Populating the Station


This may be a really, really weird idea, and of no use to anybody.

But I'm going to ask anyway :)

How many (if any) people would be interested in helping to populate B5? I'm thinking a big fan-generated list of NPCs who live on the station, everyone submits a description of some quarters and the people who inhabit it (and possibly where they work), plus a couple of plot hooks involving those people. We end up with a whole bunch of pregenerated NPCs, areas on the station to poke around, and enough plot ideas to keep any GM happy for years. I'll stick it into a PDF (or possibly a series of PDFs if there's enough submissions).

Any takers? :)
I know that several supplements show the price of quarters, just not how many of each?

The lead in's to the show say "A quarter of a million humans and aliens". You have to wonder how many are homeless (lurkers)?

I would be willing though (as long as it my character does not live in down bellow).
Michka said:
I'd be happy to write up a lurker. How much Info are you looking for?


Each "entry" should begin with Name/Race/Location
for example:

G'Dal/Narn/Blue 7
Or, for a family entry
The Taylor Family/Human/Red 6

One "primary" NPC should follow the format used in the "Alone in the Night" chapter in the main rulebook - name (followed by an optional quote if you can think of one :) ), stat block, equipment, background (1 paragraph or more, including job details if any). If you want to add roleplaying notes, even better :)

If they live with or are associated with other NPCs, these can be added in the same way, or referred to in simple form in the background of the main NPC - e.g. "Brian Jones (Lurker/4)"

Finally, anything from a line to a page describing their quarters.
"Standard cheap quarters, nothing out of the ordinary"

"Tends to sleep in a rubbish pile in Brown 17"

"A slightly larger version of standard quarters, built against the exterior of the station with a small external viewport located in the floor within the kitchen area. In the living area a Narn tapestry hangs above a Centauri vase and Minbari wind chimes are scattered around, helping to add a multicultural feel to the room."

Will post a full example in a day or two.
I like it :)

If this is ever pulled off, someone give me a shout. We might even host it on the web site :)
Elizabeth DeWitt/Human/Red 4

3rd Level Human Scientist
Hit Points: 7
Initiative: +0
Speed: 30ft
DV: 12 (+2 Reflex)
Attacks: +0 melee, +2 ranged
Special Qualities: Primary Area of Study (medical), Use Alien Artefact
Saves: Fort+1; Ref+2; Wis+4
Abilities: Str: 9, Dex: 12, Con 10, Int 15, Wis 12, Cha 14
Bluff +4, Computer Use +6, Craft (Painting) +5, Concentration +7, Diplomacy +3, Knowledge (trauma cases) +6, Knowledge (xenobiology) +7, Listen +5, Medical +9, Profession (Doctor) +6, Spot +5, Technical (Electronics) +7

Alien Anatomy, Nerves of Steel

Standard Equipment:
Earthforce Wrist Link, first aid kit, hand computer

The petite (4'9") Doctor DeWitt is a member of Babylon 5's medical staff, assigned to one of the Red sector medlabs. A native of Proxima, she graduated medical college two years ago and decided to move into an Earthforce career in order to see more of the galaxy. She was assigned to a permanent post on Babylon 5 three months ago - something she is less than comfortable with.

Roleplaying Notes:
DeWitt is a very caring and sympathetic individual, likely to help wherever she feels she can. Unfortunately her good intentions are very easily taken advantage of.

Living Quarters:
Standard quarters located in Red 4. The walls contain paintings of landscapes from numerous planets (about fifty smallish paintings, averaging out at 12"x8") which she has done herself, some from actual trips and some from her imagination, descriptions, or holo sources)

Plot & Subplot Hooks:
- DeWitt admits a trauma case during a quiet shift, only for the "patient" and the "doctors" who brought him in to draw PPGs and try to raid the medical supplies. A hostage situation ensues as security seal off that area of the station.
- An injured PC is found by DeWitt, who takes them to her quarters. A romantic opportunity for male PCs.
- Some of DeWitt's paintings are stolen.
- A patient has persuaded the ever-helpful Doctor DeWitt to help them get some medicine past B5 customs. Being unfamiliar with the race in question, she is unaware that it is an extremely powerful narcotic. Not only has she broken the law, but anyone close enough to breathe in the slightest trace of the fumes causes very strange behaviour (the GM is free to do their worst here) .

[please try and keep submissions as close to this layout as possible. I'll edit them all into a similar format if and when there's enough to make a worthwhile PDF out of]
Interesting first character. ElCid should look at this. Maybe we could put our characters here for others to use in their own campaigns as NPC's.
Alex Gordon (The Vessel)/Downbelow

3rd Level Human Lurker
Hit Points: 12
Initiative: +2
Speed: 30ft
DV: 15 (+5 Reflex)
Attacks: Melee: +3, Ranged: +4
Special Qualities: Primary Area of Study (medical), Use Alien Artefact
Saves: Fort: 4, Ref: 5, Will: 4
Abilities: Str: 12, Dex: 14, Con: 12, Int: 13, Wis: 12, Cha: 8
Appraise (7), Balance (4), Bluff (5), Computer Use (3), Escape Artist (6), Gather Information (5), Hide (8), Listen (5), Move Silently (8), Search (3), Spot (5)

Iron Will, Lightning Reflexes, Lurkers Knowledge, Multi-Skilled (Computer Use), Point Blank Shot, Rapid Shot, Survivors Luck

Standard Equipment:
Pocket Knife, PPG, Rubber Mouse.

Not much is known about Alex Gordon before he arrived on the station in February 2257, he was born in Sydney, Australia on Earth on the 2nd of February 2222.
He spends most of his time preaching to anyone who will listen, he claims that he is the vessel for a greater, more powerful being, and that this being is speaking to the people through him.

"One day he will speak to you and you will cry blood and you will beg for forgiveness!"
"He speaks through me so that you might hear him without dying."
"He will walk among you and you will scream, he will talk among you and you will die!"

Roleplaying Notes:
It is up to the GM whether or not Alex is delusional.
He is not preaching about a religion, but about a specific being that he believes will walk among the people and judge them all.
He likes to think he is a friendly person, but comes off more as being scary and weird.

Living Quarters:
He wanders around downbelow, no-one has ever actually seen where he sleeps and some say he does not sleep at all.

Plot & Subplot Hooks:
- Alex could in fact be a vessel for an alien being and that being is coming soon to cast judgement upon the people.
- Alex kidnaps a visiting dignitary and takes them away to be judged.
- Alex approaches one of the the party members and grovels in front of them, claiming that they are his master.
- Alex was a vessel for a Vorlon, but somehow 'escaped' from them. He is awaiting the return of his master with fear, when a Vorlon arrives on the station, he goes crazy and will do anything to escape (even hold a player character (or NPC close to the PC's) hostage in order to escape).

(It's late so there are probably errors and parts that make no sense)
Hey, this looks fun. Here's a modified version of one of my players' characters:

Xanlac/Vree/Red 3

3rd Level Telepath (P8)/1st Level Agent
Hit Points:
Initiative: -1
Speed: 30ft
DV: 12 (+2 Reflex)
Attacks: +2 melee, +1 ranged
Special Qualities: P8 Telepath, Security Systems,
Saves: Fort +0, Ref +2, Will +4
Abilities: Str 11, Dex 8, Con 8, Int 18, Wis 13, Cha 17
Skills: Bluff +9, Computer Use +13, Concentration +6, Diplomacy +11, Gather Information +5, Intimidate +7, Knowledge (telepathy) +10, Listen +7, Sense Motive +8, Spot +7, Telepathy +9

Feats: Adaptive Mind, Skill Focus (Computer Use), Data Access

Telepathic Abilities: Accidental Scan, Mind Shield, Sense Telepathy, Surface Scan, Warning

Standard Equipment: Hand Computer, Translator

Xanlac is quite short, even for a Vree (5'2"). Having completed his basic telepathy training on Vreetan, he has been sent to Babylon 5 to continue his training, as both a corporate telepath and a corporate agent in his own right. Skilled with computers, he conducts corporate research for his superiors.

Roleplaying Notes:
He is proud to have been awarded a corporate agent post by his race, and is keen to learn how to further his species through trade agreements forged on the station.

Living quarters:
Small, spartan quarters in Red 3. Shelves on one wall house a large boxed collection of data crystals holding software, corporate data, and literature. A crystal sculpture has been hung from the ceiling, and rotates slowly in the flow from an air vent. Spot lighting aimed at it produces prismatic reflections about the room.

Plot and Subplot Hooks:
- Due to his high P-rating, Xanlac is currently being given additional training by the head of the Vree trade delegation to the station (himself a P10). He could therefore be used as access to the higher echelons of the Vree presence on board.
- A human group wanting to see tighter controls on, and surveillance of, alien telepaths onboard attacks Xanlac. The players happen upon the end of the attack.
- Xanlac is accused (falsely or not, as the GM wishes) of hacking into station systems and records.

Hopefully all my figures are correct, let me know if that's not the case. On which note: mthomason - I believe you've typo'd your NPC's DV.
and yes I do intend to use this as a PC:

Ensign Alan Hardcastle/Human/Blue 4
Level 1 Human Officer-Babylon 5 Beta Flight Starfury Pilot
Hit Points: 9 Initiative: 3 Speed: 30 DV: 13 DR: 0
Attacks: Melee: +2, Ranged: +4
Abilities: Str: 12, Dex: 16, Con: 13, Int: 14, Wis: 12, Cha: 12
Saves: Fort: 1, Ref: 3, Will: 3
Skills: Balance (4), Computer Use (5), Intimidate (4), Knowledge (Military) (3), Listen (3), Pilot (7), Profession (Military) (3), Sense Motive (3), Spot (5), Technical (Space Travel) (5)
Weapons: melee, grenade, pistol, spacecraft weapons
Feats & SQ: Branch Specialization (pilot), Spacecraft Proficiency, Dogfighter, Fire Control

Equipment: Earth Force wristlink, Auricon EF-7 PPG (2d8, crit 19-20/x2; 12 shot; 60 foot range inc), Small Blue Sector quarters, Identicard.

Money: 350 cr

Background: Alan grew up is Scotland and is of Scottish and English blood. His Mother, Erin, Married his father, an Englishman named Russel, and so the young Hardcastle was born. Alan decided to join EarthForce after his mother was killed at the Battle of the Line, he studied hard in school until he turned 18 last year to make sure he would qualify. He is proud to have been stationed on Babylon 5 and is proud to serve with Commander Sinclair.

Plot Hooks:
-he is part scottish and could be found in the middle of a barfight from time to time
-often on patrol
-could have to eject and be rescued after a dogfight...
-"Breaking right!"
-"Got your wing"
-"I'm going in" last heard in a bar as he approachs a woman...
William Anderson/Human/Red 5
Level 3 Human Telepath (rating P-8 )
Hit Points: 9 Initiative: 7 Speed: 30 DV: 14 DR: 0
Attacks: Melee: +4, Ranged: +5
Abilities: Str: 14, Dex: 16, Con: 14, Int: 16, Wis: 14, Cha: 14
Saves: Fort: 3, Ref: 4, Will: 5
Skills: Computer Use (5), Concentration (5), Diplomacy (5), Gather Information (5), Intimidate (5), Knowledge (Military) (5), Knowledge (Telepathy) (5), Listen (5), Pilot (5), Profession (Telepath) (5), Sense Motive (7), Spot (5), Telepathy (8 )
Weapons: pistol
Feats & SQ: Ability Focus (Surface Scan), Accidental Scan, Combat Telepath, Improved Initiative, Wealthy, Mind Shield, Sense Telepathy, Surface Scan, Warning

Equipment: Multi-part PPG (2d6; crit 19-20/x2; 20 shot; 60 foot range inc), 2 PPG caps, Medium Red Sector quarters, PsiCorps insignia, black gloves, Identicard.

Money: 2630 cr

Background: William was born in Chicago in North America. It was discovered when he was 8 years old that he was a telepath and his parents decided it would be best for him to be educated by the PsiCorp. During his testing it was discovered that William was a strong P8, which made is parents very proud since it meant he could work in either the Commercial Corp or the Military Corp when he grew up. He spent the next ten years of his life working hard to master his abilities. when William was 18 he learned that his mother had been killed during an incident on Mars, where they were visiting a branch of the family business, leaving him as the sole heir to his fathers fortune, which gives him access to a rather large fortune. When he turned 21 he moved to Babylon 5 to keep an eye on his fathers business affairs on that end. while rich enough not to need to work, he still does some commercial work, both for his fathers company and the odd freelance job.

Plot hooks:
-he could be involved in negotiations with the players
-he could hire the players on behalf of his fathers company, "Anderson Shipping and Transport"

-"Are you certain you are telling me the whole truth..."(smiles knowingly)
-"Let's talk bussiness"
-"The Corp is Mother, The Corp is Father...but being rich ain't bad either"
Hentur/Minbari (Night Walkers clan)/Red 7
Level 3 Minbari Agent
Hit Points: 13 Initiative: 4 Speed: 30 DV: 15 DR: 2
Attacks: Melee: +3, Ranged: +4
Abilities: Str: 12, Dex: 14, Con: 12, Int: 14, Wis: 12, Cha: 12
Saves: Fort: 4, Ref: 5, Will: 2
Skills: Balance (5), Bluff (5), Climb (5), Computer Use (5), Gather Information (5), Hide (5), Intimidate (5), Knowledge (Military) (4), Move Silently (5), Profession (Intell Officer) (2), Search (5), Sense Motive (5), Sleight of Hand (5), Spot (5)
Weapons: melee, grenade, pistol, Ventar
Feats & SQ: Great Fortitude, Security Systems, Sneak Attack +1D6, Warrior Caste (Ventar), Weapon Focus (Ventar)

Equipment: Sha’an PPG (3d4; crit 19-20/x2; ammo special; 60 foot inc.), Ventar (1d10; crit 19-20/x2), Warrior Caste robes (DR 2), Warrior Caste clothes desguised as Worrker Caste clothes .

Money: 1200 cr

Background: Born and raised in the City of Tuzanor on Minbar, Hentur has chosen to serve his people and clan in a slightly different way then most of his fellow Warrior Caste members. Hentur has studied the art of Intelligence gathering and subterfuge. After a few assignments on other worlds, Hentur was posted to Babylon 5 to observe to political workings of the Advisory Councel and League of Non-Aligned Worlds.

-“wait, let us see what develops before we move in.”
-“watch closely my friend and you may learn the value of surprise…”

Plot Hooks:
-he could have information the players need to get from him
-he could tell the players of a plot against them or other station personalities
Nafeel/Minbari/Brown 2
Level 6 Minbari Officer (5)/Anla’shok Ranger (1)
Hit Points: 18 Initiative: 5 Speed: 30 DV: 15 DR: 2
Attacks: Melee: +9, Ranged: +9
Abilities: Str: 16, Dex: 16, Con: 12, Int: 14, Wis: 14, Cha: 14
Saves: Fort: 4, Ref: 5, Will: 7
Skills: Computer Use (5), Concentration (5), Diplomacy (5), Gather Information (5), Intimidate (5), Knowledge (Anla’shok) (5), Knowledge (Valen Lore) (6), Listen (5), Move Silently (8 ), Pilot (6), Profession (Courier) (5), Sense Motive (5), Search (5), Spot (5), Technical (Space Travel) (5)
Weapons: melee, grenade, pistol, Spacecraft weapons, Denn’bok
Feats & SQ: Great Fortitude, Branch Specialization (fleet), Data Access, Spacecraft Proficiency, Dogfighter, Rallying Call, Religious Caste (Knowledge - Valen Lore), Improved Unarmed Strike, Garb of Honour, Places Unseen.

Equipment: Sha’an PPG (3d4; crit 19-20/x2; ammo special; 60 foot inc.), Denn’Bok (2d6/2d6; crit 20/x2), Anla’shok robes (DR 2).

Money: 1200 cr

Background: Nafeel was born on Minbar and studied the ways of the Religious Caste, particularly the Prophesies of Valen. He was trained to serve on a vessel of the Minbari Fleet as a diplomatic courier and navigator. He served his people well for many years until he was approached by a member of the Anla’shok who was impressed with his dedication to his people and the teachings of Valen. He was told what he already suspected, that Dark Forces were on the move and that swift measures must be taken to protect not just the Minbari people, but the Galaxy as a whole. He was accepted into the Anla’Shok and trained in his new duties. After his training he was posted to Babylon 5 so he would be in a position to move quickly to help in any amber needed when the coming conflict flares to life.

Plot Hooks:
-Nafeel can always mysteriously appear to give the players information that will inevitably lead to adventure protecting the greater good

-“you must act quickly, but cautiously or all may be lost…”
Level 1 Minbari Diplomat
Hit Points: 8 Initiative: 4 Speed: 30 DV: 12 DR: 0
Attacks: Melee: +1, Ranged: +2
Abilities: Str: 12, Dex: 14, Con: 12, Int: 14, Wis: 12, Cha: 12
Saves: Fort: 3, Ref: 2, Will: 3
Skills: Computer Use (5), Diplomacy (5), Gather Information (5), Intimidate (2), Knowledge (History) (5), Knowledge (Religion) (8 ), Knowledge (Valen Lore) (5), Pilot (4), Profession (Priest) (2), Sense Motive (5)
Weapons: pistol
Feats & SQ: Great Fortitude, Contact, Religious Caste (Knowledge - Religion), Spacecraft Proficiency

Equipment: Religious Caste clothes, Data crystals.

Money: 1900cr

Background: Kadroni was born and raised at the High Shrine of Tarellen dedicated to Valeria, on the planet Tarellen. While growing up Kadroni learned traditional Minbari religious values and ceremonies. After two decades on his homeworld Kadroni traveled to Minbar and was asked to go with an expedition to the new space station Babylon 5 to help see to his peoples religious needs.

-“one must act from a pure motivation or all their deeds will be for nothing”

Plot Hooks:
-Kadroni would not shy away from asking for help from anyone if he felt it would be for the good of his people or help keep the peace.