Beruflich Dokumente
Kultur Dokumente
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?
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.
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
3. Minor Colony
4. Transport
5. Babylon 5
6. Expedition
7. Jumper's Pick
8. Daltron VII
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
200
600
In Valen's name
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?
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.
200
Great Maker!
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 Resourceful
300 Walkabout
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.
Earthforce R&D
on top of us
stabilizers
fast-track to promotion
illegal order
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.
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.
my friend
archaeologist
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.
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.
position to bargain
hours
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
100 P1
200 P2
300 P5
grease
400 P9
600 P12
somewhere else
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
The Drakh and their allies, Shadow servitors who serve the
cause of evolution through chaos and bloodshed.
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.
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.
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.
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 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.
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.
50 Flak Vest
(Free Soldier)
50 Comm Link
(Free Officer)
50 Bug Wand
(Free Diplomat)
50 Star Map
(Free Explorer)
50 Rsum
(Free Professional)
100 Denn'bok
(Discount Minbari)
100 Ka'toc
(Discount Narn)
200 Breen
200 Holorecorder
300 Jammer
(Discount Officer)
300 Quantium 40
(Discount Explorer)
(Discount Professional)
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
+200 Drakh
+200 Deathwalker
+300 Fisted
+300 Sleeper
+300 Blip
+300 Keeper
+600 Infected
+600 Xha'dam
+800 Versus
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.
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.
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.
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 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.
Objects at Rest
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.