Babylon 5: Roleplaying Game and Fact Book: Signs and Portents

My first encounter with Babylon 5 was on the evening of the day I returned to the UK after living abroad for a few years. It was an early season one episode broadcast on Channel 4 and received on a tiny TV with bad reception in my room at a B&B. Half a decade later, I don't remember which episode it was, but I do remember that I was instantly hooked. Since then, between catching broadcasts, renting videos and buying DVDs, I've managed to get my hands on just about every episode. The point of this reminiscing? Mongoose Publishing have just released their new Babylon 5 Roleplaying Game and Fact Book (by Matthew Sprange), a hardcover I've been itching to get my hands on for months. It took a while as the Babylon curse struck once more (it seems to be determined to prevent any B5 RPG from ever making it to stores), but the book is finally in my hands.

The core rulebook consists of 304 glossy pages packed with colour, and appearing to average at least one photo on each double page spread. Usually when a company goes with this level of colour, it's common to run into low-contrast text that is hard to read, but not here - all the text is clear and easily readable.

Mongoose don't allow the d20 system to constrain them: if a rule doesn't fit the setting, the rule changes, not the setting. The d20 system is not allowed to dictate the direction the game should take. This makes B5 a touch trickier to get to grips with than some other d20 games, but every change is for the best and the transition is made easy by the handy guide for people experienced with d20.

But I'm skipping ahead of myself, there's so much good stuff in this book I'll never be able to give a decent overview unless I stop and work through it in order. The book is subtitled Signs and Portents, which is a big clue that despite the thickness of this book, it only covers season one of the Babylon 5 series, not moving beyond 2258. It opens with the Introduction, a sensible decision in my opinion. A shiny double page spread of Babylon 5 with the traditional "What an RPG is." The game requires a copy of The Player's Handbook from Wizards of the Coast, which I understand is thanks to licensing issues. This is a something of a downer for people who don't want to invest in another book before they can start roleplaying, but for those who own the PHB already it just means that Matt doesn't have to fill up more of the 304 pages with copies of content they already have. I'll mention here my first criticism of the book: the references are horrible scrambled. Instructions to look on another page for more information usually lead to having to search up to 15 pages away for it, the references to chapter numbers wouldn't be too bad, if only the chapters were actually numbered!

The introduction continues with an overview of the book, and sections to help both people who are new to the d20 system and those who are veterans get up and running with B5 as quickly as possible. The introduction ends by explaining that B5 is very different from (the average game of) D&D as thinking is much more important than combat. It takes five paragraphs to do this, so maybe, just maybe, it's something Matt thinks we gamers should take on-board. At this point, JMS chips in with his two cents on roleplaying, his style is, as usual, gripping, and his sense of humour shows through.

The main meat of Babylon 5 begins with an brief overview of Earth's interaction with the rest of the galaxy, covering contact with the Centauri, the Dilgar and Minbar wars, the building (and loss) of the Babylon stations, and ending with the events of The Gathering and shortly after. As you turn to page 14, you end 2257.

Mongoose have kept to the usual formula for the organisation of B5, once the scene is set it's time for the first chunk of rules - Characters. It is in this chapter that the first obvious deviations from the usual d20 system can be found, characters do not get automatic languages just for being smart, only their native tongue and English. If any further languages are desired, they have to be bought with ranks in the Speak Language skill. The races available in B5 are Humans (who are once again the Jack of all Trades with a bonus feat of choice), Centauri, Minbari (choose your caste - Worker, Religious or Warrior), Narn, Drazi and Brakiri. Each race gets a good amount of information which briefly covers personality, physical description, relations with other races, spheres of influence, belief system, language, names, and the types of character who are likely to be found away from home.

Then we come to hit points, characters start off with hit points comparable to low level D&D characters, and they do go up - but very, very slowly. Characters now only receive a couple of hit points each level, so a single well-placed PPG shot is capable of leaving Michael Garibaldi in Med Lab very nearly as easily as the mindwiped janitor with the metal detector style floor cleaner. Even the Soldier class only receives 3 extra hit points per level - and characters don't add their Con bonus. Con isn't worthless though, it has a serious impact on a character's chance of stabilisation once on negative hit points, a character with Con 18 has a 40% chance of stabilisation each round, far easier to make than the usual 10%.

There is a choice of eight character classes including Agent (who is more likely to sneak around dark passageways than to try to sell you a used car), Scientist (who is loaded down with skills, and has the flexibility to become anything from a medic to an archaeologist), and Telepath (who can take a high P-rating and specialize, or have weaker powers in exchange for more hit points and skill ranks). As with the Minbari, characters that join some classes get to specialise: Workers are able to choose between white collar and blue collar, while Officers must choose which branch of the military to join.

Skills and Feats requires a fair bit of cross-referencing with The Player's Handbook but this is still a large chapter. Some old skills have been updated and new skills include Computer Use (essential for anyone wanting to break into opposition, or even allies', computer systems), Drive, and Pilot. I've always found feats much more interesting, and B5 has a big stack of new ones. Telepaths can have an Adaptive Mind allowing them to scan aliens without penalty, Narns can swear themselves to the Chon-Kar, and if you're quick you can put yourself in Harm's Way to protect the weaker members of the group.

Eventually we get through the feats and into the rules for Combat. There might be less fighting in Babylon 5 than in the average RPG, but it still happens and characters had better be prepared. Armour class has been thrown out the window and exploded in hard vacuum. I was never fond of it, as the thought that armour makes you harder to hit seemed silly (if simple). AC has been replaced with Defence Value, which is based on a character's reflex save and size modifier, with PPG shots whizzing down corridors and not needing 20+ to hit, it does a good job of encouraging characters to duck down behind cover! Armour isn't useless though, it gives damage reduction, which can go a long way to saving a life.

Next up are gunfights, not only can PPG shots fly down metal passages, but characters can aim to improve their accuracy, or take advantage of rapid fire weapons to target multiple enemies or to simply pepper an area with lots of shots.

Guns and clubs are not the only dangers when you are one of a quarter of a million humans and aliens wrapped in two million, five hundred thousand tons of spinning metal: space itself can kill, as can the thin or toxic atmospheres of alien worlds. Low gravity makes it hard to control your motion, extremes of temperature can be terrible, you can burn, be poisoned, suffer radiation sickness, and fall victim to a host of other dangers that are nicely detailed here. Tailing the combat section are the rules for spaceship combat, which is complex at the best of times, but B5 handles it with elegance, even managing to cope with the enormous ships that are found in the setting.

The equipment chapter covers the usual selection of goodies, but any player wanting to get their hands on an easily separable and hidden PPG like Londo's will find themselves having to fork out almost a thousand credits, and that's before the cost of finding such an item on the black market is factored in. I'm sure lots of characters would drool over Minbari Battle Armour with its damage reduction 5, but the prohibitive cost and anger of the Minbari warrior caste is likely to put most of them off. There are a good eight pages packed with ships ranging from the simple cargo loader, through the Hyperion class cruiser, to the Sharlin Warcruiser, most of which are lovingly illustrated with stills from the series.

Babylon 5 wouldn't be Babylon 5 without its Telepaths, a group who managed to cause problems on a scale almost reaching the level of those which they solved, so it isn't much of a surprise that they get a chapter all to themselves. Telepaths can have a variety of powers including Surface Scan, Warning, and Danger Sense (OK, own up, who let the radioactive spiders out?). The rules to use these powers (some of which are available only if the telepath has a high enough P-rating) are simple with the victim making a Will save based on the P-rating, class level and charisma of the telepath.

Marking the end of the main rules section and the beginning of the Fact Book part of this hardcover is a two page colour schematic of the station. Unfortunately the middle of it is obscured by the join between pages, but all is not lost! Mongoose have included the map in the first of the preview PDFs on their website; now I just need to a colour laser printer to do justice to this fantastic piece of work.

All Alone in the Night describes the station itself, and the people aboard. It isn't in-depth, for you would need another two books of equal size (or more!), but it does an excellent overview of the station, including the legal system and Med Lab (two sections I think my players will cause me to refer to frequently). The personalities section covers the main characters seen in 2257 and 2258, including Lieutenant Commander Laurel Takashima who was reassigned to a classified mission after the pilot (who knows, maybe some players will run into her out on the rim), and the two commercial telepaths who have been stationed on B5. Aliens are represented as well, including Kosh Naranek, the only character in this section who isn't provided with a stat block - he's that hard.

Following on from the station is the rest of the galaxy, starting with a map of hyperspace routes; this suffers the same problems as the station schematic, and the same solution. And the Sky Full of Stars opens with details methods of space travel, including rules for jump gates and hyperspace. Each of the major space powers gets a few pages, although Earth Alliance is boosted up to eight, focusing mainly on the history of EA since first contact with alien life in 2156, but touching on everything back to the founding of the Earth Alliance after World War III. Human telepaths get something of a rough deal thanks to the regulation imposed on them by their government, Psi Corps gets a few pages including a nice box out dealing with how Corps and rogue telepaths can function in the game. The Narns, Centarui and Minbari are covered with sections covering everything from physiology to spirituality and political systems. The Vorlons are left with a very short section, which is unsurprising given how little was known about them in 2258, no doubt the Fact Books for future years and other supplements will expand on this enigmatic race. Concluding And the Sky Full of Stars is the section on The League of Non-Aligned Worlds, opening with a brief summery, the section briefly details the major races in the League, from the fin-headed Abbai, the profit-driven Brakiri, Drazi, Gaim, Markab, Vree, and even the Pak'ma'ra. Enough rules are given that its conceivable to run a game with player characters from these races, despite them (with the exception of the Brakiri and Drazi) appearing in the Characters section of the book. Although a Pak'ma'ra might have trouble integrating with the rest of a group as they're slow, greedy, selfish, not very bright, they refuse to speak anything other then their own language, and they're carrion eaters, if its not five days dead and decayed - they won't touch it.

The biggest section of the book is Signs and Portents, the guide to season one. It details every episode (very heavy detail, including parts that are easy to miss if you just watch the episodes) and follows them up with rules for things found in episodes and suggested plot hooks for the GM to tie his campaign into the ongoing story. It does a great job of expanding, and applying rules, those bits of each episode that make a GM's mind starting ticking. Take the episode By Any Means Necessary for example, which occurs around July 18th 2258. It gets almost three pages of synopsis, descriptions of the Dockers' Guild, Neeoma Connoly (including her stat block), The Rush Act and The Book of G'Quan. This is probably the thing I dislike most about this RPG. I can't help but feel that Ms Connoly would be better placed with the other personalities of the station, the Rush Act with the history of Earth, and so on. Concluding the section is a selection of three possible plot hooks, including the acquisition of a G'Quan'Eth plant for an important Narn.

After the episode guide, the high point of the book and a fantastic reference, the Fact Book begins to wind down. Advice is given for running campaigns, including the weaving of themes, and handling of canon and non-canon incidents. It deals with the many different types of campaign that can be set in the B5 universe such as the traditional Starfarers campaign, having all the main characters be members Psi Corps, work for IPX, or even take on the roles of Sinclair, Delenn and the other pivotal beings in the original series.

Mongoose may play fast and loose with the Wizards rules (although only in a good way), but d20 wouldn't be d20 without prestige classes, and Babylon 5 has a bucket load. Raiders swoop in, destroy their target's engines, and steal the cargo; The True Seeker undertakes a spiritual quest for the benefit of millions, and the Psi Cop... just don't get in the way of one, alright?

Wrapping up the book are some notes from the designer, the index (yes, a decent index!) and the character sheet, which is so much nicer then previous efforts I've seen from Mongoose, that one begins to doubt it was published by the same company.

Babylon 5 Roleplaying Game and Fact Book: Signs and Portents is a great book which looks and feels fantastic, with top quality content that is slightly let down by poor organisation. Well recommended and deserving of the grade - but you don't have to take my word for it, check out the previews from Mongoose before deciding to make the investment.
 

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Ooo! Shiny! Purple! I’m not describing some mythic twenty-sided die but airing my first impressions of the new Babylon 5 Roleplaying Game. Unlike the new d20 license from Mongoose Publishing this review does not have the luxury of a forward from J. Michael Straczynski. Straczynski admits his own roleplaying experience. He played Cthulhu, discovered that roleplayers aren’t like normal people and never roleplayed again. This means the B5 creator has not used any of the previous incarnations of the B5 RPGs. I wonder if this one will win him around.

This review isn’t a satisfying hardbound collection of 304 glossy pages either. The game is. The front cover depicts the B5 station at the classic angle, the title of the book is above the picture and "Signs and Portents" below. The covers are black but a border of purple tinted space surrounds the pages inside.

"Signs and Portents" is important. It’s whacked on the front cover for a reason (and not just because it’s the name of Mongoose’s newly launched magazine). Signs and Portents is the name of the first season of the B5 TV show. The full title of the book is worth stressing to, it’s the Babylon 5 "Roleplaying Game and Fact Book". The book concentrates entirely on the first season. Sinclair is in charge. Deleen has no hair. The B5 crew aren’t worried about Shadows. If you want stats, rules and observations for the plot twists and story arcs that come later then you’ll need to buy one of the promised sourcebooks. You can’t play a Ranger yet. Hmm. It would be impossible to do a Babylon 5 core rules book because those rules are already in a separate book. The third edition of the Player’s Handbook provides the core rules. Too much would need to be cut to from the book to summarise all five seasons in 400 pages or even 500 pages. The one book per season approach eliminates space concerns. I feel it also makes it easier to map your B5 campaign to the events in the series. If that’s what you want to do. There’s little danger that the subsequent sourcebooks won’t appear. Mongoose’s productivity has been described as machine-like. The debate won’t be whether we’ll get the promised sourcebooks but whether we get The Coming of Shadows, Point of No Return, No Surrender, No Retreat and The Wheel of Fire before the end of the year or whether they’ll be spaced out a bit.

As is fairly common with third party campaign worlds the d20 system has been tweaked to suit the flavour of the game. Armour doesn’t make you harder to hit. Mongoose already made that call for their Judge Dredd RPG. The amount of hit points a character enjoys has also been reduced. As was fairly succinctly put on a roleplaying newsgroup, "level 20 characters can now actually die without needing to walk into a star". Hit dice are gone completely. You start with a few hit points and then receive only a few more as you go up levels. You Constitution bonus won’t earn you any more either. It’s not walking into stars that you have to worry about; it’s people with guns. This is a brave move and one that I welcome with open arms. People who got shot in B5 went down and were lucky to get back up again, boxing was a messy, bloody and dangerous affair, and you had to be smart or well connected to do well. Constitution bonuses help characters stabilise rather than quickly bleed to death and the bonus is also applied to medical checks rolled for them.

After the forward from Straczynski and a quick introduction the book gets going in traditional d20 style; we’re thrust into character generation. Races first – and six of them. Human, Centauri, Minbari, Narn, Drazi and Brakiri welcome us with the racial traits, description, personality, relations, beliefs, languages, names as well as notes on the planetary systems controlled and a summary on typical starfarers for each. I can’t but help feel that the Brakiri get short-changed here. There’s no picture of a Brakiri. I’m a Babylon 5 fan, not a Babylon 5 expert and I’m left to match the text description to the stills in the book. Is think "stills" is the right word, I’m talking about a single still frame image from the TV used as a picture in the book. The Lord of the Rings RPG uses stills to but I feel that the B5 game does it better. Humans aren’t the most charismatic of the races on the station (or in the universe) either. I always had the feeling from B5 that mankind was, if not the charismatic race, the diplomatic race. Here they’re the standard, vanilla, extra feat earning race. It might come down to semantics. The game describes mankind as the race most willing to work with aliens. A human is willing to be charismatic when other charismatic aliens have given up. Races have favourite classes too.

The core classes are agent, diplomat, lurker, officer, scientist, soldier, telepath and worker.

Agents are suitably scary, they receive the sneak attack class special and that extra damage is lethal.

The diplomat is horribly broken. Okay. It depends on how you play your game but I can’t deal with the way this class is set up. As the main class special ability the diplomat gains contacts. Does that mean an agent can’t have any contacts? If other classes can get contacts then doesn’t that screw the diplomat class? A diplomat has no chance of visiting, for example, Mars and building up a network of contacts there unless he times his visit so that he levels up there. In fact, contacts are single people. Diplomats will never have a network of contacts. Contacts should be left to roleplaying and plot. At the most they should be a background attribute, not a character advancement mechanic as they are here.

Lurkers don’t have to live Down Below because the game doesn’t have to be set on B5. Lurkers are always disenchanted outsiders. Lurkers, the ones who survive, are lucky Jacks of all Trades.

Officers are nicely cinematic. The highest ranked class special "Legendary Speech" only takes a minute to give. This is right for a TV series and it suits roleplaying games too. You to do get pick what sort of officer you are too: one serving in the fleet, a pilot or in the ground forces.

Similarly scientists pick a primary area of study and enjoy peripheral studies as they advance.

The soldier class shouldn’t simply be seen as someone charging around on a battlefield, the class is designed to suit security teams and terrorists or anyone trained with melee and close combat weapons. In fact, the book even suggests soldiers could be officers. We could end up playing the synonym game there.

Telepaths will be a popular class. There are telepathic abilities and telepathic feats and these become available quickly as the class levels up. Picking the p-rating is the contentious bit. Pick your target area P1-2, P3-5, P6-8 or P9-12 and the chart will tell you the dice you need to bounce to randomly work out exactly where you are in that level and what the penalties are. Essentially the lower the P category the more skill and hit points the character has. If you’re going to be P4 you might as well be P5. Yes, telepath is a class. No, you can’t multi-class into it later.

There are two types of workers, blue collar and white collar. You decide which one you want to play at level 1. Then sit back and wait for 6th level when you get a pay raise. There’s nothing else in the class specials and although that leaves the table looking rather empty I have to admit it suits the genre. The Worker class playable, it’s just not as interesting as the others. There’s nothing stopping a worker multi-classing or pick up a prestige class.

Skills and feats are used without any serious tinkering. There are some changes; forgery, for example, is much more hi-tech. There are a couple of pages dedicated to either new skills or re-writes of old ones. In the feats section you’ll see that the telepath’s p-rating becomes a prerequisite. Far Telepathy, for example, requires P4 or higher.

Combat is nice and easy (and deadly). Armour Class is out and Defence Value is in. Armour still has a part to play, the Damage Reduction value soaks up the incoming hit. You can’t stack your Damage Reduction by wearing different types and layers of armour. Running gunfights are smooth; weapons in the B5 future are small, lightweight and agile enough to be used without fuss. Characters can aim their weapons, use rapid fire or spray an area without getting lost in game mechanics. Stray shots are a possibility; gunfights in crowded areas might just hit mow down the wrong people. There’s also a whack of environmental dangers listed in the combat chapter.

Vehicle and spacecraft combat is so simple that it’s also found in the main combat section. One of the key successes in the Babylon 5 RPG is the ease at which spacecraft fighting is handled. It’s adapted from DragonStar. The gunners/pilot’s ranged attack bonus and d20 roll is pitched against the target’s vehicle’s defence value. In some cases an "acquire target" bonus might be applied. The Damage Reduction value of the target vehicle soaks up any hit and the surplus goes through to reduce the target’s hit point value. Critical Hits have the additional effect of provoking a role on something like the superstructure, engine, control systems or weapons chart. The damage reduction mechanic really works here. It’s easy to hit Babylon 5 with a shot from your fighter. You just have no chance of actually damaging the mighty space station with your puny one-man fighter’s laser. The book makes this boast too; attacking B5 is futile. Except, it isn’t. Just a dozen pages before you can clearly see that the old Earth Nova Dreadnoughts have Laser/Pulse Arrays that could happily punch through the Babylon 5 station of 2258. Plenty of alien ships could send mankind scurrying to build Babylon 6 too. This is good. This is how it seemed in the series.

Those stats for the Nova Dreadnoughts are found in the chapter following Combat. Equipment contains everything from knives to Minbari Shalin Warcruisers! I have to admit I spent a geeky amount of time flicking through the spaceship stats and comparing them against one another! I could just about go for epic Babylon 5 space fleet battle about now. In game terms, this is a good thing. I’d be as happy to run a starfaring game as I would one set in Down Below. In this respect the book’s won me over from a position of scepticism. There are just a few niggles though. A "twin-linked uni-pulse cannon" assigned to a ship is actually a set of two weapons, hence the "twin". You need to double the damage dice stat. I just found myself checking that two twin-linked weapons would be four firing ports. I think there are misprints in the Interceptor rules too. It’s terrible not knowing for sure. The Interceptors are those point defence anti-fighter weapons that large Earth craft and B5 uses. We’re told Mk1 Interceptors can fire in three modes but not what these modes are. We’re told that Mk 2 Interceptors grant a +40 Damage Reduction bonus while firing in Matrix mode and there’s a further +10 for every other Mk 2’s in the same firing arc that are able to join in too. That seems like a huge number; Babylon 5 has a DR of 18, the Sharlin Warcruiser has a DR of 22 and the Vorlon transport has a DR of 16. If the bonuses were +4 and +1 I’d still be covering my custom built battle cruiser with Mk 2 Interceptors. Ah, rules for custom built spaceships – that’s something I’ll chomp at the bit for until a sourcebook provides them.

No one used to d20 magic or psionics will struggle with the telepath abilities. They’re not level dependant, they’re P-Rating controlled. I’ve banned Danger Sense from every game I’ve GM’ed or turned it into such a "psi point" gobbling monster that no one wanted it but there’s no escaping it now. GMs will be kept busy by their telepath characters. I’m sure we’ll see new telepath powers in later book but I think the balance here is right. There are enough powers (a few pages of) to keep most people happy and all the telepath rules you’ll need. The effects Hyperspace has on telepathic powers are covered here – they’ve a longer range.

"Alone in the Night" is a tour of the Babylon 5 space station. It’s not comprehensive, I doubt it could have been, but it is very good. There’s the role of the Docker’s Guide, Transport Association, Command and Control, Jumpgate Operation, Sensors & Scans and then rules for damaging the station, the defence grid and spacecraft complement. That’s just the first couple of sections. It’s the day-to-day aspects of the station and the staff covered here. Omsbuds, for examples, are the legal Judge of the station. You can subscribe to the Universe Today newspaper for 1,000 credits per year. The Cobra Bays for the Starfuries are localed within the support struts behind the Command Sphere. Kosh’s transport is in Docking Bay 13. The Dark Star is a sleazy dance bar. By the time we’re into the physical tour of the station we’ve got the benefit of the colour-coded sectors to guide us. There’s a two paged map (108-109) that introduces this chapter and it’s the sort of thing that B5 die-hards would love to have on their wall as a poster. We’ve got the stats for the key characters as they were in the year 2258. Sinclair is an 8th level Human Officer (pilot). Vir’s a 1st level diplomat. We’ve got Kosh’s bio but no stats. We’re told to assume some basics, he’s a P15 telepath, he has an energy attack and we must wait for the Vorlons and Shadows sourcebook.

There’s a two-paged "map" showing the major solar systems and governments (in 2257). The map works by showing major race homeworlds as large yellow suns, other key places with different symbols and then links them together with hyperspace jump routes. Z’ha’dum is there but you need to bypass several dead world and then deal with the restricted jump routes. No one’s going to find it by accident. As the two-paged map of Babylon 5 starts "Alone in the Night" this map marks the beginning of "Sky Full of Stars". Actually, that’s a complete lie. The B5 map carries the Telepath Chapter tags on the side of the page and the solar system map has the "Alone in the Night" pair. They need to be shifted up.

And the Sky Full of Stars describes space travel, Jumpgate procedure and hyperspace travel. The chapter talks about The Earth Alliance, EarthForce, Mars Colony and the dread Psi Corps. There’s a rather nice timeline for the Earth Alliance that begins at 2085 after the end of the Third World War and continues up to 2257 with the key events marked on it. The chapter gives the key races a similar treatment. The Centauri Republic’s section enjoys a morbid introduction in the form of a quote from Kosh. "They are alone. They are a dying people. We should let them pass." We’ve also got brief looks at the Minbari Federation, the Narn Regime and a little bit about the Vorlon Empire. There’s room for the major players in the League of Non-Aligned Worlds. This section briefly looks at the Abbai Matriarchy, the Brakiri Syndicracy, the Gaim Intelligence, the Markab Theocracy and then the Vree Trading Guilds.

"Signs and Portents", the chapter, is nearly a 100 pages long and is the most significant offering in the RPG. Each and every episode from the first season is summarised in chronological order (and let’s not debate the time fussy Babylon 4 episode too much). If the previous chapters haven’t done enough to earn the extra "and Fact Book" in the full title to the B5 RPG then this one does. If you don’t have the DVDs and want an accurate reference for your game then this is it. "Signs and Portents" does more than just provide a glossy episode guide; it adds game mechanics. After each summary there’s a set of appropriate game rules for what happened. There are stats for the Raider command and control ship after Midnight on the Firing Line. We’ve a bestiary style stat/character sheet entry for the renegade Soul Hunter and for the instectoid N’Grath after the Soul Hunter episode. The book’s done well to take the "Ooo, I want to use that in my game" bits from each episode. It then gives you what you need to use those interesting bits in your game. In addition there’s a set of plot hooks for each.

You don’t need to know anything about B5 is order to play the game. I share the view with author Matthew Sprange that it would be great to take players who have no idea of what’s going to happen through a campaign. If you do know how things will pan out then... why not go warn Londo to keep his mouth shut around Mr Morden? That’s an interesting question. In the campaign chapter there’s a discussion on the pros and cons of that very thing. It’s more than possible to run a game outside the sphere of the TV show and movies. Players may never need to meet Talia Winters. Then again, that idea may suck. The whole point might be to engage with the popular characters from the screen. That’s no problem either. GMs may then decide to let their players radically change the course of B5’s future or decide that it’s set in stone. For example, no matter what the PCs do, the Narn and the Centauri will always find a reason to go to war. I think it’s a tricky decision. I found the observations here helpful.

The same campaign chapter does extremely well at encouraging and helping GMs produce a Babylon 5 flavoured game (and not just A.N. Other d20 in space.) Multiple Story arcs are discussed, along with the use of B5 iconography and observations on J. Michael Straczynski’s own plot building strategy. Start at the end and work backwards. GMs will, of course, have to work out at least two possible endings: failure and success. There’s suggestions on how to use the rules and world setting to run a campaign where the players are EarthForce Officers, Starfarers, Psi Corps, in the Narn military, in the Centauri Royal Court or even as part of an IPX Expedition.

Prestige Classes. What? You thought there would be a d20 campaign setting without prestige classes? Think again. There’s more than a couple to pick from; the Fence, the Mutari (from the Trail of Blood boxing episode), the Planetary Surveyor, the Psi Cop, Psi Corp Military Specialist, the Raider, the Terrorist, the Thenta Makur Assassin, the Truth Seeker and the Xenoarchaeologist. They’re all safely from the season one stories and plot arc.

The book finishes with two pages of glossary, two pages of designer notes and five pages of index. Huzzah. I’m not the only GM who’ll celebrate the presence of a thorough index.

It’s not a "wow" game. Babylon 5 is a "mop your B5-fan-boy brow" and "phew-it-works" game. It’s a successful game. If you want to play Babylon 5 then this RPG will let you do it. Y can easily play on the station itself, in space or on one of the planets. There are wow parts in the book, sections and paragraphs that just seem to launch dozens of plot ideas and there’s the success of the simple but effective spacecraft fighting rules. I will sulk about the diplomat class for some time to come. "I’m not buying the new Babylon 5 game. No matter what!" a friend told that to me a few weeks ago. I think this book is good enough to change his mind. He may find niggles in it or sets of rules he doesn’t like, as I’ve done but the RPG as a whole is a victory. The unique flavour of Babylon 5 is alive and strong and that’s what matters.

* This Babylon 5 review was first published at GameWyrd.
 

Babylon 5: Roleplaying Game and Fact Book
Mongoose Publishing
Author: Matthew Sprange
Full-color cover hardback, full-color interior, 304 pages
Price Tag: $44.95

At First Glance…
Babylon 5 is an impressive effort by the folks over at Mongoose Publishing. It promises a role-playing game for the d20 system as well as being a survey of the first season of the television series, Signs and Portents. However, before I continue, I am nowhere near the fan of Babylon 5 as the creators of the game most certainly are. Thus, this review is not to discuss how closely they followed the series, as I really could not say, nor could I assess whether or not the book is of significant value to Babylon 5 fans, which I feel in my gut that it is. What this review should do is assess the mechanics of Babylon 5, does it work as a system, does it function well as a d20 game and finally is it as cool as all the hype suggested. At first glance, I would say that it does indeed.

Babylon 5 (hereafter B5) is a full color hardback book of a goodly weight. The cover features the ship itself soaring through space, while the rest of the book is black text with shadowed white lettering. The interior features full color art from the various shows, presumably from the first season. What illustrations lie within are standard quality.

Opening sections
The book opens with an introduction to the B5 setting and the d20 system, while accounting for veteran players and fans of the television series. The introductory section closes with a background of the Babylon starships, their purpose and their colored history. These sections also include a forward from J Michael Straczynski, where he announces that gamers are not like other people. How true.

Characters on Babylon 5
This beefy chapter introduces the new major races and character classes for use in the B5 game. In later sections in the book, there are details on minor races, for when they tie in to the various episodes. Among the races are Humans, Centauri, Minbari, Narn and the rest. Generally, the races, concerning bonus skill points and feat-like abilities, are balanced. The only concern I have is the Drazi. They gain +2 Strength and a -2 Wisdom, which is not enough of a balance in itself to avoid a level adjustment, but when coupled with a bonus feat, a bonus to initiative and damage reduction, there are just too many benefits without any drawbacks. Conversely, the Centauri is a fantastic race, gaining a +2 Charisma balanced by the -2 Wisdom, a number of smaller less grandiose racial abilities and attributes that effectively define an interesting new race. A survey of the major races follows:

Humans: Humans are unchanged from the PHB.

Centauri: Members of this race are likely the most distinctive to casual watchers or even those only lightly familiar with B5, thanks to their sculpted fan-like hair. This race is well-balanced offering a solid advantage to Charisma, while reducing their Wisdom. As consummate diplomats, Centauri figure prominently in B5 games.

Minbari: Humans and the Minbari have a colored history, which forms the basis for the relationships between the alien races in the Signs and Portents era, due to the recent Human-Minbari conflict. Unfortunately, this race is extremely powerful compared to the other races at least insofar as its ability modifiers are concerned (+2 Strength and -2 Charisma).

Narn: Members of this race are prone to combat, tough and gruff, with a serious advantage in bonus hit points (something which most have little of in this game).

Drazi: This race, as mentioned above, has some inherent balance difficulties as evident in their stats, bonus feat and damage reduction.

Brakiri: Not pictured, these characters seem to be in line with humans, and perhaps may be lacking in the potency of the other races.

Understandably, the show designers did not consider character balance in the series, and to Mongoose’s credit, it seems they captured the spirit of the alien races admirably. Given this game’s penchant for role-playing over roll-playing, balance issues between the races is less critical. However, level adjustment may have been a viable course to assist in achieving this tenuous balance for groups favoring a more martial style of play.

Following the new races are the classes. B5 introduces a solid assortment of viable character classes: Agent, Diplomat, Lurker, Officer, Scientist, Soldier, Telepath and Worker. The classes range from powerful, such as the telepath, to fairly weak, like the worker. Clearly, this game places its emphasis on role-playing rather than combat, for there could be no other reason for including the worker class among the PC classes.

Agent: The agent is a solid class with 6 skill points, sneak attack and skill mastery, which allows the agent to “take 10” on a particular skill. This class is balanced, interesting and viable for most styles of play.

Diplomat: These characters seem to be the backbone of B5 gaming. They too enjoy 6 skill points, but they gain a slew of class abilities unlike the agent, having only a few in comparison. Most of the diplomat’s special features include such things as contacts, resources, enhancement to Diplomacy and more.

Lurker: Essentially the thief of B5, lurkers have the same amount of skill points as the other two characters, they focus on skill use, gaining more class skills as they advance. Buttressing the skill emphasis are bonus feats and the like.

Officer: The officer is largely front-loaded compared to the other classes. In fact, the class stops gaining benefits after 15th level.

Scientist: This class also breaks down in higher level play, gaining a +2 competence bonus to a restricted skill at 5-level increments.

Soldier: The soldier has a number of fair class features, mostly dealing with combat oriented abilities such as covering fire, stat boosts and the like.

Telepath: Unlike every other class in this chapter, the telepath is a powerhouse, gaining a class feature almost every level. Telepaths have a variable power rating. The higher the character’s power rating, the greater the disadvantages she suffers, such as reduced skill points and less hit points. This is an interesting mechanic and shows some serious ingenuity on behalf of the designer. These characters can become quite powerful as they advance, but are restricted through role-playing as B5 has little room for renegade telepaths.

Worker: This class proves that the role-playing aspect of B5 is far more important than any other consideration. By far the weakest of the classes, it is a wonder why it was included among the core classes, unless as a means for character development. They gain so few abilities, one wonders if they were included only for the sake of completeness.

Skills and Feats follow the basics of character generation. Skills that do not see some extra change or feature are left out of the book, citing the PHB as a reference. New skills include Computer Use, Drive, Medical, Pilot, Technical and Telepathy. Each skill receives standard treatment. Many changes to existing skills reconstruct them to fit within a science fiction environment. Telepathy is the core mechanic for all telepathic features in the B5 game.

Feats cover just about every base in the B5 universe. Everything from Endurance to Point Blank Shot is included. Two other categories are introduced, replacing metamagic and item creation feats. The first is racial feats, feats designed to augment the racial characteristics of the alien species. The second batch of feats is the telepath category, which augment the telepathic powers found later in the book. Obvious melee feats, like Power Attack and Cleave, are omitted. B5 changes some of the other feats, like Toughness, to conform to the B5 combat system. Of the general feats, most enhance class abilities or skill performance. In short, the feats are constructed well and serve to enhance the play of the game.

Combat
It is important to not the lethality of combat in B5. Characters have relatively little hit points to reflect the deadliness of combat and the firepower of weaponry. Characters only receive one Hit Die at first level, and gain bonus hit points every level thereafter. There is no AC in B5, characters instead gain a Defensive Value, which equals 10 + total Reflex save bonus + size modifier. This is a backdoor method for introducing a defense value for class progression. As armor does not increase the character DV, and only serves to stop damage, most characters are likely to do without it.

Considering that characters are likely to have a miniscule amount of hit points, combat is something you should avoid rather than seek. A firefight could result in a quick TPK. If your group likes fighting, they may want to choose another system.

The combat chapter includes just about every contingency one could look for in a science fiction game. From rules governing explosive decompression, exposure to vacuum, thin atmosphere and low gravity, just about every environment is covered. Actual combat information details rapid-fire weaponry (though there is only one such weapon in this book), spraying areas with fire and stability modifiers for using tripods.

Spacecraft rules and ship-to-ship fighting are much more streamlined than in other systems, such as Traveller T20. Spaceships can accelerate and decelerate as noted in their stat-blocks, which lends to a more exciting and cinematic example of starfighters zooming around huge transport vessels. Some of the OMCS (open mass combat system) have been adapted for this game, or at least that systems flavor, for determining skill levels of ship crews. There are even critical hit results for spacecraft, making combat just as deadly in the cold of space as is on the deck of the Babylon 5.

Equipment and Vehicles
By far the most frustrating aspect of modern to futuristic d20 games is the reliance on an actual monetary system to facilitate the purchase of equipment, especially in the face of d20 Modern’s excellent Wealth System. B5 uses a credit system, which is no fault of Mongoose’s considering that even the Star Wars d20 game uses this clunky mechanic.

Where this chapter lacks in general equipment, it surpasses expectation in vehicles. Atmospheric and ground craft are detailed along with a great survey of spacecraft, ranging from the sexy Delta-V Light Fighter to the Vorlon Transport. Each ship receives a descriptive block along with a stat-block, ready for play.

Telepaths
The next chapter details telepaths accounting for the standard mechanics for using telepaths including such things as Range, Saves, Concentration and more. Following the introduction are the entries for the varied telepathic abilities useable by telepaths. Most of the telepathic abilities are fine, while others are clunky and potentially frustrating to GMs, such as Danger Sense. The only real complaint is that the chapter is far too short, comprising only seven pages.

All Alone in the Night
This chapter surveys the functions and locations of Babylon 5, presented almost as a tour through the ship. Scattered throughout this section are useful rules and factoids such as the cost of housing in the various sections and Security Response Times. It would have been nice to compile this information, as they do in the Collector’s Series, at the end of the book, but in all, it underscores the usefulness of this chapter. In addition, many of the important locations have a sidebar map showing the layout. Again, a small issue, but these probably should have had a grid overtop to ease miniature play, especially now that the revised SRD relies heavily on the use of miniatures. Wrapping up the chapter is a survey of the cast of characters including everyone from Jeffrey Sinclair to the comedic Vir Cotto. Points go to Mongoose for providing stat-blocks for sample “staple” characters like the dockworker, security officer and thug.

And the Sky Full of Stars
This chapter provides an overview of the campaign setting, detailing the major sites and locations in the game. All of the major systems receive an overview, detailing the pertinent information for campaign. This chapter also presents additional races, particular to the worlds and cultures of the B5 universe.

Signs and Portents
The Signs and Portents chapter presents the episodes of the first season for use as a campaign model. The book describes each episode, detailing pertinent information for playing in and around the events as they unfold in the program. Also included are the statistics for new equipment, ships and races. This is a large chapter, and forms the basis of a solid B5 campaign.

Campaigns on Babylon 5
This chapter presents the basic information needed to run a B5 campaign, providing tips and insight into the various styles of play in the B5 universe. This is a very good chapter offering the needed guidelines to run a game filled with important and vital characters. In addition to campaign notes, there are a number of prestige classes, of which there is a good mix of 5 and 10-level classes. Most are campaign specific, but a few could be altered slightly to accommodate different sci-fi games.

Ending Sections
The book wraps with a solid glossary, Designer’s Notes (which offer added insight, an excellent staple in Mongoose’s products), an index (something WOTC has failed to include in several of their last offerings), the OGL and a character sheet.

Conclusion
Babylon 5 is a great read, filled with useful information and an amazing amount of plot devices and hooks. It functions as a veritable toolbox of information, offering several viable new subsystems, equipment, new character classes, and races. In general, it is difficult to find much that the does not live up to the title “Role-playing game and factbook.” Unlike Stargate, players and GMs only need this book to play an entire campaign, not a bad deal for $45 bucks.

The problems, however, is that there are some balance issues between the races; some are clearly more advantaged than the others are. There is a definite hierarchy of classes, some being virtually unplayable, while others seem just too good. In short, while B5 has an innovative design in many ways, it simply does not live up to many of the other sci-fi games out there. I think if this game had used the basic mechanics of d20 Modern, using the Agent, Telepath and Officer as Advanced classes, we would have had a real gem on our hands. However, the resistance to designing games for use with d20 Modern is obvious; it requires gamers to own another core rulebook aside from the PHB. I suppose the same is true for making B5 an OGL game, which may have helped some of the design issues as well. I feel this game would have been better served as an OGL game, especially considering that as a licensed product, it would have the same appeal as it does now. It feels weird referencing the PHB for a sci-fi game.

Oddly, something that clearly shows in this product is that Mongoose designers do not use miniatures, a fact that is quickly intruding on their design. While I respect their dedication to role-playing, which is one of the more important components of B5, the d20 system relies very heavily on the use of miniatures. B5 makes no effort to integrate figures for play, neither for character conflict nor for starship battles.

Overall, I would rate this book as a good effort by Mongoose Publishing to take their d20 games up to the next level. If they continue to produce product of this quality and diversity, they stand to be just as important as WOTC in the d20 industry.

Rating: 4 stars
 

Before I begin, let me say that I have been waiting for this book since it was first hinted about in Dragon Magazine. Babylon 5 is, by a wide margin, my favorite sci-fi setting. And, after reading the book produced by Mongoose, I would have to say that they have done a fine job. Most all of my concerns (and those things that have dragged this rating down from a 5 or even a 4) revolve around game mechanics and organization. I simply disagree with many of the game mechanic aspects of the game. But before we get too far ahead of ourselves, lets look under the hood and see what you get for your US$44.95:

A LOOK INSIDE

Introduction / Preface / Welcome (pages 005-013)
These three sections cover everything from what you need to play to a look at how this version of d20 fits in with other d20 games. The preface is actually a letter from series creator J. Michael Straczenski; the Welcome section is a brief (10,000 ft. view) of the Babylon 5 Universe.

Overall these sections are well written and easy to follow. The letter, although interesting, seems a bit out of place sandwiched into the introductory material as it is. It is offered up as just another couple of pages in the book. Pity, says I.

Characters on Babylon 5 (pages 014-058)
In this section we get a look at the races available to players (Humans, Centauri, Minbari, Narn, Drazi, and Brakiri -- strangely, in that order), the classes they can begin play in (Agent, Diplomat, Lurker, Officer, Scientist, Soldier, Telepath, and Worker), a look at skills and feats. The races, unless you have seen the show, would take too long to explain. If you have seen the show, there is no need to explain them. So I will move on.

The classes are basically as follows:

AGENT: These are assassins, covert operatives and spies.
DIPLOMAT: These are ambassadors, negotiators, and government ministers.
LURKER: These are beggars, bums and thieves.
OFFICER: These are pilots, resistance leaders and starship crewmen.
SCIENTIST: These are archaeologists, doctors and historians.
SOLDIER: These are infantrymen, security officers, and terrorists.
TELEPATH: These are psi-corps operatives, corporate telepaths and rogue telepaths.
WORKER: These are dock workers, laborers and news anchors.

This section is written well, but it is here that the layout shows just how horrible it is. The tables all look like they were cut-and-pasted from excel spreadsheets with all of the lines turned on. The classes seem dubiously balanced at best, with a few (such as the worker) vastly out of place; perhaps as an NPC class it would have been better suited. Some are loaded down with special abilities (Telepath), while others have comparatively little to gain (Officer) while still others seem to gain things that do not belong a part of a class definition as much as they should be a part of the background/role playing experience (Diplomat).

My biggest disappointment was how hit points were handled. I knew going in that hit points would not be like they are in D&D or d20 Modern. I agreed that hit points should be kept relatively low; even for high level characters. I was excited about this, actually. The way it was handled seems (well...) wrong. Classes have an 'initial hit points' listing and then a 'additional hit points' listing. A character, at first level, gains the 'initial hit points' for the class. This is a d6+X, with the X being dependent upon the class. Each level, they gain the 'additional hit points' for the class, which is a fixed amount (generally, 2). In other words, CON has no bearing on hit points at all. Ever.

Now, in and of itself, this is not a devastating thing, but race has no bearing on Hit Points either! In D&D, for example, race has no direct influence on Hit Points, but through racial CON mods, it can have a lasting effect on them. Same in nearly any other d20 game. Here, Minbari, Centauri and Humans all have the same exact amount of Hit Points regardless of overall health... Now, had the initial hit points been a function of race, the loss of CON influence might be easier to forgive; but alas, no such luck. I have noticed that the Narn gain +2 HP, but this seems fruitless given the situation at hand here. Playing a Narn SOLDIER with CON 03? 1d6+6(+2) Hit Points. Playing a Brakiri SOLDIER with CON 18? 1d6+6 Hit Points. That is just wrong, in my opinion. Hit Points by class is as follows:

AGENT: 1d6+4 (2 per level)
DIPLOMAT: 1d6+3 (1 per level)
LURKER: 1d6+3 (2 per level)
OFFICER: 1d6+4 (2 per level)
SCIENTIST: 1d6+3 (1 per level)
SOLDIER: 1d6+6 (3 per level)
TELEPATH: 1d6+4 (1 per level)
WORKER: 1d6+3 (1 per level)

Now, despite the fact that the creators of this game know the show very well, they appear to have made some errors. I cannot say for sure that these are full-fledged errors, but as a fan of the show, I have to say they sure seem like it. For example, Centauri are described, many many times in this section, as the consummate diplomats. They receive a bonus to two diplomatic skills. They have a bonus to CHA. They can chose between several diplomatic skills as permanent class skills. Favored class: AGENT. Honestly, I can see this as being a relatively common class for Centauri, but favored? I just have a hard time not seeing it being DIPLOMAT. The favored class for the Minbari Worker Cast is SCIENTIST. A lot of highly educated farmers out there on Minbar, I suppose.

The Telepath class takes a bit of reading to figure it out. To become a Telepath, one must take this as the first level of the character. After this, the class is not available. This makes latent Telepathic Power a nearly impossible storyline (a.k.a.: Ivanova; in fact, her latent telepathic abilities are not even listed in the character description; they do have a CLASSIFIED listed there, which I assume is for adding this in later...). Granted, her abilities were not revealed until Season 2, and this book deals with season 1, but this illustrates the point. Additionally, the telepathic P-rating (a measure of your overall power as a telepath) is an odd, and very clunky mechanic. It is impossible to alter your P-rating in game, so a strange loss-of-skills-and-hit-points mechanic is employed to obtain a higher P-rating... at first level. See below for more information on telepaths.

The Skills and Feats section is a bit lacking. That is because they do not repeat any material already in the Player's Handbook. Even if that material is a part of the SRD. Some might say that paying for the same material twice is a waste. I say having to refer to two books when 1 would work just fine seems a bit of a waste. Toughness is cut to +2 Hit Points (why that 1 hit point was seen as worthy of dropping, I am not sure). A few racial feats are listed, and a lot of telepathic feats.

Overall, I would say this section is a mixed bag.

Combat (pages 059-080)
Babylon 5 drops the Armor Class and brings in the Defense Value. Armor is treated as a damage reduction system (good thing). Combat is a smooth and simple thing that most d20 vets would find easy to follow. The chapter covers hand-to-hand, ranges and vehicular combat (including some starship stuff).

Equipment (pages 081-100)
Equipment includes personal and vehicular. So along with knives and PPGs, you will find Vorlon Transports and Drazi Battle cruisers in this chapter -- I have no idea why these are in the same section, so don't ask.

Telepaths (pages 101-109)
This section details all of the things you can do as a telepath. All of these abilities are keyed to the all-important P-rating. At first level, a character can chose to have a baseline telepath with a P-rating of 1d2; for this, the character starts with 1d6+4 hit points and gets 8+INT mod skill points per level. However, they can chose any of these options as well:

P rating 1d2 ( 1- 2): 8+INT mod skill points per level (x4 at first), 1d6+4 initial hit points
P rating 1d3+2 ( 3- 5): 6+INT mod skill points per level (x4 at first), 1d6+4 initial hit points
P rating 1d3+5 ( 6- 8): 4+INT mod skill points per level (x4 at first), 1d6+3 initial hit points
P rating 1d4+8 ( 9-12): 2+INT mod skill points per level (x4 at first), 1d6+2 initial hit points

The abilities are established in a tree-like structure making sure the 2nd level P12 does not gain some earth-shattering ability off the bat... The abilities range from Accidental Scan (a passive ability that allows you to gain information from a target without expending effort; you just cannot control the ability at all), to Reality Fabrication (a P11 ability that allows you to completely re-write a target's perceptions).

I cannot recall if anyone in the series ever had their P rating change, so I will concede the point on this and move on.

Strangely, the last two pages of this section are the maps of B5. This appears to be a misprint, as it actually belongs in the next section...

All Alone in the Night (pages 110-147)
This is a good overview of the station and its crew. Everything from what it is like to board B5, how the diplomatic mission is carried out, what various common areas such as the Zocolo and the Council Chambers look like, customs and postal services to who is in charge of what is detailed here (from a first season and pilot movie perspective). The character breakdown is a bit odd, however. As I stated earlier, Suzan Ivanova is listed as being a 6th level Officer... nothing of the telepathic abilities she has hidden for a long time (and must have been her first class level...) is listed. Lennier has only 9 hit points (as opposed to Delenn's 15...)

Strangely, the last two pages of this section are the maps of star systems of the B5 universe. This appears to be a misprint, as it actually belongs in the next section...

And the Sky Full of Stars (pages 148-172)
This is the Galaxy of 2258. A look at jump travel, hyperspace, the major powers and their colonies... even more races to chose from are listed here (and I am not sure why they are not simply listed in the races section...) The new races include: Abbai, Gaim, Markab, Pak'ma'ra, and Vree.

Signs and Portents (pages 173-260)
This monster section details the entire series, episode by episode, and provides some game-information (such as ship statistics or character write ups) and notes on how that episode fits in to the game. Each episode also is given a lot os scenarios and campaign hooks that can used in game. Overall, this is my favorite section of the book (and is the reason the title is Role playing Game and Fact book). Perhaps the coolest section here is the write-up of Bester (9th level telepath, 6th level psi cop).

Campaigns on Babylon 5 (pages 261-291)
One of the toughest challenges of running a game in an established universe like Babylon 5 is how do you make the characters feel like they are important next to the likes of the legends of the universe you are playing in. Well, aside from the fact that most of the legends are more down to earth than in a lot of games I have seen, there is this section on how to run a game in Babylon 5 and make it your own. Notes on how to handle the effects of character action against cannon; epic campaign advice, multiple story arcs, experience and awards, and the types of campaigns one might run are all here.

As are the prestige classes. These are: Fence, Mutari (combative sportsman), Planetary Surveyor, Psi Cop, Psi Corps Military Specialist, Raider, Terrorist, Thenta Makur Assassin, True Seeker, and Xenoarcheologist. In addition to the normal data for these classes is listed the episode they come from...

Glossary, Index, License and Character Sheet (pages 292-304)
The rest is the normal stuff of a book... not much of particular interest other than the character sheet, which is (in my opinion) poorly designed.

CONCLUSIONS
CONS: The fact that things that are in SRD (and thus, can be repeated in the book) are not in the book, bugs me in ways I cannot even begin to describe. This forces a person that wishes to play a BABYLON 5 game to purchase the Player's Handbook (or download the SRD) to reference what is in fact a 40-page area to add to this game. The organization is poor (races are scattered throughout the book, rather than in one section, star ships are just another piece of equipment, lots of equipment are not found in the equipment section, but are instead found in the episode guide segment).

PROS: The information on B5 is acceptable. The game appears to be at least semi-playable (but extremely bothersome to play, to be honest). This is a passable game, and (in my opinion) is not worthy of the license.

2 out of 5. is simply the best I can allow myself to give this book.
 
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Babylon 5 Roleplaying Game and Fact Book: Signs and Portents

Babylon 5 Roleplaying Game and Fact Book: Signs and Portents is the flagship product in Mongoose Publishing's new RPG line supporting the well regarded science fiction television series, Babylon 5 using the d20 System. The book is written by Matthew Sprange, one of Mongoose's founders, also known for authoring various books in Mongoose's Quintessential and Slayer's Guides lines.

A First Look

Babylon 5 Roleplaying Game and Fact Book: Signs and Portents is a 304 page hardcover book priced at $44.95 US. The book is glossy color pages throughout, explaining the cost. However, similar books released in the same timeframe are a slightly better bargain (AEG's Stargate SG-1 RPG is five dollars more, but has over half again as many pages and like the d20 B5 RPG is full color throughout.)

The cover of the book is black. The front cover is adorned with a simple still depicting the Babylon 5 station.

Interior illustrations are attributed to Chris Quilliams, Colin Stobbe, Danillo Moretti, Wil Hammock, and Scott Clark. Actual illustrations are few and far between and mostly comprise equipment illustrations. Most of the book is decorated by stills from the show. The stills are context appropriate and well chosen, though some are dark, blurry, or otherwise unclear.

The interior text is fairly dense, and paragraphs are generally closely spaced, yielding a good text density. The only disappointing aspect of the layout is that the tables as rather plain and lack any shading.

A Deeper Look

The Babylon 5 RPG is based on the d20 System core rules (not the d20 modern core rules). Unlike AEG's d20 based games, Babylon 5 does not replicate or replace major sections of the PHB with its own combat, skills, feats, and other rules. As such, it is harder to get by playing the game without a copy of the PHB at the table.

The game includes most of the major races of the series: Human (whose stats are close to those in the PHB), Centauri, Minbari, Narn, Drazi, and Brakiri. Minbari have slightly different statistics and favored classes depending on their caste. The book does a good job of assigning ability score modifiers and racial abilities that reflect their abilities in the show.

Shadows and Vorlons are not touched upon, other than to say that Kosh is nigh invulnerable and they will be further detailed in a later book.

Character classes are designed to reflect the character archetypes that appear early in the series. The core classes are:
-Agent: Agents are assassins, investigators, covert operatives, and spies.
-Diplomat: A frequently found profession on the B5 station, Diplomats represents ambassadors, politicians, and other public figures.
-Lurker: Lurkers represent the underclass of B5, often including criminal figures.
-Officer: Officers represent military leadership, primarily in EarthForce or other interstellar fleets, such as Commander Sinclair and Captain Sheridan.
-Scientist: Scientists include doctors like Franklin as well as other scholarly professions like archeologists and professors.
-Soldier: Soldiers represent military infantrymen as well as security officers.
-Telepath: Telepaths are the quintessential psionic characters in the B5 universe.
-Worker: Workers represent more mundane professions, and includes (and has rules differences for) white and blue collar workers. The class is simple and flexible, and provides a lot of options for players who want to play less military and political characters in the setting.

Mechanically, the classes are well enough put together. Role-wise, the only one that troubles me is the soldier. I wonder if it is a bit of a mistake to classify some security officers as soldiers, especially those with demonstrated investigative skills in the show like Garibaldi. Perhaps some security officers would be better classified as agents or multiclassed character. (Another thing that concerns me is the defense rating of the soldier; see below.)

I will say that the class balance is a little uneasy, or best I say, casual. The telepath at one end of the scale and the worker is at the other end. Though I think any of these classes has a role to play in the right B5 campaign, I think telepath will be a very attractive option and worker will be a very bleak one if you approach them with the typical RPG standpoint of maximizing combat, survival, and investigation skills. That said, if you keep the focus on diplomacy and happenstance high as it was in the series, I am not sure that this is a serious problem.

One major difference between the way that B5 characters and standard d20 characters are handled is hit points. Characters start out with a number of HP equal to a d6 plus a number ranging from 3 to 6 depending on the character's class. Then, as the character progresses, they no longer roll dice for new HP. Instead, they get 1 to 3 hp per level, again depending on class. Characters do not use their constitution modifier for HP, but in B5 it applies to stabilization rolls and treatment rolls on the character.

As stated earlier, the book borrows heavily from the selection of skills and feats available in the PHB. The book spells out which skills and feats are used from the PHB, and introduces new era-appropriate skills and feats. Many of the new feats are race specific, such as the human first contact protocol (allows primitive communication) and Minbari wind sword (which grants combat bonuses against hated humans.) In addition, a number of feats are available to telepaths, enhancing their powers.

Three major aspects of B5 address differences between combat in the B5 setting and in the d20 core rules: the enviroment and technology, starships, and telepaths.

The combat section provides rules for handling a number of new conditions, such as firefights, vacuum, and lack of gravity. The vacuum rules start out on the realistic side, addressing such things as damage from trying to hold your breath. However, it quickly waxes unrealistic by providing rapid cold damage, when in fact freezing in space is fairly slow due to the lack of conducting medium.

One major difference between B5 RPG and the d20 core rules is that is treats armor as damage reduction. To compensate for this, it changes AC to a "defense value" (DV). DV is 10 plus size modifiers plus the character's reflex save modifier. Some games use a specific and separate value for DV modifiers by class level. The limitation of using reflex saves is that sometimes the classes you would expect to be good at handling themselves in a firefight - namely, soldiers - have a low reflex save and their DV does not seem as high as you would expect it would be. Using an intermediate reflex save advancement might have been a good way to address this issue, but none of the core class use anything but the standard bad or good save advancements (however, some of the prestige classes later in the book do.)

B5 handles starships and other large vehicles by altering the grid scale when used in concept. I suspected that, like Sprange's/Mongoose's Seas of Blood, they might use the standard creature size scale (tiny, small, medium, etc.) and shift it to fit the scale. However, instead they choose to borrow from the Dragonstar starship rules, which keeps the same size conventions and just extends the high end of the scale by creating new categories of "colossal", i.e., colossal II, colossal III, etc.

Like many other d20 vehicle systems, B5 uses the d20 combat system and extends it for larger targets. As the scale implies, the game applies a large negative DV modifier for size, and then compensates by assigning an "agility" modifier.

The book provides specific rules for things like crews, squadrons, and ramming. The ramming rules in particular struck me as very baffling. It involves modifying damage and DR according to the relative sizes of the ships, but the example seems to contradict both the text and itself.

The equipment section details various starships common early in the series (sorry, no whitestars) as well as personal equipment that characters in the era would have access too. The only thing that stuck out here as a little odd is that I didn't see how the book represents the supposed nigh invulnerability of Minbari ships compared to human ships that existed early in the show. True, they are better defended by these rules, but nowhere near invulnerable.

As fans of the show knows, telepaths have what is called a "p-rating" that determines the limits of their capabilities. This limit is used as a central fixture to the telepath rules. The default p-rating for a telepath is a paltry 1d2. You can voluntarily choose to go for a higher p-rating, but the higher a category you select, the lower your starting hp and skill point allotment per level. This isn't a real harsh penalty, as there are really only two essential skills for telepaths (concentration and telepathy.) It would be fairly safe to select a p-rating of 1d3+5, which gives the character a base 4 skill points per level. I have a hard time ever seeing a telepath needing 8 points per level.

As the telepath character advances, they gain new feats and new telepathic abilities. Telepathic abilities are much like feats in that they have prerequisites, in terms of other abilities and p-rating. Accidental scan is the weakest of abilities, needing only a P1 rating. On the other end of the spectrum, False Memory Implantation requires a P12 and has Deep Scan as a prerequisite. In addition to providing access to abilities, P-rating also determines the DC of saves against telepathic abilities.

I have only covered a little over a third of the book so far. The remainder of the book is where it earns the second half of its title, the fact book. There are three major sections remaining.

Alone in the Night describes the Babylon 5 station in detail, including technical details, organizational details, and major characters from the first season. Unlike typical non-RPG related B5 products, this section is interspersed with game mechanics to help handle situations aboard the station as well as statistics for characters. Again to harp on the Soldier/Security Officer thing, Garibaldi is an Officer 2 / Soldier 6, when he really deserves to have more investigative skills.

Sky Full of Stars is basically a gazetteer of the B5 universe. It includes a map with major jump routes and notes on phenomena (like hyperspace), nations, and organizations. Some non-aligned world races that weren't in the PC section are included here.

Signs and Portents is an episode guide, similar to what you see appear in the Farscape and Stargate SG-1 games. This episode guide only covers one season, unlike those other SF show games. However, what it lacks in completeness it makes up in detail and utility. Each episode has statistics for major characters and vehicles that appeared in the episode, as well as a flurry of interesting plot hooks to involve PCs in the action.

A smaller Campaign chapter follows the factbook section. This chapter provides a variety of GM advice in running the game, including navigating issues like dealing with canonical issues, deciding role of the party, and so forth. In addition, several prestige classes are provided for use in the game: Psi Cop, Raider, Terrorist, Thenta Makur Assassin, True Seeker, and Xenoarcheologist.

A glossary and index are provided, as well as the Mongoose standard designer's notes. The index was a little odd in that characters listed alphabetically by their first name (e.g., Alfred Bester is under A) or sometimes by rank.

Conclusion

Overall, Babylon 5 Roleplaying Game and Fact Book: Signs and Portents is a straightforward adaptation of the series, with fewer of the rules complications that many other d20 System variants have. It's hit point variant should provide the grittier feel that some feel the series deserves, but is simpler than some gritty HP variants that games like d20 Modern, d20 Call of Cthulhu, and d20 Star Wars use. Further, the fact that the book only serves to add to the core rules, not repeat or replace them, the book is stuffed with Babylon 5 goodness.

The book is a good general resource for the series, and the thorough and adventure-ready episode guide is a useful approach to such a reference.

That said, as mentioned, I did find a few minor problems. The class balance is inexact, which will impact some sorts of campaign. The soldier seems to be the most troubling, both in its role as a security officer and in that they seem to easy to hit under B5's DV system. The p-rating "tradeoff" with the telepath seems like the choice is fairly obvious, and there are a few confusing points in ship combat. None of these seem debilitating.

One thing that will disappoint many seekers is that fact that some of the more popular elements of the setting don't see any treatment in the first book. Things like rangers, shadows, and vorlons, are relegated to supplemental books. But given the level of detail that was given to the first season in this book, perhaps this is an understandable fault.

Overall Grade: B

-Alan D. Kohler
 

This is not a playtest review.
This review contains possible spoilers to the game, the novels, or the TV series. The review presumes you know something about Babylon 5 - apologies to those who don't (ask me below if you want to know more).

The Babylon 5 Roleplaying Game and Fact Book: Signs And Portents (hereafter known as the Babylon 5 RPG) is the primary sourcebook for d20 roleplaying in the Babylon 5 setting based on the sci-fi TV series of the same name. It's licensed by Warner Brothers but published by Mongoose Publishing.

The Babylon 5 RPG is a 304-page full-colour hardback costing $44.95. The margins are very dark and give the illusion of being larger than they actually are. The font is fairly small (it had to be reduced to fit more information into the book) and there are only a few chunks of white space. Almost all the interior illustrations are stills from the TV series and are appropriate to the text. There are also maps (of a kind) showing the layout of the station and some of its component parts. These resemble a cross between an 80's computer screen and an architect's plans and are definitely the poorest of what is in general only average presentation, despite the glossy pages and colour stills. The text is well written and engaging, and editing seems OK with occasional minor errors.

Introduction
This section gives a chapter by chapter summary, advice for newcomers to Babylon 5 and d20, along with a breakdown on the new rules used in the game, and the way these affect the way characters and adventures in Babylon 5 will pan out. Probably the most important aspect of this is the new system for hit points. Hit Dice are gone, replaced by a small fixed number of additional hit points as you gain levels. This means combat in Babylon 5 is deadly and this will need important pre-game warnings from the GM and probably some 'learning the hard way' for players. Also, Constitution does not affect hit points - instead it increases your chance of survival after being seriously wounded. AC is also gone, replaced by a fixed Defence Value with armour granting Damage Reduction, similar to the Judge Dredd RPG previously released by Mongoose. The most important aspect of all this is that the Babylon 5 RPG is designed to be roleplaying-orientated and players are encouraged to battle with their wills rather than their PPG's. Mental ability scores become much more important than in standard d20 games.

Preface
This is a great intro from the writer/designer of the series, J. Michael Straczynski. Funny, deep, and weird. "Even Vorlons love chocolate" - classic.

Chapter 1: Welcome To Babylon 5
This short chapter gives a brief overview of the history of humanity since alien contact, and the Babylon 5 diplomatic station.

Chapter 2: Characters On Babylon 5
Covers five main races:
* Human - standard human features.
* Centauri - +2 Cha, -2 Wis, social skills boosted to aid diplomacy, and increased saves against poison, etc. Strangely have Agent instead of Diplomat as favoured class.
* Minbari - +2 Str, -2 Cha, bonus to Init, gain Great Fortitude as a bonus feat. Bonuses and favoured classes vary with caste: Warrior (attack roll bonus, Officer), Worker (Craft/Profession bonus, Scientist (surely Worker would be more appropriate, but perhaps reflects their role on Babylon 5 as opposed to Minbar)), or Religious (Knowledge bonus, Diplomat).
* Narn - +2 Con, -2 Cha, low-light vision, additional hit points, soldier is favoured class.
* Drazi - +2 Str, -2 Wis, good unarmed fighters, natural armour, bonus to Init and favoured class is soldier.
* Brakiri - darkvision, roguish social skills improved, good in hot conditions, agent is favoured class. No illustration. Hm.

After some discussion of increasing hit points and Con modifiers to stabilising after being wounded, eight character classes are up for grabs:
* Agent - 1d6+4 initial hit points, then 2 per level. 6 skill points, average BAB, good Ref saves, roguish class features.
* Diplomat - 1d6+3 initial hit points, then 1 per level. 6 skill points, poor BAB, good Will saves, class features revolve around influence through contacts, resources, and diplomacy, a little like the Star Wars noble class.
* Lurker - 1d6+3 initial hit points, then 2 per level. 6 skill points, average BAB, good Fort saves, class features include local knowledge, bonus feats, luck and additional choice of class skills.
* Officer - 1d6+4 initial hit points, then 2 per level. 4 skill points, good BAB, good Will saves, class features involve bonus feats dependent on military branch, and increased ability to command and rally troops.
* Scientist - 1d6+3 initial hit points, then 1 per level. 8 skill points, poor BAB, good Will saves, class features focus on knowledge and the ability to use alien artifacts.
* Soldier - 1d6+6 initial hit points, then 3 per level. 2 skill points, good BAB, good Fort saves, class features increase combat abilities.
* Telepath - 1d6+4 initial hit points, then 1 per level (varies with P-rating). 8 skill points (varies with P-rating), average BAB, good Will saves, class features based on improving telepathic abilities (or increased hit points if the P-rating restricts access to powers). This class must be taken at 1st level (i.e. you cannot multi-class into it - the latent telepath feat does, however, allow some limited telepathic abilities for non-telepaths). Each telepath begins with a P-rating reflecting their innate telepathic ability. Higher P-ratings must be purchased at the cost of skill points and hit points during character creation. A restrictive mechanic is used to define this, whereby the player chooses a category of P-rating (1-2, 3-5, 6-8, and 9-12), and then rolls a modified die (e.g. 1d3+5 for the 6-8 category) to give the P-rating. As P-ratings define what telepathic powers a Telepath has and therefore defines the character, hopefully a later sourcebook gives an option for the player to define their exact P-rating with a rating-by-rating cost, instead of by category.
* Worker - 1d6+3 initial hit points, then 1 per level (Blue Collar workers get 1d6+5, then 2 per level). 6 skill points (additional 2 for white collar workers must be spent on Int/Wis-based skills), poor BAB, good Fort saves, class feature is a fascinating salary increase at 6th level, which makes him an expert in his field (+4 to Profession checks, no specific salary increase noted). Perhaps this was meant to be an NPC class, but the text fails to suggest this.

Chapter 3: Skills And Feats
Six new skills are introduced - computer use, drive, medical, pilot, technical, and telepathy. Other skills such as concentration, forgery, and survival are significantly changed, whilst Profession and Knowledge skills are expanded appropriate to the setting. Other skills from the PHB are useable, but not described here, whilst some (such as heal and alchemy) are not useable in the setting).

Two new types of feats are introduced - telepath feats and racial feats. A list of useable feats from the PHB are referenced but not described (others are not useable such as metamagic and item creation feats). Over 50 new feats are described including alien anatomy (don't suffer penalties to medical checks when treating aliens), dense scales (a Drazi racial feat that increases natural armour at the cost of Initiative), gestalt (allows P5 or higher telepaths to harness power from other telepaths), and vehicle combat (decreases penalties for vehicle combat at speed). One feat, Contact, seems to emulate the Contact class feature of the Diplomat, though it does have a prerequisite of Cha 15+.

Chapter 4: Combat
The chapter begins by delving more deeply into the Defence Value and damage reduction of armour mentioned in the introduction. There is then a section on running gunfights, including advice on aiming, rapid fire, and stray shots. There is also information on attacking objects, exposure to vacuum, explosive decompression, effects of gravity, and other environmental dangers such as toxins and radiation. A further section is dedicated to vehicles - speed, manoeuvres, terrain, collisions, combat actions, weapons, crews, and special qualities (such as artificial gravity, pivotal thrusters, and afterburners).

Chapter 5: Equipment And Vehicles
Following various views of a Starfury, the chapter begins with information on economics (including the Black Market), followed by weapon descriptions (from Minbari fighting knife through PPGs to grenade launchers) and weapon stat table, general equipment descriptions (such as communicator, changeling net, identicard, and data crystal), and armour and clothing descriptions. A significant section on vehicle descriptions follows this including stats on spacecraft such as the Minbari Sharlin Warcruiser and Earth Alliance Nova Dreadnought. There is also a table showing running costs for spacecraft. Further sections discuss spacecraft crews (with stats for running the spacecraft) and vehicle weapon descriptions (such as antiproton guns, particle beams, and plasma cannon).

Chapter 6: Telepaths
This chapter begins with a run-through of the mechanics used to activate a telepathic power (essentially a skill check). Range is an important factor, as is Concentration. Various modifiers are given, and there is a discussion of use of powers in hyperspace. The remainder of the chapter is taken up with the description of 17 powers - each defined by minimum P-rating and range required to use it (along with minimum ratings required for longer range use), the DC required to use it successfully, whether Concentration is required, and whether the power can be used on multiple subjects. Examples include accidental, surface and deep scans, reality fabrication, and pain. Powers range from P1 (e.g. sense telepathy) to minimum P12 (false memory implantation). A necessity of the nature of telepathic powers in the Babylon 5 setting is that once defined at 1st level, your P-rating does not increase (except under exceptional circumstances). This means that if a telepath runs with a low P-rating, many of the cooler powers are never going to be within their reach, even at 20th level. Takes a bit of getting used to, but it fits with the TV series.

Chapter 7: All Alone In The Night
Before the chapter starts there is a two-page spread showing an outline map of the station and its various colour-coded sectors. The chapter then gives an overview of life on Babylon 5, including arrival on the station (e.g. dockers guild, jumpgate operation), damaging the station (e.g. sensors, the defence grid), diplomacy (e.g. ambassadors, the advisory council), and facilities (e.g. quarters, BabCom, medical facilities, and law and order).

There is then further detail on a sector-by-sector basis, such as docking and customs in blue sector, the casino and the zocalo in red sector, the alien quarters with their alternate atmospheres, and the hydroponics garden, in green sector, downbelow and the shanty town in brown sector, the commercial research laboratories in grey sector, and the fusion reactor in yellow sector.

The chapter continues with stats and background for the major NPCs of the station. These are restricted to those characters that appeared in the first season of the TV series (indeed, the whole book never covers more ground than is revealed in the first season, including Ivanova's latent telepathy - which is marked as classified). The chapter ends with some useful sample NPCs - a commercial telepath, dock worker, lurker, market trader, medlab personnel, security officer, and thug.

Chapter 8: And The Sky Full Of Stars
This chapter is preceded by a star map of the major systems and governments of the Babylon 5 universe. The chapter explores these aspects in more detail, looking at space travel, the Earth Alliance (including EarthGov, EarthForce, Psi Corps and Mars Colony, along with a timeline), the Centauri Republic (including noble houses), Minbari Federation (including The Grey Council), Narn Regime (including the Chon-Kar or Blood Oath), the Vorlon Empire, and a few of the members of the League of Non-Aligned Worlds (which also has further race options for PCs - the amphibious Abbai, methane-breathing Gaim, moralistic Markab, disgusting Pak'ma'ra, and the naturally telepathic Vree).

Chapter 9: Signs And Portents
This chapter looks in detail at the happenings and plot development of the first season of the TV series, which takes place across the year 2258. Each of the sections within the chapter concentrates on one episode, but there is plenty of additional information tied into each section. Examples include the creatures called Soul Hunters, the mind probe device, stats and background for Alfred Bester, PC stats for the Dilgar race, a lengthy discussion of roleplaying alcoholism, information on the Mutai fighters, stats for the Ninja ZX11 motorbike, defences of Epsilon 3, information on Babylon 4, the alien healing device that resurfaces later in the series, and Santiago's assassination plot, amongst many others. This information, along with plenty of campaign hooks and adventure ideas linked to each episode stop this from being a dry run-through of the TV series.

Chapter 10: Campaigns On Babylon 5
This chapter begins with discussion on different types of campaigns to run with the Babylon 5 RPG (either on B5 or not), advice on how much information GMs and players should or should not have and how to amend campaigns to suit this knowledge level, and a list of the sourcebooks that will be released to cover the following four seasons of the TV series. Further advice follows on running epic campaigns and some of the themes that should be an integral part of a B5 campaign (consequences, choices, tragedy, faith, and compassion). Further information concentrates on campaign development, adventure seeds, multiple story arcs, characterisation, and one-shot scenarios. It also discusses integrating a GM's campaign with the main B5 plot line and iconography, as well as how much flexibility to allow the players to change what happened in the TV series. Different types of campaigns are then discussed, where the PCs are starfarers, EarthForce officers, psi corps members, working for the narn military, politicking in the centauri royal court, distant world explorers, or actually play the main NPCs from the TV series. A few other ideas are also briefly discussed that are less directly related to B5. There is also a brief discussion of the loose XP award system recommended for play in B5.

The chapter concludes with 10 prestige classes, each of which has a reference to the episode that inspired the PrC:
* Fence - 5 levels, minimum 4th level entry, poor BAB, non-standard save progressions and crime boss-type class features.
* Mutari - 10 levels, minimum 6th level entry, good BAB, non-standard save progressions and martial arts-type class features.
* Planetary Surveyor - 5 levels, minimum 6th level entry, average BAB, non-standard save progressions and class features useful for those alone in space, such as improved communication with aliens, danger sense, and jury-rig repairs.
* Psi Cop - 10 levels, minimum 9th level entry (+ P12), good BAB, non-standard save progressions, and class features suited to defending from and subduing rogue telepaths as well as additional contacts and resources.
* Psi Corps Military Specialist - 5 levels, minimum 6th level entry (+ P8), average BAB, non-standard save progressions, and class features focused on investigating and breaking conspiracies by EarthForce officers.
* Raider - 5 levels, minimum 4th level entry, good BAB, non-standard save progression, and class features specialising in ship attacks without honour.
* Terrorist - 10 levels, minimum 4th level entry, good BAB, non-standard save progression, and class features focused on terrorist activities including making explosives, resisting scans, and sneak attacks.
* Thenta Makur Assassin - 5 levels, minimum 6th level entry, good BAB, non-standard save progression, and class features involving interrogation and critical strikes.
* True Seeker - 10 levels, minimum 5th-level entry, poor BAB, non-standard save progression, and class features focused on goodness, wisdom, and diplomacy with some spiritual, almost supernatural abilities to withstand violence.
* Xenoarchaeologist - 10 levels, minimum 6th-level entry, poor BAB, non-standard save progression, and class features focused on discovering and understanding ancient alien artefacts and surviving ancient alien traps.

The book ends with designer's notes, a glossary, comprehensive index and a rather ornate character sheet.

High Points:
There is a wealth of information and ideas here for running a Babylon 5 campaign set in 2258. The sections on running a campaign, layout and workings of the station, and the politics and geography overview of the Babylon 5 universe are excellent in particular. I particularly liked the wealth of campaign hooks presented in the penultimate chapter and the advice on themes of a B5 campaign. I also liked the fact that there was only a limited amount of information on weapons, equipment, NPCs, and locations relevant to the firs season - it meant I was not overloaded and gives a GM a firm place to start, with the lure of other sourcebooks on further seasons coming in the near future.

Low Points:
There were a few inconsistencies with the mechanics and rules used to bring Babylon 5 to life. Where the 'factbook' side of the product exceeded my expectations, the 'roleplaying game' side slightly disappointed. Non-standard save progressions for prestige classes, a couple of odd choices for favoured classes and ability bonuses for races, a couple of weak (numerically and roleplaying-wise) classes, and an over-broad mechanic for generating Telepath P-ratings all failed to impress me. There were a few times when additional illustrations/stills would have helped where they were lacking - particularly the additional races and some of the locations around the station.

Conclusion:
Despite the few rules issues that concerned me, there is a set of rules here that can be used to forge and run a Babylon 5 campaign and adventures. The balance issues need to be resolved by the kind of campaign and adventures designed by the GM as advised by the product itself - orientated towards social and political interaction, and the use of mental skills rather than towards combat and the use of physical skills. A couple of minor tweaks to the rules should resolve the issues I have with P-ratings, PrCs, and racial features. Hey, it’s my game!

The intelligent presentation, the depth of information, the slew of campaign ideas and adventure hooks, the promise of so much more to come, and the resurrection of a great setting outweigh the somewhat bland presentation outside the stills and the rules issues mentioned above. And the J. Michael Straczynski preface will make you smile out loud.
 

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