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Who are you?

The Jumper.

What do you want?

To explore the multiverse and acquire the spark.

Where are you going?

That's... complicated.

Who do you serve and who do you trust?

Who do you serve and who do you trust?

Welcome to Babylon 5: Crusade

Throughout history, mankind and the younger races have been manipulated and

controlled by two ancient forces, the Vorlons, lords of order, structure, and discipline,

and the Shadows, the bringers of chaos, competition, and natural selection. A war of

ideology waged over millions of years, a war without end, in 2261 suddenly came to

an abrupt and sudden conclusion when an alliance led by John Sheridan, Delenn, and

the First One Lorien convinced the two self appointed guardians of the younger races

to step aside, to leave the galaxy, that now the younger races were ready to stand

on their own. So it came to pass that the Shadows, the Vorlons, and all that was left

of the First Ones left this galaxy for beyond the rim and for the first time the young

races of the galaxy were alone to find their own way between order and chaos.

While the First Ones were gone, however, many of their toys were left behind...

Welcome, Jumper, to January 1, 2267, a dangerous period in the galaxy. Humanity

sits at the edge of extinction, the victim of an attack by the mysterious Drakh, one of

the many races that the Shadows molded into their tool before abandoning them into

an unready galaxy. While Earth was narrowly spared being bombed inside out by a

Shadow Planet Killer, Earth is under lock and key, a nanomachine plague that adapts

to any species it comes into contact with that will kill them in 5 years waits for the

chance to break free of quarantine and consume the galaxy at large.

Meanwhile the Centauri Republic's Emperor sits under the control of a Drakh Keeper, a

parasite that can control your every move. Secret meetings are taking place between

members of the Minbari warrior caste and Drakh agents. Throughout Narn and Drazi

and the fledgling Interstellar Alliance forged from the Army of Light that drove out

the Shadows, rumor and treachery threaten to pull the galaxy apart.

In dark and secret corners of the galaxy an ancient enemy of the First Ones stirs,

preparing to stretch for their Hand once again.

The galaxy is a powder keg, Jumper, and you only have +1000 CP.

Will you be the one to save it or the one to light it?

(3)

Who are you?

How old are you?

Roll 1d10+19 to determine your base form's biological age here. If you really want to you can pay 50 CP to choose this.

Are you a boy or a girl or a...?

Pick a gender, whatever makes you happy, on the house.

Where are you?

Roll 1d8 to choose. Choosing Humans for race allows one re-roll on a Home World land. You may pay 50 CP to pick a location.

1. Home World

You start on your race's home world. The most important world of any race, it often sits well behind the best defenses your race has to offer. Well developed, containing virtually every comfort, short of a life wiping plague, you may not even have a reason to leave. If it has a life wiping plague, they may not let you.

2. Major Colony

Not where you are all from, but probably one of the places you first went, your race has a major presence on this world. Population in the millions or even billions, the best of modern living is available, if not quite as plentiful as on your racial home world. Still, a relatively safe place for Jumper to start.

3. Minor Colony

A far flung and otherwise relatively unimportant holding of your race, most minor colonies are set up for a specific reason such as mining a needed resource or satisfying the agricultural needs of an empire. Far from home and off the beaten path, life can be hard and luxuries scarce on the fringes of a civilization.

4. Transport

You find yourself starting on a civilian vessel plying the space lanes. For the time being people seem to accept you belong there however, unless you can work out how to blend into the crew it is only a matter of time before they get suspicious and drop you at the next port – if they wait that long.

5. Babylon 5

A dream given form, the Babylon 5 station is a 5 mile long space station built in neutral territory, all alone in the night. It can be a dangerous place, a port of call for diplomats, hustlers, entrepreneurs, and wanderers. Almost every major race has a presence here and almost anything can be had for a price.

6. Expedition

Far from any known borders, you find yourself on a planet under survey by a team of explorers, scientists, and archaeologists. Not being crew, however, it is up to you to acquire passage off planet persuasion, purchase, theft, or stealth. Or you could stay behind and try surviving on a rock where a whole race failed.

7. Jumper's Pick

It's a big galaxy out there and lucky you, you get to start wherever you like in it. Just make sure you have a means to leave, should you choose to do so.

8. Daltron VII

The next best thing to paradise... wait... no... that's not quite right. 2267? A year ago this would have been heaven, now you get to experience what happens when you turn a planet inside out with nuclear weapons. Dust, debris, radiation, toxic fumes, you can enjoy them all. Hope you brought a way off.

(4)

Who are you?

Who is that with you?

Never alone.

One of the most defining features of a Jumper is of course the company he keeps.

Those companions who follow him into fire, into storm, into darkness, into death.

For 100 CP, you may import two companions, with a free race and calling pick and 200 CP to spend.

For 200 CP, you may import four companions, with a free race and calling pick and 400 CP to spend.

For 300 CP, you may import six companions, with a free race and calling pick and 600 CP to spend.

For 400 CP, you may import eight companions, with a free race and calling pick and 800 CP to spend.

Any race chosen counts as a new base form, for them and for you (unless it is a race you already have a form in).

Why are you here?

For the perks and items of course, every jumper's best friend.

On the following pages you will be able to select from one of six races and one of six callings, these choices are free.

You may choose to be Human, Minbari, Narn, Centauri, Drazi, or an Interstellar Alliance member race, the latter option allows

you pick any ISA race not listed, such as the Abbai, Vree, Brakiri, pak'ma'ra, Llort, Ipsha, Hyach or others, though all share the

same perk group.

Your choices for calling are Lurker (Drop-In equivalent), Soldier, Officer, Diplomat, Explorer, or Professional.

Perks are also available for Light, Dark, Telepath, Ranger, and Raider, though unlike callings, these are not discounted.

Each race and calling has associated perks and items associated with it, those get a 50% discount, except the first 100 point

perk for race and calling, that comes free. The free one will be marked in the info box. Items acquired with points, once used,

lost, or destroyed will return to your warehouse after one week unless noted in the item description.

For ease of navigation, the perks have been divided up into six sectors to help you better find the perks you are looking for.

This sector will be indicated by the color of the first word in the title of the perk.

Babylon Control has determined the perk sectors are as follows:

BLUE SECTOR:

Command and Control, these perks are meant to enhance leadership skills and organization building.

RED SECTOR:

Commercial operations, this sector is for perks that enhance your skill in crafts, trade, and general business.

GREEN SECTOR:

Diplomatic sector, this area is where you will find perks that improve negotiation and interpersonal skills.

GREY SECTOR:

The machinery that keeps the station online, here are boosts and alterations to your own body/machinery

BROWN SECTOR: Uncontrolled and dangerous, here is where you go if you are looking for a fight and the perks to win.

YELLOW SECTOR: The reactor, power is the name of this sector, and here is where you find powers some find unnatural

NOTE: These sectors are purely for convenience, to aid jumpers sifting through several pages of perks to locate ones suited to

their play style quickly and easily and have no effect on pricing, effect, or play. In some cases there may be overlap, in which

case the perk is assigned to the sector in which it best fits.

Perks marked with an asterisk (*) have additional information in the notes.

(5)

Who are you? - Race

Humans

are relative newcomers to galactic politics but already they've played a dramatic role in galactic events. Humans led the charge against the murderous Dilgar, pushing them from the League. Humans that created Babylon 5, perhaps the single most important location of the Second Age. It was a Human who united the younger races and persuaded it was time for the Ancients to go beyond the rim. Many of these achievements came at a heavy price. Only by the whims of the Minbari did they escape extinction after killing their leader. Many ships and lives were lost during a recent civil war. Even now, their home world, Earth, sits under quarantine following the release of a plague that could wipe all life in the galaxy within five years. Humanity faces a long road, will you be their champion?

100 Human ways are often unfathomable (Free Humans)

Nobody knows what a human will do next, your actions are much harder for others to predict.

100 Humans can be a very depressing people

With just a few words, you can suck the joy out of anybody nearby. No matter the occasion; weddings, parties, victories, you can

leave any situation tasting like ash.

200 Hokey Pokey Peekaboo

Passwords, secret codes, encryption; yours are some of the best. Your electronic security is

the envy of governments and would take dedicated teams of crackers decades to break

– as long as they can't pull it right out of you.

300 Everywhere Humans go, they create communities

Humans are natural community builders and you are no exception. You may choose for

your presence to have a calming effect. Negotiation will go more smoothly and people

will tend to just get along with you around.

400 Where another race would surrender to despair,

the Humans fought back

Humans have an unrivaled fighting spirit, effects that demoralize now raise courage, fatigue and injury now make you push harder

improve performance up to your death.

600 Hold the line

As long as you are still fighting, it is very challenging for an enemy to advance past you

to further objectives, thought you can still be flanked and surrounded. If they can't kill you, you can hold back entire fleets/armies single

handed. Expect to draw a lot of fire.

800 Of all the races we had encountered, Humans were the most dangerous

Humanity gain strength from diversity, who is more diverse than jumper? Gain 20% bonus to physical and mental attributes per base form

you possess.*

Minbari

are the oldest of the younger races. Powerful, mysterious, isolated, it is only recently that the Minbari have begun to loosen their aloof attitude to the outside universe. Cities unchanged in millennia carved of solid crystal and institutions just as ancient and rigid give the appearance of a calm, united, spiritual, peaceful people; social advancement only outpaced by their impressive technologies. However, not even the Minbari are what they appear. Beneath the surface, the Minbari are a fractured people, recent strife between their Warrior and Religious castes have resulted in Minbari killing Minbari for the first time in hundreds of years and not all are happy about the decision to spare Earth. The new government has a lid on it for now, but close attention must be paid to preserve the peace.

100 Bonehead (Free Minbari)

The bony ridge on the back of your head isn't just for show, you are now more resistant to head trauma.

100 A Minbari not born Minbari

It isn't easy perfectly mimicking the countless mannerisms and customs of a culture you've

never been a part of. Now your while your idiosyncrasies still may draw attention, they

are unlikely to be held against you.

200 Minbari do not lie

Your people have a reputation for honesty and, as such, barring compelling reason to believe otherwise, people will tend to assume you believe what you say. However, if it seems too outlandish, they may still think you crazy,

gullible, or misinformed, however.

300 The Affairs of Others Are Not Our Concern

Problems of other groups much less likely to spill over into yours on accident, though this will not prevent someone from deliberately attempting to draw your people into a war,

crisis, or other situation.

400 Their cities are thousands of years old

The Minbari build things to last and so do you. Items you create do not deteriorate while undergoing normal use and even attempts to break your wares directly will demonstrate a

greater resilience than their peers

600 In Valen's name

Minbari do not lie, and now people do not lie to Minbari. If you can get someone to swear an oath to you, they will not willingly break it. If the decision to make it is made above them, they will do all they can within the laws and

customs of their people to reverse it.

800 Minbari do not kill Minbari

If you can be perceived individually, people attacking you will go to great lengths nor to kill

you. However, animals, the insane, people operating under mind control, or similar

(6)

Who are you? - Race

Narns

are a race of paradoxes. Peaceful and violent, a race of poets and a race of warriors, a race of raiders and a race of the exploited. The star faring history of the Narns is brief and full of pain. A primitive people, the Centauri came to their world and enslaved them to the Empire. The Narns drove them out once only to find themselves occupied and bombarded by mass drivers once again when they struck back. Fundamentally changed by their experience, now the Narn seek to make use of captured Centauri technology to make themselves a power that will never again know slavery, expanding their power by any means. Even so, there is hope for a better path as a new religion from the Book of G'Kar teaches of a less blood soaked path. Will the Narns continue down the path of blood or will they turn back before all is lost?

100 Book of G'Quan (Free Narn)

The Narns faith helped carry them through hardship, your beliefs help you cope better with adversity.

100 A sword in your heart and in your mind

You are a natural leader, people give what you say more consideration and will be more moved to action more easily when you speak. Doesn't make your decisions any better it just makes people more likely to follow them.

200 A Narn in the Centauri Royal Court?

Thieves, ruffians, even the riotous masses, will be no more likely to harm you for your race, religion, etc. than they would one of their own

kind, even in hostile lands. This won't make them any more likely treat you well, however.

300 Very satisfying thump

Walking the sands of blood would come easy for you. Blows you land that make a solid connection to your target's head or equivalent

are more likely to concuss, dizzy, stun, or knock out your opponent, provided they are

vulnerable to such conditions.

400 And the rock cried out no hiding place

The Humans have a saying, you can run but you can't hide. Hiding from you isn't easy, something will happen to compromise hiding

places every few weeks, even exceptionally good ones. Finding the lapses is still up to you.

600 The Centauri learned this lesson once. We will

teach it to them again

You are a shining example to others, your willpower, determination, courage, will spread

to others and allow those who follow your cause to mentally endure anything you can

800 Book of G'Kar

In only a single month, the Book of G'Kar was on its way to outselling the most revered text of the Narn people. Now you too can cause anything you write down to be considered a religious text, and to spawn missionaries and

preachers to live and adopt your word.

Centauri

are a race in decline. Once the lion of the galaxy, a power second only to the Minbari, political turmoil, costly wars, and alien subversion have cost the Centauri dearly. Even with their losses, however, the Centauri should not be underestimated. While no longer having their previous power, their technology is still considerable and their fleet still vast, on their own, few races can stand before them even in this weakened state.

The Centauri are a wounded people. Their home world lies devastated after attack by the Narn and Drazi. Agents of the enigmatic Drakh walk the corridors of power, controlling the Emperor like a puppet. Their diplomatic ties lie in ruins after pulling out of the Interstellar Alliance. Can you restore them to greatness?

100 The Maker has gifted us with great big... (Free Centauri)

At will, you now have a Centauri... tentacle. While not very strong, it is easily concealed and fully prehensile.

100 But in purple, I'm stunning!

Looks are important, especially so for a Centauri. Any outfit you wear will be regarded

as stylish and fashionable and probably cute. This effect is amplified if the outfit is purple.

200 Great Maker!

You have a way with words, many of them very descriptive, many of them vulgar. This gift allows you to create sympathy out of all of the little misfortunes the universe throws your way. Even your worst enemies won't be able

to help feeling sorry for you.

300 Centauri don't have major arteries in their

wrists

Despite their initial claim Humans were a lost colony, Centauri physiology is very different. Your circulatory system is now changed and

wounds you receive bleed much less.

400 We Centauri live our lives for appearances,

position, status, title

What is a Centauri without position? In societies that have such things, you will be able to document a claim of at least minor nobility and people will recognize you as such.

600 In the great old days of the Republic

There was a time the Centauri Empire laid claim to all it surveyed, and perhaps, with the

right leadership, it can again. Organizations you lead will growth in size, strength, and influence more easily and rapidly than normal.

800 A Dream of Death

The Centauri people dream of their own death, knowing when and how. These prophesies can be changed, however. You will receive five chances to avert your fate. These will be hard to find, hard to make use of, and changing destiny is often very unpleasant.

(7)

Who are you? - Race

Drazi

civilization is old, one of the older space faring races in the Alliance, their territory large, comparable to other great powers, they have considerable diplomatic ties through the former League and other races and so why is it that the Drazi are rarely counted among the great powers of the younger races? The Drazi have something of an issue with violence. They decide their government by grouping off into factions based on what color cloth you pull from a barrel and physically beating the other side until one side is left standing, and they are the rulers. They raid their neighbors, engage in constant combat on their borders, and, in general, find violence to be the solution to all of life's problems. While skilled and fearsome warriors, this makes it difficult to run an empire, unless Jumper can bring them into the big leagues?

100 It's not a pouch, at least, not technically (Free Drazi)

You gain a hard to locate unless searcher knows its there pouch on your body that can hold small objects,

100 Carry Heavy Things

Naturally stronger and coming from a society that values physical prowess, it being helpful

to beating the green out of the political opposition to name one of many uses, your

strength is greater than most.

200 It Hurts to Hit a Drazi

If there is one thing you have to be able to do in Drazi society it is to take a punch. Naturally sturdy and coated with thick, coarse scales, striking one if often worse for their attackers.

You are much better able to shrug off blows and ignore pain that comes with them.

300 Green Drazi Win. You Win. Everybody Win.

Due to the the way many Drazi speak, they are often written off as stupid, however, this is far from true, especially in the ways of war. Traps

and ambushes you plan and set up will be much harder to detect and to escape.

400 You will have all the ships we can spare

Waiting, wondering if help is going to arrive can be incredibly nerve racking. Wonder no longer, with this, you know if you call for help

it will come so long as friendlies are in the area. Not always enough to help, however.

600 Green must fight Purple

The Drazi show us hand to hand combat is a form of governance. You can, as a matter of law, to settle disputes, leadership vacancies, etc., demand a duel. Legal authority will not make everyone agree with nor like you, however, especially non-violent cultures.

800 Greens follow Green Leader

Drawing the leadership sash is all that it takes to be a leader and you have it. There is a 50% chance any member of race you choose at the beginning of each jump will, in your physical presence, recognize you as a leader of theirs.*

Interstellar Alliance (ISA)

races are many and varied, representing a broad cross section of the younger races of the galaxy. A relatively new and fragile union composed of the former races of the League of Non-Aligned Worlds as well as the Humans, Narn, and Minbari, it just celebrating its fifth anniversary by the Human calendar but is already threatened by several major crises.

Led by Alliance President John Sheridan, it exists in a state of war with the enigmatic Drakh, this coalition is dangerously unstable. One major power has already withdrawn, another sits behind a medical blockade, and everywhere the Drakh move to spread chaos and only great luck and skill will save the alliance from anarchy. Can you keep this eclectic organization from collapse or will you drive it to ruin?

100 I thought of the Llort, they're pack-rats

Your pockets have twice their normal carrying capacity, nobody finds this odd 100 They were sticking him

with needles and they were flashing lights

Your government has no position on supposed abductions of Humans attributed to you nor why your scientific studies yield more precise results, more quickly, easily, and efficiently.

200 We have kept our medical information to

ourselves

As the Jumper you are medically unique. Attempts to analyze your genes, your biology,

or other medical information will be much slower and harder without your cooperation.

300 The pak'ma'ra are invisible, ignored, shunned.

Externally, people like you are a credit a dozen, not warranting a second glance. Unless

deliberately calling attention to yourself, you are much more likely to be overlooked in

public or in a crowd.

400 The Queens thank you

You have done a kindness for our people. When aiding a race other than your own, a benevolent act done for one will be treated as if done for the race by that race's government. The larger the deed and the higher up the

person, the more favor is curried.

600 Dark Angel of Drafa

You are a divine instrument and those you strike down unworthy souls taken by God's wrath. At will, kills you make will be treated by even the mildly superstitious in a culture as shameful marks of divine judgment, providing cause to hide the death for kin and associates.

800 Day of the Dead

Strange things happen on the Day of the Dead when the comet comes. Every 5 years, you

can choose one dead person to spend 12 hours with. They will only be able to interact

with you verbally or physically. Does not interfere with actual Day of the Dead.

(8)

Who are you? - Calling

Lurkers

are the forgotten, the dispossessed, the social underclass. They exist on societies edges, often having few opportunities and fewer resources. Choosing the path of the Lurker means you only get what you arrive with. No memories, no

connections, no history in this universe.

100 No-one here is exactly what he appears (Free Lurker)

Everyone hides who they are, at least a little, but you are proficient at seeing through those disguises more easily.

100 Resourceful

Surviving on the edge of society means stretching what you have to do more with less

and learning where to find more. You are more able to stretch resources further and

scavenge resources more easily.

200 Thieves Guild

Survival in dangerous places often means working with dangerous people. In any jump you enter, you may have contacts or affiliation

with the local criminal culture.

300 Walkabout

If you walk long enough, you can meet yourself, or, at least hallucinate you did. Once

face to face with who you really are, you can get to the root of psychological issues. You can use long periods of isolation to work to heal mental wounds and illness for effectively.

400 God sent me

Surviving is easier when you don't have to fight, when you can scare off those who might

hurt or exploit you. Your threats are vastly more intimidating, causing people of less than

outstanding willpower to cower or flee.

600 Had its engine replaced with a substance resembling

peanut butter Not every war need be won by combat. If undetected, you can sabotage machinery with

no external signs of tampering, time varies with size and complexity and damage level.

800 Who do you serve and who do you trust? Everybody has their reasons, now you have them too. With relatively little effort, you can

discern the motives and intentions of anyone you work for or anyone that works for you,

even indirectly. 1000 Zog

The Walkers of Sigma 957 wish to study you and are willing to trade information and tech for things they don't have and don't know . Having been around every block in several universes, they will know what the things you offer are worth. Try to cheat them at your peril.

Soldiers

fight. Professional armies, mercenaries, security personnel, revolutionaries, even police forces can in many times and places be considered soldiers. On the modern battlefield, they are practiced in the art of wielding a firearm to achieve the

objectives of their nation, employer, or cause.

100 GROPOS (Free Soldier)

You have to hit your target and in this regard you are better than most, even master snipers defer to your skill with guns of all kinds.

100 They used knives and sticks and bare hands The problem with bullets and PPG caps is sometimes they run dry. For you this only means you get to show off your up close skills. You are highly proficient in hand to hand and melee combat, in any environment.

200 Hero of the Canal Wars, Scourge of Janos 7

One constant of war in any age is that those who perform great deeds are often recognized

and remembered. Fame on the battlefield comes more easily to you than most, your exploits seeming to take on a life of their own.

300 There's only one truth about war, people die

War means killing the enemy and war means losing friends. These are hard truths soldiers must face but you face them a little easier.

You may shut off feelings of compassion, sympathy, and grief and restore them at will.

400 The Resistance didn't stay alive this long by being sloppy

Fights aren't always fair, but a one sided war is where you shine. You are a master of improvised explosives, guerrilla combat,

ambush, and general insurgency and asymmetric warfare skills.

600 Very latest from Earthforce R&D

Armies are big, expensive things to maintain and often that means packing weapons and gear obsolete decades ago. Not you. You always have the latest and greatest military

hardware available for use or purchase.

800The very model of the modern Major General Weapons win fights, tactics win battles, and strategy wins wars. Your understanding of the

finer points of military leadership are unrivaled, you can wield an army like a

surgeon wields a scalpel.

1000 Project Tarsier

As old as war is the dream of creating the perfect soldier. One such supersoldier program was Project Tarsier and you can benefit from their work. Your bionic implants increase your speed, strength, reflexes, stamina, and durability to three times that of a professional athlete. You see clearly in low light.

(9)

Who are you? - Calling

Officers

are a necessary part of modern civilization so long as the vessels that enable interstellar commerce, transport, and warfare stubbornly refuse to pilot and maintain themselves. Ever major race has men and women who dedicate their lives o the

operation of these craft.

100 Operations (Free Officer)

Ships and fighters with you at the helm count themselves lucky, few are better at getting them where they need to go in one piece.

100 Maybe it looks for cracks or does something to the metal

A star ship isn't going anywhere if all the little moving parts aren't working. You have a natural talent for keeping vessels in ship shape

and keeping systems running smooth.

200 Go to manual, starboard stabilizers

Not every vehicle is built for agility but that rarely stops you. Whether improvised thrust

by decompression or using your weapons to slow down, you can usually find a way to steer

things that most couldn't maneuver at all.

300 A plum assignment and fast-track to promotion

Career advancement depends on high visibility and high prestige assignments and those just seem to flow your way. Climbing the ranks will be easy for you since you always seem to be in the right place for recognition.

400 Jump Points forming right on top of us

First impressions are very important and arrival is the first stage of any engagement. You know how to make an entrance, always arriving positioned for maximum tactical

advantage whether you mean to or not.

600 You are executing an illegal order

You understand the chain of command and rules of war and know how to make them work for you. You always stop short of a war

crime and when you can communicate to an enemy your legal skill can bring them to a halt.

800 Terrible destructive power

Size isn't everything, how you use it counts too. The weapons you use seem much more powerful in your hands due to your uncanny ability to land blows when and where the enemy is most vulnerable to maximum effect. 1000 Bonehead Maneuver

Many techniques and strategies have been considered and abandoned in the ways of war as “suicidal”. Where others see certain death, you see opportunity. Unorthodox, seemingly unsurvivable plans have a way of working out for you, even usually overlooking the certain death part.

Diplomats

wield words where others would wield swords or guns or fusion bombs, and often to greater effect. The right word in the right ear at the right time can start or end wars, empires, or even entire eras of the galaxy. Persuasion and compromise

are the tools at your command and you wield them to great effect.

100 Could I please get a translation team in here? (Free Diplomat)

You can't negotiate if you can't speak the language. Learn two languages per purchase. Diplomats get 50% discount per purchase.

100 Next time, my way

Social interactions are complex within a species, let alone between alien cultures. You

have a knack for picking up social cues and body language and as such can quickly determine the etiquette and protocol in place

for a group after only brief observation.

200 Now everyone wants to be my friend

People just like you. Your mannerisms, your humor, your style – people just want to be around you and with you. You make friends

and gain influence much more easily.

300 I need a favor

Sometimes when you need another party to do something, they have all the cards. It is easier for you to ask for and receive favors. People will be more willing to do more on just

your asking with the promise of paying them back later, just be careful, later always comes.

400 Large Empty Files

Going into a negotiation blind is a sure way to have it come out badly. As such, you have developed considerable skill in getting general but thorough backgrounds on people, groups,

and races, even ones that have gone to lengths to keep their information secret.

600 It fell from the sky

Diplomats don't just speak for their race, they also listen. You are skilled at building up networks of contacts that ensure you are always in the loop even on classified matters

of interest. If you can make a contact in a group, they'll willingly do dig for you.

800You'll have to negotiate with them yourself No amount of pretty words will win your goal

if you can't get to the right person to hear them. You are practiced in finding ways to arrange a meeting with virtually anyone, though what comes next will be up to you.

1000 Don't give away the home world

Your language skills are the stuff of legends. With time and patience, you could sell guns to pacifists, steak to vegans, and water to the drowning. If any combination of words could in theory bring them around, it eventually will. The more it will cost them, the longer it takes, however.

(10)

Who are you? - Calling

Explorers

are those who walk a path before there is a path to walk. Searching for knowledge, searching for treasure, or just looking to see what is on the other side of that hill before anybody else gets there, you travel to the far places of the universe braving

the unknown and you have the skills to return home safely.

100 Sky full of stars (Free Explorer)

You understand navigation in a way few others do, you always know what path you came in on and it is very difficult to get you lost.

100 That is why we signed the treaty in the first place

The thing about exploring is a lot of times somebody already lays claim to ground you wish to walk. You find it easy to secure rights of passage and permission to study in places

where the owner is not actively hostile.

200 The fun of being an archaeologist

Who would have thought travel and study would require so much paperwork? Well, now it doesn't. You find that in general the paperwork tends to take care of itself, leaving

you to focus on more interesting matters.

300 Never a Rosetta Stone when you need one Learning languages is hard, for most people. Not for you though, even long dead languages

with no speakers have a way of making sense to you with even a few weeks of study.

400 No lock I can't get through

Many of the intact treasures of the galaxy are such due to the trouble the owners went to to protect them. You now can break, bypass, or disarm all but the most advanced locks, traps, and safeguards not under active supervision.

600 So many dead worlds

The galaxy is littered with them and no small number have something worth a closer look. You have a very strong intuition on how and

where to find lost ruins with advanced civilization and trusting your gut to get you in

the general area works well for you.

800 Off Beacon

Few survive going off the beacon in hyperspace, but you'll manage. Dangerous terrain, even active efforts to keep you from finding your way through or out of an area are

much less likely to work on you; you have little to fear from mazes and empty wastes. 1000 A hundred patents I could exploit

One way to cash in on finds is to find something you can patent, which unfortunately means understanding it. Now you do. Any object you examine for a few hours will provide enough information to write an operators manual, though you may not know how to build more if your own tech isn't here.

Professionals

form the backbone of every race. Doctors, lawyers, engineers, shipwrights, teachers, financiers, entertainers, businessmen of a thousand persuasions, you are one of those individuals who through diligent work and skill keep the

galactic economy humming along, and making some money while you are at it.

100 We live to serve(Free Professional)

Some people burn out doing the same thing year after year, not you. Boredom and career fatigue have no hold on you.

100 Worker Caste

Work quality can be a subjective thing, but everyone agrees you are the best. Your skill in

a profession of your choice per purchase is now among the top 5% of people in that field.

As a bonus, you get any needed licenses and clearance to do the job.

200 You are not exactly in a position to bargain

Your work is worth what other will pay for it. Your quality is such that people who seek your

services will perceive them to be worth more than your competitors and pay accordingly, or give you the edge if your prices are the same.

300 You get to make your own hours

One of the troubles of being a jumper is balancing work life with saving the universe.

Now employers and clients are much more forgiving of lengthy, unexplained absences that come with multiuniversal jump chains.

400 By any means necessary

What people say and what they mean aren't always the same. No longer is this a problem for you, as long as what you are doing falls technically within the letter of the law and order, people will not hold the manner in which you carry out your task against you.

600 This... is wrong tool

Very little causes aggravation like having every tool for a job except the one you need. Now, as long as you have something similar in form

or function, you can make do. Perform surgery with a butter knife or weld steel with a

lighter, we'll leave the how up to you.

800Humanity is my business One thing you have to learn in business is perception is reality. Good thing for you, as long as you are willing to tell people you are working for good, they'll buy it. Beyond eternal good PR, you are also less likely to be

investigated or audited by the authorities.

1000 More money than God, Edgars?

Everything has a price and everything has a worth. For you, these are one and the same. You may purchase from anyone any item for what an objective appraisal of an item would determine its value to be, regardless of whether they intend or wish to sell. This purchase is legally binding and enforceable.

(11)

Who are you? - Prestige

\

Sometimes ordinary people do extraordinary things. Some people are just extraordinary. These paths are not linked to any calling or race and are not discounted.

Telepath

Mind walkers, they remotely view and manipulate the thoughts of others.

Ranger

The Anla'Shok Rangers tirelessly watch for the return of and fight the Darkness.

Raiders

Space pirates and outlaws, they prey on vessels for fun and profit

100 P1

You're a telepath, well, barely. You can't read minds yet, or manipulate electronics or even block a scan, but, at least you do have the ability to detect the use of telepathy against

you and so will notice even surface scans.

100 We are Rangers

It has only been since the Interstellar Alliance that the Rangers started taking volunteers.

You are a member of their ranks or have contacts among them at your preference. This will cover similar organizations in other jumps.

100 I take great comfort in the general hostility and unfairness of the universe Raiding is dirty work. Poor conditions like dirty or cramped or zero gravity do not bother

or impede you. 200 P2

Pretty weak on the scale of telepathy, you can shield your surface thoughts and block clumsy or unfocused probes. A concentrated effort would easily break you, however. Requires P1.

200 We walk in the dark places no others will enter Being a Ranger means death is an outcome to

be neither feared no avoided. Fear has no hold on you, effects that cause fear fail on you.

200 If you value your lives, be somewhere else

Raiding is about the money and there is no money in being dead. You know when a battle

is going against you and how to get out alive.

300 P5

The weakest level to read minds, you can now scan surface thoughts, and with effort, probe deeper into memories. People trained to resist telepathy or equally ranked telepaths

can keep you out. Requires P2.

300 We stand on the bridge and no-one may pass Rangers must stand against those who prey on the weak and the helpless and so learn to fight on defense. Your blocks and counters seem to double in power and speed while defending.

300 The right amount of grease

All the stolen goods in the world won't help if you can't fence them. You are highly adept at locating fences and knowing just who and how much to bribe to keep the gravy train on track.

400 P9

Now we're getting somewhere. Capable of not only reading minds but altering thoughts

and memories and creating impulses to do things like look away. Can also detect

electronic surveillance. Requires P5.

400 We live for The One

To be a Ranger is to accept a life of service to a purpose, a greater whole, and towards that

end you will sacrifice most anything. Your willpower is absolute and you can endure any

pain or hardship in service of your cause.

400 Bigger Fish

Being a successful raider doesn't always mean being the most lucrative one. The nail that sticks up gets hammered down. You know just how far you can push things in a region before

provoking attention you can't handle.

600 P12

The peak of normal telepathic development, you can break blocks in weaker people, more easily manipulate minds, detect ships by the thoughts of their crew, even cause anneurisms

if you push too hard. Requires P9.

600 We die for The One

But you don't die stupidly. Death is not to be avoided but life is not to be thrown away. Each jump you may endure one hit that would

have otherwise killed you, though your condition may not leave you able to do much.

600 Target their engines

Raiders are in the business of seizing and reselling goods and few goods are worth much

blown up. Neither you nor any vehicle/ship you operate will accidentally kill a target

(12)

Who are you? - Prestige

\

The Vorlons and the Shadows may be gone, but the war between the Darkness and the Light still remains. You may choose a side, but by doing so, you may not choose any perks from their opposition. No discounts.

Light

Soldiers, Rangers, diplomats, explorers, politicians, everyday people who work to push back the Darkness.

Darkness

The Drakh and their allies, Shadow servitors who serve the cause of evolution through chaos and bloodshed. 200 Lord of Order

Strength only comes from harmony of purpose and those who disturb unity foster chaos. You are skilled at locating and finding these

disruptive elements in the service of order.

200 Servant of Evolution

Strength only comes from competition and those who foster unity stifle growth. You have become skilled at locating and tracking down these

nexuses in the service of chaos.

300 It is too late for the pebbles to vote

Strength requires collaboration, but once a decision is reached it requires unity of action. As a leader, once you make a decision, people

will be strongly disinclined to question or second guess you.

300 Strength only comes through conflict

Blind obedience is for the sheep. You now that true strength comes from upsetting the social order. You are very skilled at causing divisions

within a group and fanning flames of infighting.

400 Who are you?

You know who you are, what makes you, you. Attempts made to subvert your identity through things like psychic abilities, brainwashing,

possession, implants, and so on are extremely unlikely to effect you.

400 What do you want?

You know what you want, and what you will do to get it. You will a have a general sense about where to go or what to do next to achieve

your objectives, though the details will be up to you to figure out.

600 One moment of perfect beauty

It isn't enough to have the ability to change the world if people don't have the right push. With preparation, you can cause a profound personal transformation to bring someone closer to your ideology and

to your cause.

600 We all have our Keepers

The keeper, a living Drakh weapon, an invisible, inoperable, sentient parasite that causes excruciating pain in its host at will. You can now grow one and implant it on a target of choice. If killed, it will regrow on

you in one month to be implanted. Can be disabled by getting wasted. 800 To fight legends

The Vorlons rarely fought their own wars, instead getting their charges to unite to fight the Shadows themselves. You know how to unify and lead vastly different groups of peoples against impossible odds by becoming a symbol to the cause people can flock to, a new messiah.

800 At each others throats evolving our way up The only way to get stronger, to get smarter, to get better, is to fight for it. Everything is conflict and so everything is better from conflict. You

can practice or improve any skill you have by fighting, killing, and destroying, taking the inspiration and channeling it into other skills.

1000 Touched by the Vorlons

You're different. The Vorlons modified you, experimented on you shaped you into their tool to fight against the Shadows. You find powers from within you twice as potent, psionic or psychic powers three times so, and you are immune to mind control from all except

the most powerful of psychic powers.

1000 One with the Darkness

The Vorlons were not the only ones to modify young races to their cause. You have been outfitted with techno-mage implants and instructed in their use. We warned, as with all Shadow tech, it contains a powerful compulsion to commit acts of chaos that you will constantly

(13)

What do you want? - Items

\

On Babylon 5, almost anything can be had for a price. Applicable discounts will be noted with the item.

50 Credit Chit (Free Lurker) The debit card of the 23rd

century, starts with fund on it for a months worth of modest living

50 Flak Vest (Free Soldier) Modern armor, can deflect much

of the damage away from a PPG strike but won't stand up long to repeated hits or more powerful

models.

50 Comm Link (Free Officer) Long range communication device, attaches neatly to the

back of your wrist or in more conventional form. Genetically

coded for your use only.

50 Bug Wand (Free Diplomat) Hand held device that allows for easy detection of most listening

devices so that they can be removed – or exploited to feed

back bad information.

50 Star Map (Free Explorer) Map of known space, including

even most secret jump routes. In other jumps changes to be a highly detailed map of that

setting.

50 Résumé (Free Professional)

A list of experience and references who will vouch for your past work experience and

skill. Updates to appropriate details each new jump.

100 Auricon EF-7 PPG (Discount Human) Standard Earthforce pistol, projects plasma bolts. Comes

with three caps that can be recharged after about an hour

plugged in.

100 Denn'bok (Discount Minbari) A telescoping metal fighting pike, this device can shrink down

to the size of a soda can and expand to about a staff about a

meter and a half in length.

100 Ka'toc (Discount Narn) Traditional Narn sword, similar in style to an Earth katana, it is said it cannot be sheathed until it has tasted blood. Yours is very

resilient.

100 Collapsible PPG (Discount Centauri) Though somewhat less powerful

and with smaller ammo caps than the Auricon, this PPG can be easily taken apart for storage

and concealment.

100 Drazi Blade (Discount Drazi) Punching dagger, this blade is

dipped in poison that makes even minor cuts potentially

dangerous.

100 Lorkan Crystal (Discount ISA) Small stone that affixes to the palm of your hand, fires PPG like

energy bursts. Drains energy from user, very tiring with extended use. Smells of ozone.

200 Breen And endless supply of Swedish

Meatballs appears in your warehouse.

200 Holorecorder Allows you to record three dimensional images and audio.

Comes with a projector that allows you to play them back in

open air.

200 Assassin's Wand Pen-like object with concealed needle, neurotoxin, and sealant,

once stuck a target's death is nearly instant. It refills once a

month.

200 Gil Implants Bionic device installed at the base of the neck, these easily concealed items allow you to breath numerous atmospheres without the need for encounter

suits or breathing masks.

200 Hover Cams Four pack of remote control cameras, these move silently and can be fitted with low light

or infrared lenses. Range of 5 miles, reappear if destroyed or stolen in warehouse 1 per week.

200 Collar Gun Fires an almost impossible to

remove metal collar around someones neck. Collar can be set to collapse rapidly by remote

or by proximity. Originally a prisoner control device.

(14)

What do you want? - Items

\

300 Identicard Kit (Disount Lurker) Everyone is someone, you can

be several someones. Allows you to print up fake IDs that will

pass basic inspection in any jump.

300 PPG Rifle (Discount Soldier) Racially appropriate energy rife,

carries a larger clip and more power behind each shot, capable of burning through

reinforced doors in time.

300 Jammer (Discount Officer) Long range communication jamming device, it blocks almost all transmissions up to five miles in radius unless the transmitter has vastly more power behind it.

300 Listening Device (Discount Diplomat) Handheld device that allows for easy detection of most listening devices so that they can be removed – or exploited to feed

back bad information.

300 Quantium 40 (Discount Explorer) 200 kilograms of the rock that enables hyperspace travel, this incredibly energy dense mineral will appear in your warehouse

each month.

300 The Perfect Fitting Uniform

(Discount Professional)

Clothes perfect for any occasion and are among the most comfortable that you'll ever wear. Mend damage weekly.

400 Blacklight Suit (Discount Human) Prototype suit that allows you

complete invisibility while stationary, blurry after images

while in motion.

400 Gravity Ring (Discount Minbari) A crystalline ring that, when worn, allows you to project a gravitational force equal to several times Earth's gravity in a

narrow area.

400 Narn Opera (Discount Narn) Considered a cultural weapon,

non-Narns exposed to this recording will find it difficult to

think or focus. This effect worsens with greater volume.

400 Emperor's Crest (Discount Centauri) Medallion which belonged to the first Emperor, gives owner a

claim to any one throne per jump. Taking the throne from the owner is up to you, however.

400 Barrel of Cloths (Discount Drazi) Barrel of sashes of multiple colors. If people wearing the

same color will experience a strong senses of comradery, different colors violent hostility.

400 Encounter Suit (Discount ISA) Fully body concealment, armor, biological and chemical filtration

wrapped into one. Has air supply for bad or no atmosphere

and can take a few PPG shots.

600 Apocalypse Box A small box, it speaks, knowing

things it could not possibly know. However, it lies sometimes and manipulates the

user into becoming dependent on it.

600 Alien Healing Machine Originally a form of corporal punishment, transfers life energy

from one to another healing wounds of equal measure. Fatal wounds requires a life to heal.*

600 Shadow Pod One of these objects when placed inside a ship can run and

maintain a ship by itself almost as well as a full crew can. Leftover Shadow technology.

600 Neural Alteration Device

Used to carry out the death of personality punishment, this erases the behavior and memory patterns from a brain, allowing a telepath to create a new one.

600 Blue Star Personal transport, the smallest

ship in the known galaxy with a jump engine and very fast. Often used by diplomats for personal travel. Cannot stand

up to warships.

600 Inquisitor's Cane Vorlon device that looks like a cane, it can project holograms, energy blasts, bright light, and even telekinesis lifting up to

(15)

What do you want? - Drawbacks

\

What's that? You want more perks, more items, more points? My associates can arrange that. You can take up to five drawbacks or 1600 extra points worth (Between the Darkness and Light does not

count towards this limit), beyond that, they just make your stay more interesting. Drawbacks end after 10 years. Just remember, some favors come with too high a price.

+100 Favorite thing in the universe You are now obsessed with Daffy

Duck and will attempt to share your obsession with everyone you attempt to make a personal

connection to.

+100 I got a station to run here Anything you have, for your ten years, will gain an obnoxious AI personality with a fake Brooklyn

accent that will complain and insult you for any task it is given.

+100 Smell like a pak'ma'ra pak'ma'ra are often considered

unexceptional, except their smell. Being carrion eaters, they

always smell of finely aged dead body, now you do too.

+100 There are more of you! Each month, your warehouse will suffer a progressively larger

insect infestation. Mostly just annoying and dirty, they do like

to chew on wiring, however.

+100 Oh look, my left arm has snapped off

like an ice-cycle It isn't cold in here, it's just you. Once a week you will, regardless of surroundings, experience a

few hours of extreme cold.

+100 Drazi Speak

Drazi languages are more different than most so they have

a hard time learning Common. Now you too can have trouble forming sentences. Not dumber,

people just might think you are.

+200 Watch your back You would be wise to develop trust issues here. Superiors and

subordinates alike have an alarming tendency to turn on you, many will literally attempt

to shoot you in the back.

+200 Death Blossom

One year into your jump, you will receive a black flower, a from the Thenta Makur Assassin

Guild that they will be arriving shortly to claim your life. You will fight them for your stay.

+200 Minbari Alcohol Tolerance If even a drop of alcohol passes into their system, they fly into a berserker rage. If taken as a Minbari, the effect lasts four

times as long.

+200 Drakh The servant race of the Shadows

know about you and think with your dimensional jumps and charisma powers, you can bring back their masters. True or not, they will hunt you all jump.*

+200 Deathwalker After choosing a race and perk selection, you are transformed into a Dilgar. Hated by everyone

for being space Nazis, it will be hard for you to make friends and

avoid assault here. *

+300 Fisted The Hand were a First One race

locked up for their crimes a billion years ago. Their prison is

cracked and their agents, with their tools, search for a way to release them and think it's you.

+300 Sleeper A second personality lies dormant in your mind, waiting on a code word to replace yours.

You must find all who know the code and remove all trace before you are replaced.

+300 Blip The Earth Alliance has a capital warrant out for your arrest and detainment. While there is plenty of neutral territory, now that they are a member of the

ISA, a lot of places extradite.

+300 Keeper The Drakh have already found

you and put you under the control of a Keeper. You best

hope your companions can figure it out and find the one

Drakh that created it. *

+600 There is a hole in your mind That hole just happens to contain all outside memories of

Babylon 5, your powers, your warehouse, your knowledge

from outside this universe.

+600 Infected Earth isn't infected with the Drakh Plague, just you and those

you visit and spread it to. Since nobody knows, you alone have 5

years to find a cure before people die, starting with you.

+600 Xha'dam One of the Shadow factory worlds that fell into Drakh hands it was destroyed after producing only one death cloud... until you chose this. Now the Drakh have three more death clouds while

the galaxy barely survived the first. You must stop them before

a homeworld falls.*

+800 The Walkers The Walkers of Sigma 957 never

stop in acquiring all knowledge in the universe and you are

something they do not understand. They will use all of their considerable power as First Ones to get you on the table for study and you wouldn't be the first demigod they've taken on.

+800 Versus Babylon 5 was the last, best hope for peace... and then the Borg, Empire, and Goa'uld came.

You're stuck in a B5 Vs. debate against numerous universes.

The opponents have been wanked to absurd power and

now you must separate the universes before 10 years pass.

+1000 Between the Darkness and Light The Vorlons and Shadows are

back, united to protect their flock from the dangerous and disruptive; namely you. These sufficiently advanced races will use their entire arsenal to end you, even blowing up the planet you and a billion more stand on.

(16)

What do you want? - Scenarios

\

These are optional enhancements to your experience, what ifs from how the Babylon 5

universe could have gone just a little bit different. Taking one excludes the others, they cannot be taken with The Walkers, Versus, and Between the Darkness and Light drawback.

War Without End

Everyone knows the story of how Babylon 4 and Valen arrived from the future after the greatest of the Minbari stations had been lost and it

was from there that the new alliance to weaken and push back the Shadows was launched. Only now they never made it back and the

Shadows came out of the war much stronger. The year is 2260 and the Shadows are moving openly, Babylon 5 is fallen and Sheridan dead. It now falls to you to unite the Younger races

and defeat the Shadows before they reduce the entire galaxy to infighting and war.

Reward for success: Ivanova and/or Garibaldi as companions.

Entil'Zha Jumper

The good news is that this time at least, Babylon 4 made it back to the last great Shadow War. The bad news is Valen is nowhere in sight and the Shadows are no less vicious and ruthless than they were the first

time he united the galaxy against them and drove them out. The year is 1260 and you are in as Valen was when he arrived. A galaxy

in chaos and only the information contained in Babylon 4's computers to guide him. To win, you must unite the galaxy against the Shadows, found the Rangers, and lay the groundwork for what is to come. For

this, you will appear as a Minbari for the duration of the jump. Reward for success: Valen and/or Zathras as companions.

Legions of Fire

When the Shadows went away, they left a lot of toys behind, including planet turned factory, Xha'dam, their fail safe that if they should fall the work in spreading chaos would continue. In the original timeline, this was destroyed by Galen, Vir, and a few other techno-mages. Now,

Jumper, it is up to you.

The year is 2265 and the entrance to Xha'dam has been moved. You, along with Galen and Vir, must comb the galaxy for clues as to where the entrance to Xha'dam was hidden and formulate a plan to infiltrate and destroy it before mass produced Death Clouds consume the galaxy.

Reward for success: Galen and/or Vir as companions.

A Call To Arms

Earth was able to save itself from the Death Cloud but fell victim to the Drakh plague, placing it under quarantine until a cure could be found,

but Earth was never the intended target for the virus. The year is 2267, Earth was destroyed by the Shadow Death Cloud before the Drakh lost control of it and the Drakh were able to deploy

the virus on Minbar and throughout the ISA as they had originally intended. Now, with a much weaker and more paranoid ISA and a more aggressive Drakh, you must find a cure before all life is snuffed

out of the galaxy in five years.

Reward for success: Gideon and/or Dureena as companions.

Sheridan died at Z'ha'dum

At the end of 2260, Sheridan went to Z'ha'dum and leaped into a canyon where he met Lorien and from there went on to drive off the Shadows and the Vorlons. Well, Lorien took up other residence so now

Sheridan just made a wet splat.

The year is 2261, and it is up to you to carry the torch, to unite the younger races, to convince them to put their time, and resources, and

lives into a seemingly lost cause, to convince the Shadows and the Vorlons that their time is over and they should depart beyond the rim.

Naturally, you have none of Sheridan's resources to do this. Reward for success: Londo and/or G'kar as companions

And so it begins

Humanity faced extinction several times during its history, one of the more recent the Earth-Minbari war, where, during a botched first contact, the Humans killed the Minbari leader Dukat and the Minbari

launched a war of genocide.

The year is 2245, Dukat is dead, and the war is just starting. Your job is to reverse this one sided curb stomp and push back the Minbari who this time will not willingly stay their hand. Also, sensor and FTL tech from other universes will not work for the next ten years. If you can

make the Minbari extinct or sue for peace, your job is done. Reward for success: Sheridan and/or Delenn as companions

How will it end?

In fire. You've had a long road, Jumper. You've seen things other people wouldn't believe, treasures to sate every desire both subtle and gross, terrors to freeze your soul. And here, Jumper, before any more other science fiction gets quoted is where it all ends, if you choose it to. Once you

make this selection, there is no going back. One way or another, it all ends here, for better, or very probably, for worse. First things first, here are +1000 CP you would have been given next jump, for all the good they will do here.

A fourth age race can reshape the galaxy in their image, build dyson spheres around every star, travel time, open rifts between dimensions, they are godlike. The Vorlons and Shadows were but two of no less than 8 fourth age races when the Harbingers first arrived in our galaxy and rolled every one

of them effortlessly. The entire galaxy burned and only when the Harbingers collapsed into civil war were they disrupted enough to be cut off from their home dimension. Had one of their Throne ships arrived, capable of merging our universe to one of the countless already conquered and

consumed, all hope surely would have been lost.

Well, the Throne is here as is the race of space Cthulhus that distort space and time and warp the minds of godlike beings to do their bidding, in force and the First Ones who fought them have all departed beyond the rim. The Andromeda galaxy has already fallen and from the edge of the galaxy the endless ranks of monsters arrive by the minute. There's no 10 year limit here, you either drive from this dimension the Harbingers of Thirdspace whil

keeping at least 30% of the galaxy alive, or you and everyone else die trying. Last chance jumper, are you ready to claim your spark? Reward for success: The Spark

(17)

Where are you going?

Still here, are you? Well, you've lasted ten years, there's only one thing left to do...

Objects at Rest

Perhaps it is time. You're alive, you've learned much, you've seen much, you can take your winnings and return to your home universe to

begin enjoying them if you see no reason to continue on.

Home away from Home

Babylon 5 was a home away from home for diplomats, smugglers, businessmen, wanderers and more diverse forms of life than

you are likely to encounter pretty much anywhere else. Perhaps it is home for you?

Beyond the Rim

As the First Ones before you, your time here has come to an end and it is time to continue on to the next great adventure. Who knows, perhaps one day, when you have your spark,

you will see it all again?

\

Interludes and Examinations

Who are you?

I'm Adarx, of Spacebattles.com What do you want?

I wanted to pay tribute to a series that has been a part of my life for twenty years now, to give something to the community so they could have their own adventures there. I want people who are both new and experienced Jumpers to get something out of this, for people to debate which perks are best and which of

the many options presented here are best. I want people who may not know Babylon 5 to see this or see people talking about this to perhaps give B5 a try and find the same love for it I did.

Why are you here?

Well, sufficed to say, I made several missteps in creating this. I was not as courteous or as professional as I could have and should have been to the creator of the first Babylon 5 Jump, Babylon Guy, and for that I am sorry. I was extremely harsh in my criticism of his work and being unfamiliar with the rules and norms of the jumpchain community, not knowing who he was or where he could be found that criticism was aired in public rather than private. Unfortunately, by the time he and I met, he was already disinclined to work with

nor like me and so, if this project were to be done at all it was to be without his blessing.

To be clear, Babylon Guy, I am sorry how this project was approached and initiated, I am sorry things further soured between us, again, in large part due to my conduct. More than any of it I am sorry for any strife this causes in the B5 fan community. I also want to be equally clear I am in no way and claiming the approval of

or affiliation with Babylon Guy nor his Babylon 5 jump. Unless he chooses otherwise, these two projects will never cross.

Notes:

The jump maker in no way asserts ownership, creative control, or any right over Babylon 5 or any of its associated characters or properties, all rights are reserved by their respective owners. All images used in producing this document were used under fair use guidelines.

For Of all the races we encountered, Humans were the most dangerous, a base form is a transformation achievable by direct purchase or award in a jump. Forms created through transformations, self alteration, chimeras of other forms, and similar, basically, anything you had to do more than pick it from a jump

for, is not counted.

For Minbari do not kill Minbari, it won't protect you if they don't know you are there, such as in a ship that they don't have individual life readings on. Also of limited use against people you are trying to kill.

For Green Follow Green Leader, leader doesn't mean god and the reaction to seeing you as leader could mean absolute obedience in authoritarian cultures or disinterest in others to outright hostility in cultures that kill leaders for promotions. Other leadership perks can help reinforce this effect but on its own, this

won't make people do anything they wouldn't otherwise do if a leader asked them to do it.

Alien healing machine does accept donations from multiple individuals to heal greater wounds to distribute the damage it causes. Deathwalker drawback allows you to keep both the Dilgar and the race you chose as alternate forms, after the ten years are up.

Drakh and Xha'dam drawbacks taken in periods before the Shadows leave will still see the same effects, the Drakh coming at you or 3 SPKs unleashed on the galaxy, the fluff will just have to find a way to adapt. Likewise, taking them together is just really, really unpleasant.

How will it end? scenario gives 1000 points to offset not being able to take Between the Darkness and Light drawback.

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Non-adherence due to discontinuation (ceasing treatment and not re-commencing; dark grey) versus suboptimal dosing implementation (sporadic missed doses; light grey) over time in

Topographical maps of the statistical z values at the early learning stages showed that beta amplitudes for the Learning group were significantly larger than those for the

A technical assistance plan was proposed to assist the Bank Supervision Department in developing such a model for monitoring bank performance whereby the consultant would

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