Techno-Mages, babylon 5 RPG d20

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What will be, shall be? Divinity, adieu.
These metaphysics of magicians,
And necromantic books are heavenly;
Lines, circles, letters, characters.
Ay, these are those that Faustus most desires.
O what a world of profit and delight,
Of power, of honour, and omnipotence,
Is promised to the studious artisan?
All things that move between the quiet poles
Shall be at my command. Emperors and Kings,
Are but obeyed in their several provinces,
But his dominion that exceeds in this,
Stretcheth as far as doth the mind of man:
A sound magician is a demi-god...
Christopher Marlowe
1
The Techno-Mages
Fact Book
By
Bruce Graw
Contents
Introduction 3
Line Developer
Paul Tucker
Internal Special Effects
Chris Quilliams, Colin Stobbe, Stephen Shepherd, Brandon
Bray
History of the Techno-Mages 6
Techno-Mage Characters 17
Producer
Alex Fennell
Techno-Mage Feats 25
Techno-Mage Prestige Classes 30
Studio Manager
Ian Barstow
Races 39
Key Grip
Mark Quennell
Techno-Magic Spells 43
Techno-Magical Items 113
Extras
Mark Howe, Mark Sizer, Daniel Scothorne, Daniel Haslam,
Mark Billanie, Alan Moore, Jamie Godfrey, Michael Young,
Richard Burlew
Techno-Mage Personalities 126
License 135
Special Thanks
J. Michael Straczynski, Fiona Avery, Isabelle Richard,
Skye Herzog
Designation of Product Identity:
The following items
are hereby designated as Product Identity in accordance
with section 1(e) of the Open Game License. Version
1.0a: Any and all Babylon 5 logos and identifying marks
and trade dress, including all Babylon 5 product and
product line names; any elements of the Babylon 5 setting
including but not limited to capitalised names, planet
names, alien species names, ship names, organisation
names, characters, equipment, setting and historic events,
episode descriptions, any and all stories, storylines,
locations, plots, thematic elements, documents within
the Babylon 5 world, quotes from character or episodes,
all artwork, symbols, designs, depictions, illustrations,
maps and cartography, likenesses, poses, logos, sumbols
or graphic designs; any other unspecified incarnations of
Babylon 5 creative property, including elements either
derived or inferred from the Babylon 5 setting; and
website support materials and all future incarnations,
online community donations, and all free game support
items, except such items that already appear in the d20
System Reference Document and are already OGC by
virtue of appearing there. The above Product Identity is
not Open Game Content
Designation of Open Game Content:
Subject to
the Product Identity designation above, the following
portions of The Techno-Mages Fact Book are designated
as Open Game Content: all character statistics and
creation rules, all new character classes and abilities,
all new feeats, powers and skills, all rules systems and
mechanics, all statistic blocks and paragraphs specifically
explaining rules mechanics or special qualities. The use
of Product Identity in these circumstances is limited
solely to mechanical effects and systems, not to the items
previously stipulated as falling under the PI.
Printed in China
Copyright © 2004 Warner Bros.
Entertainment Inc.
BABYLON 5 and all related characters and
elements are trademarks of and ©
Warner Bros. Entertainment Inc.
WB SHIELD: TM and © Warner Bros.
Entertainment Inc.
(s04)
2
Introduction
Within these pages, the mysterious order of techno-mages is at
last introduced to the Babylon 5 roleplaying community. This
group adds nothing less than an entire collection of techno-
magical characters, spells, items, and technology to the game.
However, despite appearances, the reader must remember that
technomancy is not magic.
Everything a techno-mage does can
be traced back to the filaments of highly advanced technology
strung throughout his body. Magic is not something that can be
easily taught, but takes a lifetime of study to completely master.
The life of a techno-mage is a constant struggle to control his
destructive impulses and live up to the tenets of his order.
‘We are dreamers, shapers,
singers, and makers. We study
the mysteries of laser and circuit,
crystal and scanner, holographic
demons and invocations of
equations. These are the tools
we employ and we know many
things.’
Elric to Captain Sheridan in
Babylon 5: ‘The Geometry of
Shadows’
W
ith this line, Elric introduces the fans of Babylon 5
Organisation of the
Techno-Mages
to a mysterious organisation known as the
techno-
mages
—the ultimate proof of Arthur C. Clarke’s
famous Third Law: ‘Any sufficiently advanced technology is
indistinguishable from magic.’ Techno-mages appear, even upon
careful study, to be the futuristic version of wizards. Cloaked,
casting spells, speaking in riddles—the character of Elric could
just as easily have been Gandalf or Merlin. In fact, who’s to say
Merlin himself was not, in truth, a techno-mage? Perhaps he
was...but if so, only the techno-mages know for sure.
The techno-mage order is made up of approximately 500
members. Of these, the top five comprise the
Circle
, which
is responsible for all decisions affecting the order as a whole.
For the most part, these decisions are few and far between, so
the Circle meets only rarely. Only of late have events begun to
demand the Circle’s full attention.
At the time the Babylon 5 series begins, the Circle consists of
Elric, Kell, Ing-Radi, Herazade, and Blaylock. Elric is Galen’s
master, and is well known to Babylon 5 fans for his appearance
in the episode ‘The Geometry of Shadows.’ Kell is a direct
descendant of Wierden, meaning he can trace the master-
How to Use This Book
The primary focus of this product is towards the use of techno-mages as player characters. However,
techno-mages are extremely powerful in the Babylon 5 setting. Even a low-level mage can dish
out more damage with but a thought than most other characters can even dream about. Thus, to
keep things balanced, mages are physically weak, and their ability to cast spells is drastically limited.
While indeed powerful, a techno-mage is still a living being, and can be hurt or killed.
Games Masters who worry that techno-mages are too powerful to allow as player characters
should strongly consider the various balance factors provided hereafter. Mages must remain in
an apprenticeship for at least their first three levels, limiting their ability to act independently.
Furthermore, for as long as the techno-mage order exists, he must obey their Code or risk
destruction. Thus, a techno-mage cannot use his powers for personal gain, to wantonly destroy
his enemies, and the like. A mage should always be a mysterious figure, never quite explaining his
true purpose, always making even his allies wondering what he is really up to, and why he is on
their side.
Techno-mages also make excellent non-player characters. Consider a scenario where the players are
enlisted to hunt down a rogue mage, or enlist the aid of an unwilling one. What sort of promises
would a techno-mage demand in exchange for his aid? How would a rogue, facing his own death
if he is captured, stand up to a determined batch of players? These are but two of the potential uses
for mages in a campaign. The possibilities are endless!
3
apprentice line directly back to Wierden himself—founder of
the techno-mage order as it exists today. Ing-Radi is a Kaitay
healer, and is the only member of the Circle who is not human.
Herazade is the newest member of the Circle, receiving the
nomination at the previous Convocation; she tends to be
extremely liberal in her decisions. Blaylock is in many ways her
opposite, being more like a monk than any of the others. He
practices ritual scouring and teaches his apprentices to avoid all
materialism. (For more information on these individuals, see the
chapter on Personalities beginning on p.126 of this book.)
It is at the Convocations that most decisions are made affecting
the order as a whole. The Circle ordinarily makes decisions
internally, but occasionally takes the opinions of the individual
members of the order into consideration. The Convocation
also provides the opportunity to initiate new mages, retire old
ones, and make changes to the makeup of the Circle. However,
Convocations are not all about votes and decisions. They are
a time for discussion and sharing, of knowledge and solidarity.
For those who see magery as an exciting adventure, they are also
a time of great fun and excitement.
Beyond the Circle, mages have no ranks or seniority other than
the number of years they have been a mage, although this has
little to do with decision-making since mages usually keep to
themselves. Although mages do sometimes dabble in other
professions, they always return to their roots. Mages do not join
other organisations, although they do sometimes lend their aid
when the feel it is for the greater good. However, for the most
part, they stay behind the scenes.
After the Convocation is over, the mages return to their homes
on their own time. There is never a formal end to a Convocation;
each mage departs when he is ready to depart. In the end, the
last mage is the one who hosted the event, and for him, things
quickly return to normal—at least, until the next Convocation.
The Making of a Techno-
Mage
This has not always been the case, of course. In centuries past,
techno-mages were much more active in galactic affairs. In those
days, they were advisers, leaders, inventors, and even heroes.
Since then, however, they have gradually stepped farther and
farther back, slowly reducing their numbers and refining their
role in the Galaxy. Now, they are little more than observers,
lending aid where they can but otherwise having no interest in
influencing others.
The techno-mage order is almost 1,000 years old, but at present
contains only about 500 members. From this, it should be
obvious that becoming a techno-mage is a difficult process that
cannot be undertaken by just anyone. If becoming a mage were
easy, the galaxy would be swarming with them.
Most techno-mages are selected at a very young age. Many
are the children, either legitimately or illegitimately, of a
mage. Some are orphans in whom their teachers saw a spark of
something promising. A few are given up as tribute to a mage
for services rendered. It is not unheard of for a techno-mage
who seeks an apprentice to agree to provide aid in exchange for a
child to raise and train as his ‘heir.’
Techno-Mage Society
Techno-mages do not have a formal organisation with ‘ranks’ or
any other kind of structure. Each techno-mage is an independent
unit unto himself, with only his apprentices as company. Many
are loners, while others form a home on a remote or low-tech
world where their studies will not be interrupted.
It
is
almost unheard of for a techno-mage to accept anyone who
comes to him asking for training. Those who come asking for
power usually want it for all the wrong reasons. The techno-
mage order is well aware of the temptations their abilities
provide, and will quickly reject anyone who succumbs to this
pressure.
Techno-mages do not generally associate with each other.
Because their technology is inherently chaotic, they always spend
a great deal of time controlling their natural impulses towards
disrupting whatever they can. When mages get together for
any length of time, their technology seems to resonate amongst
them, making tempers short and fights commonplace. Even the
few techno-mage groups that exist, such as the Kinetic Grimli,
are spread out as much as possible, meeting only to pursue a
common goal, such as the construction of a new ship.
The Techno-Mage Code
A mage’s training begins immediately. From a young age,
the apprentice is first schooled in techniques of mental and
physical discipline, while being taught the seven principles
of technomancy: solidarity, secrecy, mystery, magic, science,
knowledge, and good. These seven tenets define what it is to
be a mage, and are collectively known as
the Code
. The youth’s
education and exercises proceed for years as his mind and body
are prepared for what is to come. If the apprentice fails to accept
the Code, or his body is deemed too weak to accept the implants,
he is quietly released from service and returned to his people.
After that, he is forgotten, and other mages are no longer
permitted to interact with him.
Despite this, every three years there is a Convocation—a meeting
of all mages on a world called home by a member of the Circle.
Virtually every mage in existence meets there for several weeks,
talking and sharing experiences. Inevitably, there are fights, but
the virtue of solidarity is always kept in mind, and no one is ever
killed at these meetings. The presence of powerful healers is
sufficient to heal most wounds quickly enough.
4
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