Babylon 5 Crusade Jump 02

July 1, 2016 | Author: CrusadeJump | Category: Types, Creative Writing
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Short Description

Unofficial, unsupported jump for the Babylon 5 Crusade setting for the jumpchain....

Description

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?

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

2. Major Colony

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.

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

4. Transport

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.

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

6. Expedition

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.

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

8. Daltron VII

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

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.

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.

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.

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 effects are not dissuaded.*

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

200 A Narn in the Centauri Royal Court?

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.

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.

400 And the rock cried out no hiding place

600 The Centauri learned this lesson once. We will teach it to them again

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.

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

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.

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.

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.

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.

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.

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.

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.

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

200 It Hurts to Hit a Drazi

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.

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.

400 You will have all the ships we can spare

600 Green must fight Purple

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.

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.

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.

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

200 We have kept our medical information to ourselves

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

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.

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.

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

600 Dark Angel of Drafa

800 Day of the Dead

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.

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.

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.

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

200 Thieves Guild

300 Walkabout

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.

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.

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

600 Had its engine replaced

800 Who do you serve and

with a substance resembling peanut butter

who do you trust?

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.

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.

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

200 Hero of the Canal Wars, Scourge of Janos 7

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

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.

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.

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

600 Very latest from

800 The very model of the

Earthforce R&D

modern Major General

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.

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.

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.

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.

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

200 Go to manual, starboard

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.

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.

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

600 You are executing an

800 Terrible destructive

on top of us

300 A plum assignment and

stabilizers

fast-track to promotion

illegal order

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.

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.

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

200 Now everyone wants to be

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.

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.

my friend

300 I need a favor

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.

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.

600 It fell from the sky

800 You'll have to negotiate

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.

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.

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

200 The fun of being an

300 Never a Rosetta Stone

treaty in the first place

archaeologist

when you need one

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.

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.

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

600 So many dead worlds

800 Off Beacon

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.

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.

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.

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.

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.

200 You are not exactly in a

300 You get to make your own

position to bargain

hours

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.

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.

600 This... is wrong tool

800 Humanity is my business

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.

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.

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

Ranger

Raiders

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

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

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

100 P1

100 We are Rangers

100 I take great comfort in

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.

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.

200 P2

200 If you value your lives, be

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.

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

300 We stand on the bridge

300 The right amount of

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.

and no-one may pass

grease

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.

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

400 We live for The One

400 Bigger Fish

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.

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.

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

600 We die for The One

600 Target their engines

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.

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.

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 you're trying to capture.

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.

somewhere else

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

Darkness

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

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

200 Lord of Order

200 Servant of Evolution

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.

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

300 Strength only comes through conflict

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.

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?

400 What do you want?

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.

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

600 We all have our Keepers

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.

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

800 At each others throats evolving our way up

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.

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

1000 One with the Darkness

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.

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 need to suppress if you choose not to embrace them.

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)

50 Flak Vest (Free Soldier)

50 Comm Link (Free Officer)

50 Bug Wand (Free Diplomat)

The debit card of the 23rd century, starts with fund on it for a months worth of modest living

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.

Long range communication device, attaches neatly to the back of your wrist or in more conventional form. Genetically coded for your use only.

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)

50 Résumé (Free Professional)

Map of known space, including even most secret jump routes. In other jumps changes to be a highly detailed map of that setting.

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)

100 Denn'bok (Discount Minbari)

100 Ka'toc (Discount Narn)

100 Collapsible PPG (Discount Centauri)

Standard Earthforce pistol, projects plasma bolts. Comes with three caps that can be recharged after about an hour plugged in.

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.

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.

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)

100 Lorkan Crystal (Discount ISA)

Punching dagger, this blade is dipped in poison that makes even minor cuts potentially dangerous.

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

200 Holorecorder

200 Assassin's Wand

200 Gil Implants

And endless supply of Swedish Meatballs appears in your warehouse.

Allows you to record three dimensional images and audio. Comes with a projector that allows you to play them back in open air.

Pen-like object with concealed needle, neurotoxin, and sealant, once stuck a target's death is nearly instant. It refills once a month.

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

200 Collar Gun

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.

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.

What do you want? - Items \

300 Identicard Kit (Disount Lurker)

300 PPG Rifle (Discount Soldier)

300 Jammer (Discount Officer)

300 Listening Device (Discount Diplomat)

Everyone is someone, you can be several someones. Allows you to print up fake IDs that will pass basic inspection in any jump.

Racially appropriate energy rife, carries a larger clip and more power behind each shot, capable of burning through reinforced doors in time.

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.

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)

300 The Perfect Fitting Uniform

200 kilograms of the rock that enables hyperspace travel, this incredibly energy dense mineral will appear in your warehouse each month.

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

400 Blacklight Suit (Discount Human)

400 Gravity Ring (Discount Minbari)

400 Narn Opera (Discount Narn)

400 Emperor's Crest (Discount Centauri)

Prototype suit that allows you complete invisibility while stationary, blurry after images while in motion.

A crystalline ring that, when worn, allows you to project a gravitational force equal to several times Earth's gravity in a narrow area.

Considered a cultural weapon, non-Narns exposed to this recording will find it difficult to think or focus. This effect worsens with greater volume.

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)

400 Encounter Suit (Discount ISA)

Barrel of sashes of multiple colors. If people wearing the same color will experience a strong senses of comradery, different colors violent hostility.

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.*

(Discount Professional)

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 Blue Star

600 Inquisitor's Cane

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.

Vorlon device that looks like a cane, it can project holograms, energy blasts, bright light, and even telekinesis lifting up to about 200 kilos.

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.

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

+100 I got a station to run here

+100 Smell like a pak'ma'ra

You are now obsessed with Daffy Duck and will attempt to share your obsession with everyone you attempt to make a personal connection to.

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.

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!

+100 Oh look, my left arm has snapped off like an ice-cycle

+100 Drazi Speak

+200 Watch your back

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.

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 Minbari Alcohol Tolerance

+200 Drakh

Each month, your warehouse will suffer a progressively larger insect infestation. Mostly just annoying and dirty, they do like to chew on wiring, however.

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.

+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.

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.

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

+300 Fisted

+300 Sleeper

+300 Blip

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. *

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.

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.

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

+600 There is a hole in your mind

+600 Infected

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. *

That hole just happens to contain all outside memories of Babylon 5, your powers, your warehouse, your knowledge from outside this universe.

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

+800 The Walkers

+800 Versus

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.*

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.

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.

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

Entil'Zha Jumper

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 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 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.

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: Ivanova and/or Garibaldi as companions.

Reward for success: Valen and/or Zathras as companions.

Legions of Fire

A Call To Arms

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.

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 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.

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: Galen and/or Vir as companions.

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

Sheridan died at Z'ha'dum

And so it begins

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.

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 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.

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: Londo and/or G'kar as companions

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

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

Home away from Home

Beyond the Rim

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.

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?

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.

Faith manages.

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