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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?

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 Rsum
(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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