babylon 5, no matter their race, change the face of the galaxy. Heroes and Aliens is dedicated to all these creatures and races, the many forms of life that make the universe of Babylon 5 so deep and compelling. It is dedicated as well to the heroes and villains of Babylon 5, demonstrating their advancement in knowledge and skill throughout the scope of the story. Kod:
http://rapidshare.com/files/99236605/Heroes___Aliens.pdf ![]() The Babylon 5 television series saw dozens of different starships that soared, sailed, barrelled and blasted their way across our television screens time and time again. As fans of the series, there was always a part of us that wanted to be at the helm in one of those crimson-lit G’Quan heavy cruisers, or flipping J-turns in a Starfury – which is just one of the many reasons why we created the Babylon 5 Roleplaying Game. Space travel and starships are a huge part of the Babylon 5 universe, and almost every chronicle will no doubt run into the use of one in some way. Roleplaying evolution states that eventually the players will get tired of seeing ‘the same old thing’ over and over, looking for those ships that never saw screen-time. When those grow old, then inevitably players and Games Masters alike will soon look into creating vessels of their own. That is what this book is for – to help you create your very own Babylon 5 starships. From simply ripping the weapons off an old hulk to totally funding the design and creation of unique hulls, Babylon 5 players can use the information in this text to build it. There is a host of information contained in this book concerning the design, building, altering and retrofitting vessels of all shapes, sizes and varieties. Using the rules found here players can go about adding bigger engines and external cameras to their commercial freighters, or maybe finding room for that rare antimatter torpedo launcher! Anything is possible if you have the space, time and – of course – credits. Kod:
http://rapidshare.com/files/99236604/Ship_Builders_Manual.pdf |
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