TEXT: TM
  
  1
  Contents
  War is the continuation of diplomacy by other 
  means
  - Carl Phillipe Gottfried Von Clauswitz, On War
  
  2
  Contents
  Designation of Product Identity:  The following items 
  are hereby designated as Product Identity in accordance 
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  Designation of Open Game Content:  Subject to the 
  Product Identity designation above, the following portions 
  of The Point of No Return are designated as Open Game 
  Content: all character statistics and creation rules, all new 
  character classes and abilities, all new feeats, powers and 
  skills, all rules systems and mechanics, all statistic blocks 
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  Printed in China
  The Point of 
  No Return
  By 
  August Hahn
  Contents
  Introduction 
   
   
  3
  Personalities of 2260 
   
  4
  The Galaxy of 2260 
   
  15
  Rules Additions  
   
  122
  Equipment and Vehicles 
  137
  License 
   
   
   
  143
  Editor
  Matthew Sprange
  Line Developer
  Paul Tucker
  Internal Special Effects
  Chris Quilliams, Colin Stobbe, Stephen Shepherd
  Producer
  Alex Fennell
  Key Grip
  Ian Barstow
  Extras
  Mark Howe, Mark Sizer, Daniel Scothorne, Daniel Haslam, 
  Mark Billanie, Alan Moore, Jamie Godfrey, Michael Young, 
  Richard Burlew
  Special Thanks
  J. Michael Straczynski, Fiona Avery, Isabelle Richard, 
  Skye Herzog
  Copyright © 2003 Warner Bros. 
  Entertainment Inc.
  BABYLON 5 and all related characters and 
  elements are trademarks of and ©
  Warner Bros. Entertainment Inc.
  WB SHIELD: TM and © Warner Bros. 
  Entertainment Inc.
  (s03)
  
  3
  Introduction
  Introduction
  ‘No boom today.  Boom 
  tomorrow.  There’s always a 
  boom tomorrow.’
  Commander Susan Ivanova
  For two years, the crew of the Babylon 5 station have 
  fought to stave off the pressures of the galaxy.  Minbari 
  aggression, a war tearing apart everything in the embattled 
  space between two major races, and the shadowy 
  movements of an ancient enemy returning to the galaxy 
  have sorely tested the mettle of these men and women.  
  Until now, they have always dodged the bullet and come 
  out ready for the next challenge.  
  The Earth Year 2259 slipped past with the margin of safety 
  between the coming war and the chance of peace growing 
  ever smaller.  Despite the best efforts of peacemakers and 
  soldiers on all sides, the Narn suffered horrendous loses 
  with the orbital bombardment of their homeworld and 
  the Centauri once more reached out their hand with an 
  imperialistic eye towards their neighbours.  Aggressions 
  have grown between all the races of the galaxy, both the 
  major powers and the minor planets of the League of Non-
  Aligned Worlds.  The men and women of the Babylon 
  Project have been through dire conﬂ icts in the last two 
  years; from the death of an Emperor to the devastation of 
  war, they have been tested and tempered.
  They are still not ready.  The Earth Year 2260 brings with 
  it new darkness, new battles, and threats too terrible to be 
  imagined.  Shadows of death leave the darkness and take 
  forms so terrifying, the galaxy will tremble before their 
  passing and entire worlds will cease to exist.  In the course 
  of this assault, there will be no shelter, no safe place of 
  refuge, and even the hull of Babylon 5 will not provide 
  a haven for long.  The Great War sweeps the races of the 
  galaxy into a deadly struggle from which the people of the 
  universe, regardless of their race or politics, will emerge 
  either united or not at all.
  The Point of No 
  Return
  The Point of No Return is a sourcebook for the Babylon 5 
  roleplaying game, exploring in detail the personalities and 
  events of 2260.  Used in conjunction with Chapter 8 of 
  the main rulebook, Signs and Portents, and the previous 
  sourcebook in this series, The Coming of Shadows, Games 
  Masters can now accurately extend their campaigns and 
  story arcs beyond 2259 to include the dramatic galaxy-
  rending events detailed here.  
  Every episode of the third season of the Babylon 5 
  television show is fully covered in The Point of No Return, 
  along with numerous scenario and campaign hooks that 
  will make it easy to integrate them with ongoing story 
  arcs already unfolding in current games.  As described in 
  Chapter 9 of the main rulebook, Campaigns on Babylon 
  5, players can witness or even become directly involved in 
  these events, engaging in story arcs of their own that may 
  put them at the centre of the galaxy alongside the heroes 
  of the television show.  This sourcebook also includes the 
  main personalities found on board Babylon 5, updated from 
  those that appeared in the main rulebook in 2258 and their 
  more recent versions in the 2259 sourcebook, as well as 
  featuring a few new faces.  New rules additions, equipment 
  and vehicles are also featured, expanding the Babylon 5 
  roleplaying game no matter where or when the Games 
  Master chooses to set his story arcs and campaigns.
  The Earth Year 2258 set the scene for players new to the 
  Babylon 5 roleplaying game.  The Coming of Shadows 
  took those personalities and backdrops and began to show 
  the true powers of darkness and light move at the edge of 
  the galactic stage.  Now, this sourcebook will take those 
  games fully into the shadows, showing Players and Games 
  Masters alike that, sometimes, there is no turning back 
  once the events unfolding all around you reach The Point 
  of No Return…
  
  4
  Personalities
  Personalities 
  of 2260
  This chapter updates and revises the characters found in 
  Chapter 6 of the main rulebook, as well as including some 
  new faces that begin to have an effect on the galaxy in the 
  Earth year 2260.  Games Masters may use these personalities 
  in their own scenarios, utilising the characteristics and 
  personality notes for each individual detailed below.  It 
  should be noted that the characteristics and abilities listed 
  in this chapter describe the personalities at the beginning of 
  2260.  Future sourcebooks will update these personalities and 
  introduce new ones throughout the entire ﬁ ve year saga of the 
  Babylon 5 television show.
  Captain John Sheridan
  ‘You can’t deal with problems by 
  pretending they don’t exist.’
  13th Level Human Ofﬁ cer (ﬂ eet)
  Hit Points:  33
  Initiative:  +2 (+2 Dex)
  Speed:  30 ft.
  DV:  18 (+8 Reﬂ ex)
  Attacks:  +14/+9/+4 melee or +15/+10/+5 ranged
  Special Qualities:  Branch Elite, Branch Specialisation 
  (ﬂ eet), Rallying Call (2), Way of Command
  Saves:  Fort +6, Ref +8, Will +9
  Abilities:  Str 13, Dex 14, Con 15, Int 13, Wis 12, Cha 17
  Skills:  Bluff +9, Computer Use +9, Concentration +11, 
  Diplomacy +15, Drive +3, Intimidate +10, Jump +6, Listen 
  +8, Medical +4, Pilot +15, Sense Motive +12, Spot +6, 
  Technical (space travel) +16
  Feats:  Alertness, Data Access, First Contact Protocol, 
  Lightning Reﬂ exes, Point Blank Shot, Spacecraft Proﬁ ciency, 
  Weapon Focus (uni-pulse cannon), Weapon Proﬁ ciency 
  (spacecraft weapons)
  Standard Equipment:  EarthForce wrist link, EF-7 PPG.
  Captain Sheridan has weathered his ﬁ rst year aboard Babylon 
  5 extremely well, all things considered.  He has been framed 
  for murder, captured by aliens, held under the close and 
  callous scrutiny of his own government, and been mentally 
  contacted in dreams by a Vorlon.  He has managed to ﬁ ght 
  off Centauri incursions, keep his command in the midst of a 
  galaxy-spanning war between two violently opposed races, 
  organised a resistance against an even greater war that is 
  coming, and learned for the Vorlons things about himself that 
  he still does not understand.
  He has a lot of challenges ahead of him in 2260, many of 
  which he can only glimpse in the bits and pieces that powers 
  far above him will allow to be seen.  Fortunately, he has been 
  given joint command of a private army, the most advanced 
  ship the younger races of the galaxy have ever seen, and sits at 
  the centre of the galaxy’s only real hope for survival.  He may 
  not know what he is truly up against but he has his diplomacy, 
  military genius, and a host of allies to see him through it.
  
  5
  Personalities
  Commander Susan 
  Ivanova
  ‘If I live through this job without 
  completely losing my mind, 
  it will be a miracle of Biblical 
  proportions.’
  10th Level Human Ofﬁ cer (ﬂ eet)
  Hit Points:  26
  Initiative:  +6 (+2 Dex, +4 Improved Initiative)
  Speed:  30 ft.
  DV:  15 (+5 Reﬂ ex)
  Attacks:  +10/+5 melee or +12/+7 ranged
  Special Qualities:  Branch Specialisation (ﬂ eet), Rallying 
  Call, Way of Command
  Saves:  Fort +4, Ref +5, Will +10
  Abilities:  Str 10, Dex 14, Con 12, Int 13, Wis 12, Cha 16
  Skills:  Bluff +12, Computer Use +10, Concentration +12, 
  Diplomacy +10, Drive +3, Intimidate +10, Medical +4, Pilot 
  +13, Sense Motive +10, Technical (space travel) +10
  Feats:  Data Access, Improved Initiative, Iron Will, Latent 
  Telepath, Spacecraft Proﬁ ciency, Weapon Focus (uni-pulse 
  cannon), Weapon Proﬁ ciency (spacecraft weapons)
  Standard Equipment:  EarthForce wrist link.
  Susan Ivanova has gone through many changes during her 
  time on Babylon 5.  Not only has she gone up in rank with 
  the removal of Sinclair as Commander, but her personal 
  interactions with many of the members of the command 
  staff have changed.  Some of these have been for the better, 
  as she opens up more now following the death of her father 
  and her acceptance of his life.  Emotional bonds formed in 
  the heat of battle and the cold silences between meetings with 
  her ‘fellow conspirators’ in the Army of Light have brought 
  her closer to her comrades than she might have ever though 
  possible.  Unfortunately, she still bears the scars of her aborted 
  relationship with Talia Winters, a romance that died on the 
  vine before it could truly bloom.  
  Security Chief Michael 
  Alfredo Garibaldi
  ‘I try never to get involved in my 
  own life, too much trouble.’
  5th Level Human Ofﬁ cer (ﬂ eet) / 6th Level Soldier
  Hit Points:  35
  Initiative:  +6 (+2 Dex, +4 Improved Initiative)
  Speed:  30 ft.
  DV:  16 (+6 Reﬂ ex)
  Attacks:  +14/+9/+4 melee or +14/+9/+4 ranged
  Special Qualities:  Branch Specialisation (ﬂ eet), Covering 
  Fire, Rallying Call
  Saves:  Fort +8, Ref +6, Will +7
  Abilities:  Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 12
  Skills:  Balance +5, Bluff +8, Climb +4, Computer Use +10, 
  Concentration +6, Diplomacy +4, Intimidate +9, Listen +5, 
  Jump +5, Pilot +8, Sense Motive +10, Spot +9, Survival +4, 
  Technical (space travel) +5
  Feats:  Alertness, Data Access, Improved Initiative, Point 
  Blank Shot, Rapid Aim, Spacecraft Proﬁ ciency, Weapon 
  Focus (PPG), Weapon Specialisation (PPG), Weapon 
  Proﬁ ciency (spacecraft weapons)
  Standard Equipment:  EarthForce wrist link, EF-7 PPG.
  2259 was a very rough year 
  for Michael Garibaldi, and 
  the future for him in 2260 
  does not look much brighter. 
  His wish for a single day 
  with nothing to do shows 
  no sign of coming soon.  In 
  addition to all of his duties 
  as the station’s Chief of 
  Security, he is also a central 
  lynchpin in the command 
  staff’s ability to process 
  information and ensure their 
  work with the Army of Light 
  against the Shadows is not 
  discovered or reported.  As a 
  man used to working under 
  pressure, he is perfectly 
  suited for the responsibility, 
  but enough stress can make 
  anyone crack.
  
  6
  Personalities
  Unfortunately for Mr. Garibaldi, his fracture points are all 
  too vulnerable to the level of pressure his life is suffering.  A 
  recovering alcoholic, he has already wavered in his resolve on 
  Babylon 5 and before the worst of 2260 is past him, he will 
  slip again and ﬁ nd himself at the bottom of a bottle.  
  Doctor Stephen 
  Franklin
  ‘Life is life, whether it’s wrapped 
  in skin or scales or feathers. Now 
  if you respected these beings 
  instead of trying to murder them, 
  you’d appreciate that.’
  8th Level Human Scientist
  Hit Points:  13
  Initiative:  +1 (+1 Dex)
  Speed:  30 ft.
  DV:  13 (+3 Reﬂ ex)
  Attacks:  +4 melee or +5 ranged
  Special Qualities:  Peripheral Studies (biotechnology, 
  xenobiology), Primary Area of Study (medical), Use Alien 
  Artefact
  Saves:  Fort +2, Ref +3, Will +9
  Abilities:  Str 11, Dex 13, Con 10, Int 17, Wis 13, Cha 14
  Skills:  Appraise +5, Bluff +7, Computer Use +12, 
  Concentration +9, Diplomacy +8, Gather Information +8, 
  Knowledge (alien language) +14, Knowledge (alien life) +14, 
  Knowledge (biotechnology) +7, Knowledge (xenobiology) 
  +18, Medical +16, Profession (ship’s doctor) +11, Sense 
  Motive +5, Spot +8, Technical (electronics) +10
  Feats:  Alien Anatomy, Iron Will, Skill Focus (knowledge 
  – xenobiology), Skill Focus (medical)
  Note: Doctor Franklin has the Xenobiology specialty as listed 
  in the Rules Additions chapter
  Standard Equipment:  EarthForce wrist link, ﬁ rst aid kit, 
  hand computer.
  Many of the members of the Babylon 5 crew owe their lives 
  to the perfectionist-driven medical skills of the station’s Chief 
  Medical Ofﬁ cer, Doctor Stephen Franklin.  Meticulous to a 
  fault and dedicated to the ideals of a true physician, Doctor 
  Franklin has proven time and again during his tenure that he is 
  willing to go the extra kilometre and work for hours on end to 
  tend to the injured and inﬁ rm.  His professionalism is beyond 
  reproach and his work ethic is undeniable.  From soldiers 
  caught in the crossﬁ re of the Narn/Centauri War to homeless 
  vagrants in Downbelow, he never turns away anyone in need 
  of his services.
  His devotion comes at a terrible cost.  A relentless man of 
  medicine, he is often harsh to his staff, driving them as hard as 
  he drives himself.  Pushing everyone involved to breaking point 
  and willing to succumb to anything short of physical collapse, 
  he has even found a way to beat exhaustion- stimulants.  When 
  his reliance on them becomes a true dependence, his resolve is 
  deeply shaken.  2260 will see him tested to the core of his very 
  being as he must confront this weakness and either become 
  stronger for it or be consumed in a ﬁ re of his own making.
  
  7
  Personalities
  Lieutenant David 
  Corwin
  ‘Well, there goes my faith in the 
  Almighty.’
  3rd Level Human Ofﬁ cer (ﬂ eet)
  Hit Points:  10
  Initiative:  +1 (+1 Dex)
  Speed:  30 ft.
  DV:  11 (+1 Reﬂ ex)
  Attacks:  +2 melee or +3 ranged
  Special Qualities:  Branch Specialisation (ﬂ eet), Rallying 
  Call
  Saves:  Fort +1, Ref +1, Will +6
  Abilities:  Str 9, Dex 11, Con 10, Int 13, Wis 12, Cha 11
  Skills:  Computer Use +7, Concentration +5, Diplomacy +4, 
  Listen +8, Medical +3, Sense Motive +6, Spot +7, Technical 
  (space travel) +7
  Feats:  Alertness, Data Access, Iron Will, Skill Focus 
  (technical – space travel), Spacecraft Proﬁ ciency
  Standard Equipment:  EarthForce wrist link.
  An iconic ﬁ gure in Command and Control, David Corwin 
  has grown into his assumed position as the unofﬁ cial liaison 
  to Commander Ivanova.  Gaining the role mostly because he 
  is one of the few individuals not completely intimidated by 
  the forceful female ofﬁ cer, Corwin’s ability to communicate 
  clearly and concisely during pressure situations serves him 
  in good stead as the universe becomes a more dangerous 
  place.  His collected demeanour during interactions with 
  Susan Ivanova likely springs from an unspoken but growing 
  attraction to the Russian ofﬁ cer.
  Lyta Alexander
  ‘I’m not with the Corps anymore. 
  That means I am not bound by 
  their rules. So if someone were 
  to turn me in, I’d find him, and 
  before they took me, I’d plant 
  a nightmare deep in his mind, 
  where nobody else could find 
  or remove it. And that person 
  would spend every night for the 
  rest of his life screaming!’
  1st Level Human Lurker/10th Level Telepath (P12*)
  Hit Points:  24
  Initiative:  +1 (+1 Dex)
  Speed:  30 ft.
  DV:  17 (+7 Reﬂ ex)
  Attacks:  +7/+2 melee or +9/+4 ranged
  Special 
  Qualities: 
   
  Lurker’s 
  Knowledge, 
  Maintain 
  Concentration, Vorlon Augmentation
  Saves:  Fort +5, Ref +7, Will +11
  Abilities:  Str 11, Dex 14, Con 12, Int 13, Wis 13, Cha 16
  Skills:  Bluff +8, Climb +6, Computer Use +6, Concentration 
  +15, Diplomacy +3, Hide +5, Intimidate +7, Jump +3, 
  Knowledge (telepathy) +14, Listen +4, Move Silently +5, 
  Sense Motive +14, Spot +4, Telepathy +15
  Feats:  Ability Focus (deep scan), Adaptive Mind, Combat 
  Telepath, Defensive Block, Far Telepathy, Iron Will, Lightning 
  Reﬂ exes
  Telepathic Abilities: Accidental Scan, Communication, 
  Danger Sense, Locate Mind, Mind Shield, Pain, Sense 
  Telepathy, Surface Scan, Warning
  Note: Lyta knows how 
  to create a Memory 
  Vault and has done 
  so.  Its defensive 
  value is 34 and it 
  holds her memory of 
  Kosh’s 
  appearance 
  and thoughts gained 
  during her scan of 
  him in 2257.
  
  8
  Personalities
  Standard Equipment:  Psi Corps insignia and gloves (the pin 
  is no longer worn).
  Few characters in the unfolding saga of Babylon 5 are as 
  changed by the events of 2259 and 2260 as the telepath Lyta 
  Alexander.  Effectively a rogue telepath and technically wanted 
  by Psi Corp, she ﬁ nds a place on Babylon 5 after returning 
  there from a visit to Vorlon space.  Under Kosh’s protection 
  as an unofﬁ cial attaché, she proves to be of considerable use 
  to the command staff of the station and the Army of Light.  
  Augmented during her time in an area of space that no one 
  has ever been known to return from, the exact extent of her 
  abilities are unknown, even to her.
  * Lyta has been subjected to Vorlon augmentation, 
  performed when she entered their area of the galaxy.  These 
  augmentations have resulted in her much improved telepathic 
  P-rating and allow her to carry the essence of a Vorlon inside 
  her without dying.  She also has the physical equivalent of a 
  breather mask in regards to the special atmosphere Vorlons 
  require to breathe; manifesting as gills that are all but invisible 
  when closed.  Other abilities may exist for Lyta, but these will 
  be revealed as they appear throughout the years.
  Ambassador Delenn, 
  of the family Mir
  ‘One is foolish, the other 
  frightened.’
  12th Level Human-Minbari Hybrid (religious) Diplomat
  Hit Points:  18
  Initiative:  +4 (+2 Dex, +2 Minbari)
  Speed:  30 ft.
  DV:  18 (+8 Reﬂ ex)
  Attacks:  +6/+1 melee or +8/+3 ranged
  Special Qualities:  Contact x6, Government Resources, 
  Improved Diplomacy x 3 
  Saves:  Fort +7, Ref +8, Will +11
  Abilities:  Str 11, Dex 14, Con 12, Int 16, Wis 17, Cha 18
  Skills:  Appraise +12, Bluff +15, Computer Use +12, 
  Diplomacy +24, Gather Information +14, Intimidate +16, 
  Knowledge (alien life) +14, Knowledge (human society & 
  culture) +14, Knowledge (Minbari history) +15, Knowledge 
  (star systems) +12, Listen +12, Sense Motive +19
  Feats:  Divine Guidance*, Endurance, Great Fortitude, 
  Lightning Reﬂ exes, Resist Scan, Silent Tread
  * This feat comes from the Minbari Federation Fact Book.
  
  9
  Personalities
  Ambassador Delenn is a being truly reborn on Babylon 5; a 
  mixture of human and Minbari brought about by the incredible 
  powers of the Triluminary and ancient technologies.  Hoping 
  to form a bridge between the two cultures, Delenn has had 
  mixed success in this endeavour, instead occasionally drawing 
  ridicule from both the humans she wishes to understand and 
  the Minbari who see her change as a mockery of their own 
  perceived perfection.  A diplomat and patriot to the core, 
  she perseveres despite the problems she has had adjusting to 
  her new form and role in the government of her people.  Her 
  position in the greater concerns surrounding the Shadow War 
  takes precedence, as it must, over such matters.
  Ambassador G’Kar
  ‘It’s a strange thing, but every 
  sentient race has it own version 
  of these Swedish meatballs. I 
  suspect it’s one of those great 
  universal mysteries, which will 
  either never be explained or 
  which would drive you mad if 
  you ever learned the truth.’
  5th Level Narn Diplomat / 3rd Level Ofﬁ cer (ground forces) 
  / 4th Level Soldier
  Hit Points:  27
  Initiative:  +1 (+1 Dex)
  Speed:  30 ft.
  DV:  13 (+3 Reﬂ ex)
  Attacks:  +13/+8 melee or +10/+5 ranged
  Special Qualities:  Branch Specialisation (ground forces), 
  Contact x3, Covering Fire, Improved Diplomacy, Low-Light 
  Vision, Rallying Call
  Saves:  Fort +8, Ref +3, Will +10
  Abilities:  Str 18, Dex 13, Con 17, Int 13, Wis 14, Cha 15
  Skills:  Climb +8, Computer Use +8, Concentration +10, 
  Diplomacy +12, Gather Information +7, Intimidate +13, 
  Listen +8, Pilot +7, Sense Motive +7, Spot +6, Survival +7
  Feats:  Blood Oath, Blood Rage, Liturgies of the Heart, Point 
  Blank Shot, Spacecraft Proﬁ ciency, Weapon Focus (PPG 
  riﬂ e), Weapon Proﬁ ciency (heavy weapons)
  There are times when the universe, moving as it seems in a 
  predictable direction, suddenly turns and surprises everyone 
  with what it has wrought.  In the case of G’Kar, proud and 
  noble member of the Narn race, the surprise of the universe 
  comes in what becomes of him in 2260.  He begins the year 
  as a broken man in many respects.  He is stripped of title, 
  rank, and all but his dignity; his homeworld is in ruins and his 
  people are once again the slaves of the Centauri.  Pushed to 
  the breaking point, he has often come within a hair’s breadth 
  of slipping into a homicidal rage and ending his days on 
  Babylon 5.
  The transformation that takes place in G’Kar during the 
  coming year is perhaps even more profound than the one that 
  reshaped Ambassador Delenn or the shadowy corruption that 
  threatens to destroy what little good might remain in Londo 
  Mollari.  For the phoenix to arise, however, it must ﬁ rst burn 
  into ashes.
  Ambassador Kosh 
  Naranek
  ‘Good.’
  No human had any ofﬁ cial contact with Vorlons until 
  Ambassador Kosh arrived on Babylon 5 but his presence has 
  done little to unveil the mysteries of this reclusive race.  Kosh 
  does not even pretend to hide behind diplomatic immunity 
  when interfering with the younger races on board the station, 
  secure in the knowledge that he is to all intents and purposes 
  invulnerable to any assault upon his person or objectives.  
  The high technology and sheer strength of the Vorlon Empire 
  is known and feared by all races and none are prepared to 
  move openly against them, even when provoked.  During his 
  ﬁ rst year on board Babylon 5, Kosh has consistently ignored 
  meetings of the Babylon 5 Advisory Council, ended any 
  
  10
  Personalities
  chance the human race had for immortality when he organised 
  the slaying of Deathwalker, violated Talia Winters, and 
  confronted Mr Morden. 
  Kosh has also shielded fugitives, provided vital information, 
  begun coming to council meetings whenever Sheridan is 
  attending them, and spoken more since the changing of the 
  station’s commanding ofﬁ cer than he has ever done before.  
  He seems to be taking an interest in the affairs of the universe 
  again, especially those involving Humans, the Minbari, 
  and the fate of the younger races as the Shadow War looms 
  closer.
   The full rules for using Ambassador Kosh will be detailed in 
  the forthcoming Vorlons and Shadows sourcebook.  For now, 
  Games Masters may use the rules for Kosh detailed on p140 
  of the main rulebook.
  Ambassador Londo 
  Mollari
  ‘Only an idiot fights a war on 
  two fronts. Only the heir to the 
  kingdom of idiots would fight a 
  war on twelve fronts.’
  9th Level Centauri Diplomat / 1st Level Ofﬁ cer (ﬂ eet)
  Hit Points:  19
  Initiative:  +1 (+1 Dex)
  Speed:  30 ft.
  DV:  14 (+4 Reﬂ ex)
  Attacks:  +5 melee or +6 ranged
  Special Qualities:  Branch Specialisation (ﬂ eet), Contacts x5, 
  Government Resources, Improved Diplomacy *
  Saves:  Fort +7, Ref +4, Will +8
  Abilities:  Str 11, Dex 12, Con 14, Int 13, Wis 10, Cha 16
  
  11
  Personalities
  Feats:  Great Fortitude, Improved Initiative, Silent Tread, 
  Toughness
  Delenn is not the only Minbari to transform during 2259.  Her 
  aide, Lennier, also undergoes a metamorphosis, though his is 
  mental and spiritual in nature.  From a quiet, almost reluctant 
  assistant, the young religious caste member becomes a true 
  friend and companion to the ambassador he serves.  In so 
  doing, he becomes an important part of Delenn’s life and vice 
  versa; this bond will hold for years to come and bring out the 
  best, and tragically the worst, in both.  During the tragedies and 
  triumphs of 2260, Lennier’s unassuming presence becomes 
  the unwavering support Delenn so desperately requires.
  Vir Cotto
  ‘So is that what it’s about, 
  pride? It’s not enough that we 
  have beaten them, we have to 
  break them?’
  4th Level Centauri Diplomat
  Hit Points:  9
  Initiative:  +1 (+1 Dex)
  Speed:  30 ft.
  DV:  13 (+3 Reﬂ ex)
  Attacks:  +0 melee or +1 ranged
  Special Qualities:  Contact (House Cotto), Improved 
  Diplomacy
  Saves:  Fort +2, Ref +1, Will +7
  Abilities:  Str 9, Dex 10, Con 12, Int 12, Wis 14, Cha 12
  Skills:  Bluff +5, Computer Use +7, Diplomacy +8, Gather 
  Information +7, Knowledge (Centauri noble houses) +8, 
  Knowledge (political etiquette) +11, Listen +8, Sense Motive 
  +8, Spot +2
  Feats:  Iron Will, Skill Focus (knowledge – political 
  etiquette)
  Skills:  Appraise +11, Bluff +10, 
  Computer Use +8, Diplomacy +16*, 
  Gather Information +13, Intimidate 
  +9, Knowledge (noble houses) +5, 
  Pilot +6, Sense Motive +9, Technical 
  (electronics) +2
  Feats:  Data Access, Great Fortitude, 
  Nerves of Steel, Spacecraft Proﬁ ciency, 
  Toughness, Weapon Focus (Coutari)
  Londo has beneﬁ ted from, or as those 
  more observant might say, suffered 
  from, a complete reversal of fortunes.  
  Placed on Babylon 5 as a forgotten 
  ambassador of a crumbling Republic, 
  the scion of House Mollari has seen 
  his name rise in power and his contacts 
  swell to bursting point within the 
  courts of power on Centauri Prime.  
  He has the ear of the Emperor, command over elements of 
  the ﬂ eet and the respect, or at least bitter envy, of the most 
  politically afﬂ uent of his race.  For a man who espouses the 
  value of money and prestige, Londo Mollari would seem to 
  have everything he could have ever desired at the beginning 
  of 2260.
  Only when he is alone, or on rare occasions around the few 
  beings in the universe he respects or trusts, does the tired old 
  diplomat express his concerns over his rising star and the 
  powers of the Shadows who have elevated it.  Knowing that 
  his ascension will come at a great price has not kept him from 
  accepting the aid but, in his soul, he knows how wrong his 
  choices have been.
  Lennier, of the Third 
  Fain of Chudomo
  ‘A darkness carried in the heart 
  cannot be cured by moving the 
  body from one place to another.’
  6th Level Minbari (religious) Diplomat
  Hit Points:  12
  Initiative:  +9 (+3 Dex, +4 Improved Initiative, +2 Minbari)
  Speed:  30 ft.
  DV:  15 (+5 Reﬂ ex)
  Attacks:  +5 melee or +6 ranged
  Special Qualities:  Contact x3, Government Resources, 
  Improved Diplomacy
  Saves:  Fort +5, Ref +5, Will +6
  Abilities:  Str 15, Dex 16, Con 12, Int 15, Wis 12, Cha 10
  Skills:  Bluff +4, Computer Use +6, Diplomacy +9, Gather 
  Information +7, Intimidate +5, Knowledge (probability) 
  +7, Knowledge (history) +9, Knowledge (human society & 
  culture) +9, Medical +4, Listen +7, Sense Motive +7
  
  12
  Personalities
  About as un-Centauri as a Centauri can be, at least to all 
  appearances, Vir is a man of strong moral convictions beaten 
  down over years of court etiquette and ridicule from his 
  family and superiors.  Never really one to ﬁ t in or take a stand 
  for himself, the Centauri ambassador’s aide begins to show 
  some of his indomitable will and desire to do the right thing 
  as his resolve is tested through the travails of his employer 
  and friend, Londo Mollari.  The only person on the station to 
  recognise the level of threat, if not its nature, that Mr. Morden 
  poses to Centauri Prime, Vir’s foresight comes too late and too 
  softly to avert the ambassador’s fate.
  Alfred Bester
  ‘You know, if this keeps up, 
  I’m going to start thinking the 
  people around here just don’t 
  like me.’
  8th Level Human Psi Cop/9th level Telepath (P12)
  Hit Points:  46
  Initiative:  +2 (+2 Dex)
  Speed:  30 ft.
  DV:  20 (+10 Reﬂ ex)
  Attacks:  +14/+9/+4 melee or +16/+11/+6 ranged
  Special Qualities: Black Omega Squadron, Contact x2, 
  Extend Defences, Maintain Concentration, Quick Scan, 
  Superior Defensive Block, The Corps is Mother, The Corp 
  is Father
  Saves:  Fort +11, Ref +10, Will +14
  Abilities:  Str 10, Dex 14, Con 16, Int 14, Wis 13, Cha 18
  Skills:  Bluff +9, Computer Use +6, Concentration +15, 
  Diplomacy +10, Intimidate +17, Knowledge (telepathy) 
  +18, Listen +8, Pilot  +10, Sense 
  Motive +13, Spot +9, Telepathy 
  +24, Technical (space travel) +6
  Feats:  Ability Focus (danger 
  sense), Ability Focus (deep scan), 
  Ability Focus (surface scan), 
  Alertness, 
  Combat 
  Telepath, 
  Defensive Block, Far Telepathy, 
  Iron 
  Will, 
  Mental 
  Fortress, 
  Point Blank Shot, Spacecraft 
  Proﬁ ciency, 
  Weapon 
  Focus 
  (PPG), 
  Weapon 
  Proﬁ ciency 
  (spacecraft weapons)
  Standard Equipment:  EF-7 
  PPG, Psi Corps insignia and 
  gloves.
  A continual, if intermittent, 
  thorn in the side of Babylon 5’s 
  command staff, Alfred Bester 
  became a source of more than 
  just irritation during the events of 
  2259.  As the web of secrets and 
  agendas becomes more complex 
  for the Army of Light and those who secretly lead it, the risk 
  of accidental (or very intentional) exposure through the efforts 
  of one over-zealous Psi Cop makes Alfred Bester a security 
  leak that threatens to expose and destroy everything Sheridan 
  and his allies have worked so hard to build.  
  Mr Morden
  ‘I thought we had a deal. We 
  carved up the galaxy, you and I.’
  3rd Level Human Scientist/6th Level Shadow Agent
  Hit Points:  31
  Initiative:  +0 (+0 Dex)
  Speed:  30 ft.
  DV:  11 (+1 Reﬂ ex)
  Attacks:  +3 melee or +4 ranged
  Special Qualities:  Primary Area of Study (xenoarchaeology), 
  Use Alien Artefact, Shadow-Speak, Telepathic Resistance, A 
  Friend to Everyone x2, Sense Vorlon  Presence, Never Alone 
  x2, Regenerative Recovery
  Saves:  Fort +8, Ref +6, Will +11
  Abilities:  Str 9, Dex 11, Con 10, Int 14, Wis 11, Cha 18
  Skills:  Computer Use +10, Concentration +8, Diplomacy +10, 
  Knowledge (alien life) +13, Knowledge (xenoarchaeology) 
  +8, Listen +5, Medical +6, Sense Motive +12, Spot +8, 
  Technical (electronics) +8
  Feats:  Alertness, Endurance, Nerves of Steel, Iron Will, 
  Great Fortitude
  
  13
  Personalities
  As a point of contact and a spokesman of the Shadows, Mr. 
  Morden has a great deal of skill at manipulating others and 
  playing every side against itself in webs of political, military 
  and personal intrigue.  His direct manipulations as seen during 
  the events of the Narn-Centauri War show him to be guileful, 
  dedicated to the cause of his ‘associates’, and ready to strike 
  whenever any opportunity to further their ends comes up.  
  Willing to use anyone or anything, he is as much a puppet 
  master as he is, ultimately, a marionette himself.
  Shadow-Speak:  Mr. Morden has the ability to understand 
  the strange language of his masters automatically.  This ability 
  does not allow him to speak in the Shadow language, which is 
  impossible without Shadow physiology.  However, Shadows 
  are perfectly capable of understanding the language of any 
  other race.
  Telepathic Resistance:  Close contact with the Shadows has 
  granted Mr. Morden a foreboding presence that clouds the 
  minds of telepaths, thwarting any effort to scan or otherwise 
  make mental contact.  Mr. Morden gains a +5 circumstance 
  bonus to any Will saving throw made to resist a telepathic 
  ability.  A telepath failing to use an ability against Mr. Morden 
  will be subjected to a fundamental sense of darkness and 
  foreboding, penetrating into his mind and shaking his grip on 
  reality.  The telepath will suffer 2d6 points of subdual damage, 
  ignoring any Damage Reduction.
  A Friend to Everyone:  Mr. Morden’s Charisma score 
  includes a +4 inherent bonus gained through service to his 
  mysterious masters.
  Sense Vorlon Presence:  Mr. Morden is able to sense when 
  anything inﬂ uenced by the Vorlons is close by.  Whenever a 
  Vorlon, Vorlon agent or item of Vorlon technology comes 
  within 30 ft. of him, he must make a Wisdom check (DC 
  15).  Success will result in him feeling distinctly at unease, 
  signifying that a Vorlon presence is close.  He gains no other 
  information such as location or identity.
  Never Alone:  Mr. Morden is never alone.  Two Shadows, 
  mysterious creatures with abilities that make engaging them in 
  combat a ludicrous concept for any mortal being, are present 
  at all times to advise him and protect their collective interests.  
  The Shadow companions remain invisible but are under no 
  control – if anything, they will require Mr. Morden to perform 
  tasks.  Under no circumstances will these terrible creatures 
  reveal themselves before 2260; there is too much at stake.
  Regenerative Recovery:  Mr. Morden has several small 
  modules of Shadow technology implanted within his body, 
  greatly boosting his own immune system and allowing him 
  to recovery from terrible injuries very quickly. Mr. Morden 
  always stabilises automatically if taken below 0 hit points, 
  assuming he is not slain outright.  Also, his natural healing 
  rate for both hit point and ability damage is doubled.
  Zack Allen
  ‘Standing here in front of the 
  stars like this, looking out, 
  down, up, all at once, kind of 
  makes you feel naked in front of 
  the universe.’
  5th Level Human Soldier
  Hit Points:  21
  Initiative:  +5 (+1 Dex, +4 Improved Initiative)
  Speed:  30 ft.
  DV:  15 (+5 Reﬂ ex)
  Attacks:  +6 melee or +7 ranged
  Special Qualities:  Covering Fire
  Saves:  Fort +6, Ref +3, Will +3
  Abilities:  Str 12, Dex 15, Con 14, Int 12, Wis 14, Cha 12
  Skills:  Balance +2, Bluff +4, Climb +4, Computer Use +4, 
  Concentration +2, Diplomacy +3, Intimidate +6, Listen +4, 
  Jump +5, Sense Motive +9, Spot +6, Survival +2
  Feats:  Improved Initiative, Point Blank Shot, Rapid Aim, 
  Weapon Focus (PPG), Weapon Specialisation (PPG), Skill 
  Focus (Sense Motive)
  Standard Equipment:  EarthForce wrist link, EF-7 PPG.
  
  14
  Personalities
  Zack is Garibaldi’s right hand man.  His good judgement, 
  strong character and conviction that doing what his instincts 
  tell him is correct serve him well during his term of service in 
  Babylon 5 security.  In addition to the ﬂ aw he shares with his 
  commanding ofﬁ cer Garibaldi, an inability to watch his own 
  back at times, his strong sense of morality can fade in the face 
  of his devotion to duty and obedient nature.  Only when Zack 
  learns to question authority does he begin to recognise his 
  own capacity for wielding it.
  Marcus Cole
  ‘The Minbari taught me delight. 
  Respect. Compassion. That for 
  your actions to be pure they 
  must proceed from direction, 
  determination, patience, and 
  strength.  I am afraid I am still 
  working on patience.’
  6th Level Human Soldier/3rd Level Anla’shok Ranger
  Hit Points:  30
  Initiative:  +7 (+3 Dex, +4 Improved Initiative)
  Speed:  30 ft.
  DV:  17 (+7 Reﬂ ex)
  Attacks:  +10/+5 melee or +11/+6 ranged
  Special Qualities: Covering Fire, Places Unseen, Fearless, 
  The Application of Terror, Die For the One
  Saves:  Fort +1, Ref +10, Will +7
  Abilities:  Str 12, Dex 16, Con 14, Int 12, Wis 14, Cha 15
  Skills:  Balance +5, Bluff +7, Climb +4, Computer Use +4, 
  Concentration +2, Diplomacy +6, Hide +11 (+12), Intimidate 
  +6, Listen +4, Jump +5, Medical +2, Move Silently +11 
  (+12), Sense Motive +10, Spot +6, Survival +2
  Feats:  Alertness, Denn’bok Master*, Improved Initiative, 
  Weapon Focus (Unarmed), Weapon Focus (Denn’bok),  
  Weapon Specialisation (Unarmed), Lightning Reﬂ exes, 
  Exotic Weapon Proﬁ ciency (Denn’bok), Improved Unarmed 
  Strike, Harm’s Way
  * This feat comes from the Minbari Federation Fact Book.
  Standard Equipment: Ranger’s Robes, Anla’shok Pin, 
  masterworked Denn’bok, EarthForce wrist link (once arriving 
  on Babylon 5).
  When Marcus Cole arrives half dead at the beginning of 2260, 
  very few people on the station know what to make of him.  
  His status as a ranger, conﬁ rmed after a brief conversation 
  with Lennier and Ambassador Delenn, gives him their instant 
  trust and a tacit level of acceptance by Garibaldi and Captain 
  Sheridan.  The always cynical Commander Ivanova distrusts 
  him intensely, but that may be more a statement of her extreme 
  dislike for anyone having any authority without being clearly 
  deﬁ ned in her chain of command.  
  What little is known about Marcus Cole lends to him the 
  image of a witty, if occasionally sullen, rogue with a noble 
  heart and a quick smile.  He apparently joined the Anla’shok 
  as a form of atonement for not believing when his brother 
  came to him with news of the Rangers.  His brother died 
  defending the mining colony Marcus was at from a Shadow 
  attack; this compelled Marcus to pick up where his brother 
  had left off.  Reluctant to say more about his motivations than 
  this, Marcus simply bears the mantle of a ranger well, willing 
  (perhaps too willing) to lay down his life in service to the 
  Anla’shok cause.
  His skills at hand-to-hand combat, coupled with a great deal 
  of skill wielding the Denn’bok (Minbari ﬁ ghting pike), make 
  him one of the most combat capable individuals on the station.  
  This does not endear him to Ivanova either but his skills are 
  certain to be of great use in the turbulent days of the Shadow 
  War.
  
  15
  Galaxy of 2260
  The Galaxy of 
  2260
  This chapter features a complete episode guide to the third 
  season of the Babylon 5 television show, covering the Earth 
  year 2260.  Games Masters utilising the Signs and Portents 
  chapter of the main rulebook to deﬁ ne their own campaigns 
  can use this book and its preceding sourcebook, The Coming 
  of Shadows, to extend the same story arcs beyond 2258, 
  allowing players to mirror the crew on board the Babylon 
  5 diplomatic station.  Those exploring other regions or 
  timelines of the galaxy will also ﬁ nd much of use in this 
  chapter, either as background material to events of the past 
  or future, or to give an insight into speciﬁ c locations and 
  characters that will feature in the campaign.  Chapter 9 of 
  the main rulebook gives all the advice a Games Master will 
  need to bring the events detailed here to his own scenarios 
  in a meaningful way that will lend a greater impact to the 
  campaign he is portraying for his players.
  The theme of the year 2258 (Signs and Portents) was very 
  much to set the scene for the story of Babylon 5, allowing 
  players to come to grips with the galaxy and the races that 
  inhabit it, as well as give the feeling that great changes were 
  coming.  In The Coming of Shadows, set in 2259, those 
  changes begin to swing into action, shaking the lives of 
  billions – it is an interesting time to live, to be sure.  By the 
  end of the year, the players will believe they know exactly 
  what is happening in the galaxy and what they need to do to 
  fulﬁ l their own ambitions and goals.  Games Masters should 
  strive to give their players the feeling that there is a great 
  deal of work ahead of them, but that the end may well be in 
  sight.  This all turns out to be far from the truth, however, as 
  the entire galaxy is turned upside down and plunged into a 
  war for its very survival in The Point of No Return, detailing 
  the year 2260.  Planets burn, races teeter on the brink of 
  extinction, and when the war ends, those who survive will 
  think the worst must be behind them.  For many, it will be, 
  but for those who chart their destinies by a human star, they 
  will have to endure The Wheel of Fire in 2261.  The galaxy-
  shaking events surrounding Babylon 5 continue…
  Each episode of the television show’s third season is 
  arranged chronologically in this chapter by the date within 
  2260 that it occurred, allowing Games Masters to structure 
  their campaigns around these great events.  Each episode 
  begins with a detailed synopsis that provides everything 
  necessary to base scenarios around it, followed by any 
  necessary game or background information unique to the 
  episode and not provided for in other chapters.
  Matters of Honour 
  (January 1st, 2260)
  On Babylon 5, work continued around the clock to repair the 
  core shuttle rails damaged in the bombing attack that nearly 
  cost Captain Sheridan his life.  Below the tangled beams 
  of steel and ﬂ ying repair robots, Sheridan confronted Kosh, 
  once again back in his enigmatic encounter suit, about his 
  miraculous rescue.  He spoke as if simple gratitude were 
  hardly appropriate for the Vorlon’s gift, and expressed 
  concern that Kosh had not answered any of his calls since 
  the incident.  Kosh replied that being seen by so many was a 
  great strain to him, suggesting the effect of being something 
  different to everyone present was somehow an active and 
  exhausting effort.
  Sheridan revealed that though Kosh had been seen by 
  several dozen humans and aliens, none of them knew it 
  was the Vorlon.  Instead, they had all seen something from 
  their home planet’s legends.  He knew that Kosh had taken 
  a great risk in rescuing him, especially since the Vorlon had 
  always been so careful to hide himself from others.  He had 
  to know why.
  Kosh’s answer was neither reassuring nor helpful; the alien 
  only stated that his action had been necessary.  While it was 
  not at all useful, the answer was at least everything Sheridan 
  had come to expect from the Vorlons. Before the encounter-
  suited mystery could leave, Sheridan asked him how he 
  could be sure that the Kosh he was speaking with was the 
  same Vorlon that had been here before.  Kosh’s answer, that 
  he had always been here, echoed the message Sheridan 
  received in his dreams on the Streib ship a year before.
  Many light years away from Babylon 5, a Drazi Sunhawk 
  was ﬁ ghting to escape the orbital rings of Zagross 7.  With 
  laser ﬁ re raining in from behind it, the Drazi pilot spoke 
  brieﬂ y to his passenger, making sure he was ready for launch 
  separation.  Though the voice of the passenger implored the 
  pilot to eject his shuttle and not risk destruction, the Drazi 
  insisted on staying with him until they passed outside the 
  deadly ring of satellites ﬁ ring on them.  Once past the 
  barrier and after sustaining heavy damage, the pilot ﬁ nally 
  
  16
  Galaxy of 2260
  relented and ejected the shuttle into open space, buying time 
  for the passenger, a human, to escape to the stars.  As the 
  satellites ﬁ nally tore through the Sunhawk’s hull with their 
  laser batteries, the passenger said goodbye to his friend and 
  plotted a course at the shuttle’s maximum possible speed.  
  His destination was Babylon 5.
  At the station’s main docking bay, Sheridan and Ivanova 
  were waiting for an arrival of a different kind.  While Ivanova 
  stood, as she always did, practically at attention, Sheridan 
  paced and fumed about the number of unannounced visits 
  the station had been getting in recent days from important 
  personnel who never explained their identities or itineraries 
  before arriving.  This time it was David Endawi, a member 
  of EarthForce Special Intelligence.  His business was very 
  private and he asked for a secure room immediately upon 
  arrival.  As they walked, he looked around, a circumspect 
  expression on his face as he watched for anyone who might 
  be eavesdropping on their conversation.  He earnestly, but 
  quietly, requested that the Minbari ambassador, Delenn, also 
  be present at this meeting, insisting that what he had to tell 
  them was for their attention and no one else’s.
  While Sheridan and Ivanova prepared their secure meeting 
  place, MedLab was anything but quiet and private.  Garibaldi 
  stood behind Doctor Franklin as he worked, letting him 
  know about the new patient two aides were wheeling in on 
  a full-body stretcher.   According to the security chief, the 
  ship the man was on had all but turned off its life support in 
  an effort to get him here.  The man was nearly dead, with 
  life signs well below normal.  As Garibaldi told Franklin 
  that the ship’s logs had all been wiped, he commented about 
  the new MedLab – the new facility, though located only a 
  few hundred yards from the old, was larger than Franklin 
  was used to.  After letting Garibaldi know that his assistant, 
  Doctor Sanchez, would be doing a full workup on the 
  new patient, Franklin examined his latest admittance into 
  MedLab.  The human was dressed in an elaborate long coat 
  with a strange blue, gold, and silver lapel brooch.  After 
  seeing it, Franklin turned around to call Sanchez up to 
  MedLab.  When he turned back to the stretcher, the human 
  was gone.  Despite exhaustion, dehydration and oxygen 
  depravation, the man had somehow found the strength to not 
  only leave but to do so without making any noise at all.
  In the Zocalo, at an open café outside of an emporium called 
  Dariel’s, Londo Mollari sat with an idle drink in his hand, 
  waiting with a look of disturbed urgency on his face.  He 
  was obviously worried, as the glass he was holding was half 
  full of something he did not drink often – water.  He did not 
  have to wait long, as Mr. Morden arrived in moments and 
  sat down, greeting him cordially.  Londo’s intention with 
  Mr. Morden was one of ceasing business with his associates 
  permanently.  He did not wish to continue his people’s 
  dealings with Mr. Morden’s associates, believing the 
  Centauri had a destiny they could achieve without anyone 
  else’s aid.  Morden’s associates had done their part and now 
  Londo wished them to disappear as quietly and efﬁ ciently 
  as they had arrived.  Mr. Morden urged him to reconsider, 
  mentioning that the Centauri were still moving against other 
  races around their borders, but ambassador Mollari’s mind 
  was made up.  There was no dissuading him, a fact Morden 
  could see clearly for himself.  Mr Morden relented, but he 
  had a few stipulations of his own.  As he sat listening to 
  Londo, eating crackers and nuts from a silver tray on the 
  café table, he explained this to the Centauri noble.  At the 
  cryptic and nearly inaudible urging of his shadowy keepers, 
  he asked if it would be possible to meet in Londo’s quarters 
  later in the day.  As long as that meeting marked the end 
  of their association, the ambassador was only too happy to 
  agree.
  ‘There are beings in the universe 
  billions of years older than 
  any of our races. They walked 
  among the stars like giants. 
  Vast. Timeless. They created 
  great empires, taught the new 
  races, explored beyond the rim. 
  The oldest of the ancients are 
  the Shadows. We have no other 
  name for them.’
   Ambassador Delenn
  From a planned meeting to one in progress, Endawi 
  circled around a table in the secure EarthForce section of 
  the station.  He expressed his intention to talk with each 
  of the other ambassadors on Babylon 5, but he wanted to 
  talk with the Captain, Commander of the Station and the 
  Minbari ambassador ﬁ rst in deference to their rank and, 
  in Delenn’s case, to her race’s status as one of the oldest 
  and wisest in the galaxy.  He was looking for information 
  about something that had bewildered the best minds back on 
  Earth – the footage from Lieutenant Keffer’s gun camera in 
  hyperspace, the one with a clear image of a Shadow ship.
  
  17
  Galaxy of 2260
  For ten days after yanking the footage off ISN, EarthForce’s 
  research department and Intelligence division had been 
  going over the ﬁ lm, trying to ﬁ gure out what this massive, 
  powerful vessel could be.  He asked about the pilot’s 
  qualiﬁ cations and authorisation, seemingly convinced by 
  Sheridan’s truthful admission that Keffer had been searching 
  hyperspace against his direct orders and without ﬁ rst contact 
  clearance.  As this mystery vessel had attacked and killed 
  an EarthForce pilot and remained completely unknown, 
  the government and military of Earth were understandably 
  concerned and frightened.  Delenn apologised and lied 
  to Endawi, placing the greater good of the galaxy before 
  her own honour by breaking with Minbari tradition.  She 
  professed to have no knowledge of the ship and though 
  her eyes looked troubled, Endawi appeared to believe her 
  admitted ignorance.  It helped that she was not lying when 
  she said that it was the ﬁ rst time she had ever seen a ship 
  of its kind.  That was true; she knew legends and stories in 
  addition to what Kosh had told her, but Delenn had never 
  seen a Shadow vessel before.  Disappointed but apparently 
  understanding, Endawi asked that his presence on the 
  station be kept off the record and left with Ivanova to begin 
  setting up interviews.  Once he was gone, it was Sheridan’s 
  turn to begin asking questions.  He joined Delenn over by 
  the BabCom monitor, its screen ﬂ ush with the blood red 
  of hyperspace and the black, spider-like ship at its centre, 
  and asked if it belonged to the ancient race she and Kosh 
  had told him about.  She nodded, proclaiming the vessel to 
  belong to the Shadows.  She called it a nearly invincible 
  ship, tireless in its pursuit of its target, whatever unfortunate 
  that might be.  ‘Take a good look and remember it well,’ she 
  told him.  ‘That is the face of our enemy.’
  Endawi’s ﬁ rst interview was with Ambassador Mollari, 
  beﬁ tting the new non-aggression treaty between Earth and 
  Centauri Prime.  He asked Mollari if he had any knowledge 
  of the ship on Keffer’s gun camera, but the reply he got back 
  was less than helpful.  Mollari had indeed seen the vessel 
  in question, but only in a very disturbing dream.  While 
  he thanked Londo for this information, 
  Endawi left the ambassador’s quarters 
  knowing little more than when he had 
  arrived.
  Summoned by Lennier bearing the same 
  brooch seen by Doctor Franklin earlier in 
  MedLab, Delenn went with her aide into 
  the depths of Downbelow.  Wearing a shawl 
  to hide her identity, the Minbari entered a 
  dank and crowded bar to meet with her 
  contact who had recently arrived on the 
  station.  The man arrived bearing drinks 
  (without alcohol) and urged them to drink 
  rather than raise suspicions from the others 
  in the establishment.   The man introduced 
  himself as Marcus and his ﬁ rst request was 
  the return of his pin.  As he took it back, he expounded on 
  its origins.  According to what he had heard, each pin was 
  forged in white-hot ﬂ ame, then cooled in three bowls.  One 
  was ﬁ lled with holy water, the other two were ﬁ lled with 
  blood; one human, the other Minbari, symbolising the pact 
  between those two races to keep the ancient enemy at bay.  
  The legend went on to say that when a ranger dies, the 
  ﬁ gures on either side of the pin shed three tears – one of 
  water and two of blood.
  On their way out of the bar to talk in private, they drew 
  the attention of human lurkers.  Sensing wealth on them, 
  the lurkers ambushed them just outside.  Marcus fought 
  valiantly with an expanding quarterstaff of antique design.  
  Even Delenn defended herself against the lurkers and their 
  cronies, at one point taking the quarterstaff up with an 
  expert hand.  This weapon, which Delenn called a Minbari 
  ﬁ ghting pike, was a gift to Marcus from, as he called it, a 
  ‘friend’.  Practically exuberant about the combat, Marcus 
  led them somewhere more private to talk.
  Shortly thereafter, Ivanova walked into Sheridan’s primary 
  meeting chamber.  The room was full, with Delenn, Lennier, 
  Garibaldi, Sheridan himself and Marcus.  The Captain 
  apologised to Ivanova about his inability to inform her of 
  some recent events before now, but this was his chance to 
  update her.  He told her about the rangers, but before he 
  could expand on it, Susan revealed that she knew all about 
  them and even that Garibaldi was acting as liaison between 
  them.  With her usual efﬁ ciency, Ivanova had been keeping 
  tabs on everything going on around Babylon 5 and its crew, 
  even without being told.  The reason for the meeting was 
  for more than just catch up.  Marcus had come from a Drazi 
  colony on the planet Zagross 7, a ringed world on the edge 
  of their territory and the location of one of the rangers’ 
  largest training camps.  With the recent expansion of the 
  rangers to include other races as members, more facilities 
  had to be established besides the one on Minbar.  Two 
  weeks prior to this meeting, the planet had been surrounded 
  
  18
  Galaxy of 2260
  by Centauri blockade mines.  Marcus was here to plead for 
  Sheridan to help him break the mineﬁ eld and help the other 
  rangers escape.  Garibaldi’s objections of needing a warship 
  and a crew were answered by the ranger saying that he had 
  the means if Sheridan had the will to use them.  Ivanova 
  had a different argument.  With Endawi onboard, his leaving 
  would raise a great many questions.  Despite this, Sheridan’s 
  will was all that Marcus could have hoped for and more.  He 
  had taken a serious responsibility for the rangers by agreeing 
  to lead them.  He was not about to turn his back on them now 
  just because it would be inconvenient or dangerous to rescue 
  them.  Come hell or high water, he was going to save the 
  rangers on Zagross 7 no matter the cost.
  As they left Babylon 5, a meeting of a much darker nature 
  was taking place in the ambassadorial apartment of Londo 
  Mollari.  Mr. Morden lined out for him the terms of his 
  separation from the Shadows.  With an incredibly small 
  hologram generator and a pointing pen, Morden divided 
  a spinning map of the galaxy with a line of blazing ﬁ re.  
  The much smaller section of the galaxy was left to the 
  Centauri.  They could conquer as much of it as they wanted; 
  no questions would be asked.  The remainder of the galaxy 
  belonged to Mr. Morden’s associates and no intrusion would 
  be tolerated.  There was one world on the border of what 
  would be Centauri space, Zagross 7, that Morden had asked 
  Lord Refa to secure.  This came as a surprise to Londo but, 
  as Morden put it, if Mollari wanted nothing more to do 
  with the Shadows, others were not so reticent.  With what 
  amounted to a polite warning, Morden urged Londo to tell 
  the Centauri force to leave the mines but withdraw their 
  ships from Zagross 7.  The Shadows would soon be coming 
  for it.
  Before they could reach Zagross 7, Delenn had a surprise 
  in store for Sheridan and his people – a ship of ethereal 
  grace and alien beauty.  The marriage of Minbari and Vorlon 
  technology, the vessel was called the White Star and it was 
  unlike anything they had seen before.  Fast, powerful, and 
  elegantly deadly, the new ship was the ﬁ rst gesture of hope 
  in a long time and, in Marcus’s own words to Captain 
  Sheridan, she belonged to him as the leader of the rangers.  
  Delenn took them all on a tour through the inside of the 
  Whitestar after their shuttle docked inside it.  The corridors 
  were brightly lit and coloured in Minbari style, while along 
  the main conduit hallway, twin columns of ﬂ ickering energy 
  travelled behind them into an engine core that was as arcane 
  in appearance as it was powerful.  Among the new ship’s 
  special qualities were artiﬁ cial gravity and the ability to open 
  its own jump point, a hyperspace feature unprecedented in 
  a ship of relatively small size.  While the White Star was 
  technically a warship because of its armament and dedicated 
  purpose, it was the smallest vessel of that classiﬁ cation in 
  the Minbari ﬂ eet.  As Delenn showed the crystalline and 
  contoured vessel to Sheridan, he marvelled over it like a 
  child with a wonderful new toy.
  Because of recent problems with the Minbari warrior caste, 
  the crew of the White Star was drawn entirely from the 
  religious caste, many of whom were on the design team 
  for the ship itself.  The existence of the White Star, which 
  looked sufﬁ ciently different from Minbari vessels not to 
  be recognised as one, was a secret not shared by the non-
  religious members of the Grey Council.  This gave the new 
  ship an unprecedented level of anonymity to act in secret, 
  something vital to the current war effort.
  Elsewhere, David Endawi was not responding well to the 
  disappearance of the Captain but Garibaldi was running 
  an excellent game of interference.  After confusing him 
  sufﬁ ciently with how security worked in his own inimical 
  style, Garibaldi convinced Endawi to talk unofﬁ cially with 
  G’Kar about the strange ship.  The Earth/Centauri treaty 
  technically prohibited this, but Endawi was desperate enough 
  to try it anyway.  In so doing, he was walking outside the 
  line of the law and thus not as likely to ask ofﬁ cial questions 
  about the Captain, which was just the way Garibaldi wanted 
  it.  The meeting with G’Kar told Endawi more than he could 
  possibly have imagined.  Grateful that someone would 
  ﬁ nally listen to what he had been trying to say for months, 
  the former ambassador showed the EarthForce agent a page 
  of his ancient scripture and matched a drawing on it to the 
  black ship in hyperspace.  He told Endawi that the race who 
  built that ship had come to the Narn homeworld more than 
  a thousand years ago.  His people’s greatest spiritual leader, 
  G’Quan, was alive in that age and he believed the race was 
  engaged in a dark war elsewhere in the galaxy.  The race 
  had built a base on Narn’s southern continent and effectively 
  ignored the Narn while they were there.  This was disturbing 
  to Endawi, who was curious why this strange race, for which 
  he still had no name, would just vanish for a thousand years 
  only to return now.  G’Kar considered this, saying that 
  for all things, there is a time.  With war creeping in on all 
  sides and engulﬁ ng the many races of the galaxy, this could 
  indeed be the dark race’s time to re-emerge.
  On the way to Zagross 7, Ivanova learned why Marcus was 
  in the rangers.  His brother had joined the organisation six 
  months before he did.  He had called his brother a fool for 
  trying to go off and ﬁ ght legends, but when his brother died 
  defending the mining colony Marcus lived in, he felt a duty 
  to ﬁ nish what his fallen sibling had started.  This mirrored 
  Ivanova’s own family tragedies greatly, and the sympathy in 
  her eyes towards his plight was obvious.
  The White Star emerged from hyperspace and, proceeding 
  carefully so as not to get caught in a crossﬁ re with Centauri 
  vessels, opened ﬁ re on the blockade mines.  Though the 
  mines ﬁ red back, ineffectually due to the White Star’s 
  incredible agility, there were no other vessels in the area.  
  That worried both Sheridan and Delenn, though the more 
  battle savvy Captain knew that something was not right with 
  the scenario.  He was proven right when a Shadow ship, just 
  
  19
  Galaxy of 2260
  like the one from the Keffer’s camera footage, emerged from 
  space and moved into  an attack position.  Though stunned 
  by the sight of it, the crew and commanders of the White 
  Star reacted quickly.  Even as the screech of the dark ship 
  echoed in their thoughts and souls, they took evasive action 
  and kept destroying mines.  The Shadow ship streaked 
  towards them, ﬁ ring its beam, missing them by scant 
  metres.  This was surprising to Delenn, who announced 
  that the Shadows never missed.  Sheridan knew better now, 
  and that knowledge gave him hope that they could survive 
  this encounter.  As he considered the tactical ramiﬁ cations 
  of this, the last mine was cleared and the ranger ﬂ eet left the 
  planet’s surface, bolting for safety.
  Behind them, the White Star kept the Shadow’s attention.  
  Knowing that the Shadows would not recognise their ship, 
  Sheridan played upon that uncertainty by luring the enemy 
  vessel into a trap.  After jumping using the local gate 
  rather than reveal that they had the ability to open a point 
  themselves, the White Star sped towards the Markab system.  
  A dead world because of the devastating plague that killed 
  the entire race in 2259, the system’s jumpgate was only 
  being used by looters and grave robbers.  Sheridan tricked 
  the Shadow ship into coming out of the gate with them and, 
  while it was still in vortex, detonated the gate itself with the 
  White Star’s own jump engines.  The resulting hyperspace 
  energies tore the black vessel apart, doing what most thought 
  could not be done.  Sheridan had faced his ﬁ rst legend and, 
  miraculously, destroyed it.
  Amid the sparks of welding torches as work crews repaired 
  damage to the landing bays of the station, Sheridan and 
  Delenn returned to ﬁ nd Agent Endawi and Garibaldi 
  waiting for them.  Endawi had discovered fraudulent entries 
  in the BabCom logs regarding Sheridan’s destination and 
  wanted to have the matter clariﬁ ed.  Another convenient 
  and 
  necessary 
  lie 
  about 
  towing a Minbari shuttle on 
  a diplomatic mission covered 
  the truth, but it was obvious 
  from Endawi’s expression that 
  he did not entirely believe the 
  story this time.  However, he 
  had everything he needed and 
  after bidding them good day, 
  the Intelligence agent boarded 
  his shuttle and returned home 
  to Earth.
  The shuttle later landed at 
  EarthDome in Geneva, the 
  seat of Earth’s political power 
  and 
  central 
  government.  
  There, Endawi handed his 
  report directly to his superior, 
  a Senator in EarthGov.  She 
  asked him if anyone on Babylon 5 had any knowledge of 
  the ship and, though he mentioned that some individuals 
  had strange stories dating back a thousand years , no one 
  had anything worth mentioning.  Once he left the room, two 
  ﬁ gures entered.  One was Mr. Morden, who was happy to 
  hear that the ship was a mystery to everyone on the Station 
  and the representatives of the galactic races assembled 
  there.  The other was a Psi Cop, who did not agree with 
  Mr. Morden that this could all be dismissed as an isolated 
  incident.  Instead, while basking in the cheery light of a 
  bright Swiss day, the telepath in black suggested that the 
  matter be used to heighten tensions and bring into play more 
  serious governmental sanctions.  This was just the sort of 
  fulcrum the Psi Corps could use to increase its own power.  
  In a darker room full of brighter hearts, Sheridan was 
  holding a meeting of his own.  With Ivanova, Delenn, 
  Lennier, Garibaldi, Franklin and Marcus all in attendance, 
  he explained that the time for secrets between them was over.  
  Instead of just a few knowing what was happening with 
  the return of the Shadows and the truth behind Z’ha’dum, 
  he wanted ‘all the cards on the table’, so to speak.  To 
  accomplish this, he laid out the formation of a War Council 
  and suggested bi-weekly meetings to disseminate everything 
  they had learned from each other.  It was a bold new step, but 
  one that would prove vital in the dire days ahead.
  The Bonehead Manoeuvre
  Named for the slang term of the Minbari used by humans 
  and because of how stupid and suicidal an idea it turned 
  out to be, the Bonehead Manoeuvre involved opening a 
  jump point while inside the vortex of another.  The result 
  was a staggering amount of unstable energy that, once 
  engaged, inevitably and swiftly built to an explosive point, 
  destroying everything nearby.  This procedure was tried as a 
  
  20
  Galaxy of 2260
  possible weapon against the Minbari 
  during Earth’s war with them and 
  was abandoned swiftly because no 
  EarthForce ship was quick enough 
  to escape the blast radius before 
  being blown to pieces.  
  To 
  perform 
  the 
  Bonehead 
  Manoeuvre, a ship capable of 
  generating a jump point on its own 
  must do so while in the vortex of an 
  active jumpgate or a autonomous 
  jump point created by another vessel.  
  This takes a full round action and a 
  Technical (space travel) check (DC 
  20).  Once ﬁ nished, the manoeuvre 
  creates a ﬁ eld 5 squares in radius 
  from the centre of the original 
  vortex.  Everything within this area 
  is destroyed, regardless of hit points 
  or Damage Reduction.  Even incredibly powerful vessels 
  like the ships of the First Ones, the Vorlons and the Shadows 
  are subject to destruction from this incredible discharge.  
  The only way for a ship initiating a Bonehead Manoeuvre 
  to survive it is to accelerate to a speed that will carry it 
  outside the blast radius of the explosion.  This kind of speed 
  is not common outside the navies of the Minbari, special 
  ships like the White Star, and vessels of the First Ones.  
  As such, even when the manoeuvre works against one of 
  these deadly enemies, it is unlikely to succeed again.  A 
  spacecraft requires an Acceleration of 11 or more to escape 
  destruction.
  In addition, ships that do survive a Bonehead Manoeuvre 
  and are within 15 squares of the detonation are struck by 
  such a powerful blast of disruptive energy that their systems 
  are all taken ofﬂ ine for 1d6 rounds, leaving them dead in 
  space.  During this time, they proceed on their current 
  heading at their previous speed and may not use sensors, 
  ﬁ re weapons, use special qualities, or change their course 
  or ﬂ ight speed.  This can threaten them with a collision 
  or leave them defenceless against ships that escape this 
  disruptive effect.
  David Endawi
  ‘What I have to say is for your 
  ears only.  Where can we talk?’
  5th Level Human Diplomat/2nd Level EarthForce 
  Intelligence Agent
  Hit Points:  10
  Initiative:  +1 (+1 Dex)
  Speed:  30 ft.
  DV:  15 (+5 Reﬂ ex)
  Attacks:  +6/+1 melee or +7/+2 ranged
  Special Qualities:  Contacts x3, Improved Diplomacy, 
  Cross Training (Lieutenant), Agent Specialty (Intelligence) 
  +2, Dark Privilege 
  Saves:  Fort +3, Ref +5, Will +8
  Abilities:  Str 11, Dex 12, Con 12, Int 14, Wis 15, Cha 14
  Skills:  Bluff +5, Computer Use +8, Diplomacy +10, Gather 
  Information +12, Interrogate +10, Knowledge (politics) +5, 
  Sense Motive +8
  Feats:  Data Access, Skill Focus (diplomacy), Skill Focus 
  (gather information), Skill Focus (interrogate)
  David Endawi is an example of a typical EarthForce 
  Intelligence agent with a job to do and an agenda to keep.  
  While he may have orders that he must keep secret, even 
  during the course of his investigations, he is as forthright 
  and honest as he can be during his daily affairs.  Even in 
  an era where most of EarthForce is being corrupted from 
  within by contact with Psi Corps and President Clark, the 
  majority of the government and its agencies are made up of 
  honest, talented people like David Endawi.  
  Scenario and Campaign Hooks
  G In EarthForce, as well as in many other alien 
  militaries, there are speciﬁ c individuals qualiﬁ ed 
  to conduct missions dubbed ‘ﬁ rst contact’.  These 
  meetings with new alien races have to be handled 
  very carefully so as not to instigate a dangerous 
  and possibly devastating incident.  As illustrated 
  poignantly by the Earth/Minbari War, a ﬁ rst contact 
  situation can be a delicate and confusing affair, with 
  one race’s culture coming directly at odds with 
  another race’s mode of conduct.  In a story arc or 
  scenario, ﬁ rst contact can be an exciting mission to 
  play, with the players as the very ﬁ rst members of 
  their race to meet and parley with aliens the like of 
  
  21
  Galaxy of 2260
  which the galaxy has never experienced before.  
  This new race could be friendly or hostile, 
  apprehensive or warlike, and their disposition 
  throughout the rest of the campaign may hinge 
  on the actions of the players during their initial 
  encounters.
  G Markab looting, a proﬁ table business for 
  smugglers and pirates all over their sector of 
  space, will take a great hit to their livelihood 
  with the destruction of the jump gate in 
  this sector.  The Markab jumpgate was not 
  of any use to commercial trafﬁ c, but it saw 
  considerable use by those who felt like braving 
  the remote possibility of contracting the 
  Markab plague for a quick haul of technology 
  or treasure from the doomed world and its 
  system colonies.  With the loss of the jumpgate, the 
  only people still able to loot the Markab system will 
  be those who can generate their own jump point into 
  that area of space.  A story could be told from any 
  angle about this possibility, from pirates looking to 
  ﬁ nd such a ship to continue their plunder to crew 
  members on a ship of that kind having to defend it 
  from pirates after the same prize.
  G The War Council just begun on Babylon 5 is not 
  likely to impact on the players but their decisions 
  very well might.  If the players are involved in events 
  that could suggest Shadow or alien activity in known 
  space, it is very possible that rangers will be sent to 
  investigate and report back to one or members of 
  the Council anything they ﬁ nd.  The players might 
  get involved in any aspect of this investigation from 
  being behind the event, as Shadow Agents hoping to 
  lure out the forces of their enemies and learn what 
  they know, or perhaps even as rangers themselves 
  having to survive all of the above.  Even in passing, 
  the War Council and its decisions will have an effect 
  on business, conﬂ icts, and diplomacy in surrounding 
  systems from its formation until the end of the 
  Shadow War much later in 2260.
  Convictions (January 
  16th, 2260)
  It was shaping up to be a long day for Zack Allen and 
  Garibaldi.  Missionaries from a dozen different worlds 
  were lined up in the Customs area as far as the eye could 
  see.  Each group had come to Babylon 5 to bear witness 
  to the appearance of a legendary ﬁ gure from their religious 
  history.  The Drazi, for example, saw the visit as a blessed 
  sign from their chief divinity Droshala.  Garibaldi now 
  knew, because of the War Council, that the ﬁ gure had 
  actually been Kosh but, unable to say anything to that effect, 
  he had to humour the aliens as they arrived in droves on 
  their pilgrimages.  Even Zack Allen, besieged by aliens 
  wishing to poke and prod him to share in his blessings by 
  their deities, could do little more than tolerate the harmless 
  but incessant attention.
  Garibaldi escaped the missionaries only to be embroiled 
  in something far worse.  According to Ivanova, a message 
  was coming in to Command and Control every hour on 
  the hour saying, ‘Chaos is coming’.  Each message, which 
  was coming from an untraceable public line, shortened the 
  countdown.  By the time Garibaldi heard of this, ‘chaos’ 
  was only two hours away.  For an unlucky lurker searching 
  for something to sell in Downbelow, chaos was much closer 
  at hand.  After crawling into a trapped crate and dying in a 
  massive explosion, it was clear that the words on BabCom 
  were not just empty threats.  Zack Allen directed security 
  down to Downbelow to work crowd control during the 
  investigation of the bombing, but his attentions were 
  diverted to another group of religious ﬁ gures.  This time, the 
  devotees were human – a group of monastic priests under 
  the direction of Brother Theo.  A grey-bearded man with 
  a friendly smile and calm demeanour, Brother Theo had 
  received permission by means of a missionary licence and 
  his connections back on Earth to set up residence for himself 
  and his men on the station.
  Clean-up and security work continued in Downbelow.  As 
  Sheridan arrived on the scene, one body was being taken 
  away while another was being checked for any sign of 
  life.  Though Garibaldi was quick to mention that with the 
  loose wiring and bad pipes all over Downbelow, something 
  accidental could easily have happened, he was not ruling out 
  foul play.  His only confusion on the subject was the fact that 
  most bombings are politically motivated and frankly, there 
  was nothing worth blowing up or making a statement about 
  in Downbelow.  However, he was covering the situation with 
  his typical ruthless efﬁ ciency.
  In a much safer part of the station, in one of Babylon 5’s 
  executive meeting chambers, Brother Theo greeted Ivanova 
  as she entered the room.  He explained to her that he and 
  his order were from New Mallory back on Earth and that 
  
  22
  Galaxy of 2260
  they had applied for permanent residence status on Babylon 
  5 with EarthGov and the Archbishop Francis.  Ivanova’s 
  argument of the station being unsafe at the present time 
  fell on deaf ears.    Brother Theo’s order chose Babylon 5 
  because it was perfect for their calling.  They were seekers 
  of knowledge as well as teachers; they wanted to see the 
  many faces of God through the eyes of aliens and hear the 
  many names those disparate races called the Almighty.  
  Learning all of this would take centuries back on Earth but 
  on Babylon 5 the task might only take a few decades, time 
  they were more than willing to commit.  Brother Theo’s 
  people were used to taking their time in their endeavours, 
  as many of them were illuminators of manuscripts and 
  programmers of complex computer systems.  They had no 
  intention of harassing anyone on the station; they merely 
  wished to be present for those who wanted to talk or listen.  
  Either was ﬁ ne with them.  Much as Ivanova wanted to deny 
  the petition, Brother Theo was very convincing.  He did not 
  wish to take up rooms in the crowded parts of the station; 
  Downbelow would suit his order just ﬁ ne.  His people were 
  renowned experts in a variety of theological and scientiﬁ c 
  ﬁ elds, more than skilled enough to earn their keep aboard 
  the station.  Like him, they believed in their cause enough 
  to deny themselves the life that these skills could earn in 
  favour of the enlightenment of their souls.  Faced with this, 
  Ivanova gave in to Theo’s request and allowed his group to 
  stay as they wished.
  In Downbelow, Garibaldi and his assistant Mareshi were 
  combing the scene of the explosion.  Garibaldi located 
  the blast point and noted that it was too far away from a 
  structural point to have been an accident.  That meant a 
  bomb; It was going to be a very long day indeed.
  In Customs, Lennier was beset by a human who, while very 
  friendly, was a little too much so.  A brief and regrettable lie 
  about a contagious disease later, he was left alone with the 
  need to do some penance for his transgression.  He would 
  not have been there at all, but he was waiting for the Minbari 
  liner Zafal and its important passenger, Delenn.  He met her 
  as she disembarked, surrounded by humans waiting for their 
  own ships, and escorted her to the bay’s exit.  On the way 
  there, they came across Londo Mollari seconds before a 
  series of explosions rocked the entire area.  After throwing 
  Delenn and Londo to safety, Lennier lost his own means of 
  escape as a transparent blast door slammed down, closing 
  off the bay.  The two ambassadors could only watch as 
  ﬂ ying debris and ﬂ ames threatened to take the young aide’s 
  life.
  After a quick bout of triage medical aid in the ruined 
  Customs area, Franklin moved Lennier and other critically 
  injured patients back to MedLab.  The Minbari was in a dire 
  condition, but there was a chance of saving him.  As Franklin 
  raced after the wounded, urged by Mollari to save the aide’s 
  life, Garibaldi was in a security conference room, going over 
  data compiled on the explosions.  The bomb in Customs and 
  the one in Downbelow had been veriﬁ ed by forensics as 
  the exact same kind of explosive, linking them to a single 
  perpetrator.  Because of their placement in highly trafﬁ cked 
  parts of the station, he was obviously targeting people, not 
  places.  The bombs were based on a highly volatile form 
  of duridium nitrate, an explosive compound common 
  enough to be found through any number of commercial 
  providers.  However, since all chemical explosives had a 
  molecular code for identiﬁ cation purposes, the perpetrator 
  could possibly be found through his own tools.  Though the 
  bombings might have been a political statement from Free 
  Mars or Homeguard, Garibaldi felt instinctively neither of 
  them were responsible.  To date, the bombs had killed seven 
  people and left nineteen more, including Lennier, injured.  If 
  they were not stopped soon, those numbers seemed certain 
  to spiral.
  In MedLab, Delenn was pacing around the treatment bed 
  where Lennier lay, unconscious and connected to several 
  medical monitors.  He was stable but, as Doctor Franklin 
  explained, he had been hit very hard by the concussive force 
  of the explosion.  Only his skull ridge protected his brain 
  and spine enough to withstand the shock of the detonation.  
  Delenn lamented the idea that anyone would perpetrate such 
  an attack without reason, a sentiment Franklin’s expression 
  silently agreed with.  Before they could continue their 
  conversation, Delenn was called away to meet with the next 
  of kin of other Minbari killed as they disembarked from the 
  Zafal.
  As Garibaldi walked from Security to Command and Control, 
  he was followed by G’Kar, listening to his accusations 
  against the Centauri for the bombing attacks.  A Centauri 
  had planted the bomb that almost killed Sheridan above 
  the garden, but there was no evidence to suggest that these 
  bombings were in any way related to that one.  Irrational to 
  the point of being almost comical in his statements, G’Kar’s 
  vitriol was summarily ignored by Garibaldi as he moved on 
  to more important matters like entering the Eclipse bar for a 
  much needed drink – even if it was only water.
  In the executive meeting hall, the same one that the War 
  Council was now using secretly for their gatherings, Londo 
  was regaling Sheridan and Ivanova with similar accusations 
  aimed squarely at the Narn.  Though it made little sense 
  for the Narn to damage one of the only places they could 
  still gather safely, the hatred between the Narn and the 
  Centauri could hardly be described as rational, nor could 
  Londo’s allegations.  Though Londo denied trying to use the 
  bombings for his own political advantage, Sheridan thought 
  otherwise.
  Once they were alone, Sheridan and Ivanova compared notes 
  on the station’s situation.  People were becoming afraid to 
  leave their quarters and no one had stepped up to claim 
  
  23
  Galaxy of 2260
  responsibility for the attacks.  The bombs had everyone 
  terriﬁ ed and while Sheridan agreed that a bombing spree 
  usually meant someone had a message they wanted to send, 
  he was at a loss to understand what that message might be.
  Londo went from his meeting with the Captain directly 
  to MedLab, got approval to stay with Lennier while he 
  slept, and stood by the Minbari’s bedside.  He knew that 
  sometimes, it helped an injured person heal for someone to 
  talk with him while he recovered and while the bombings 
  might be outside his control or ability to help, he was a 
  master at talking.  He also felt obligated to be there, as no 
  one had ever saved his life before.  Thus, Londo Mollari, 
  ambassador and hero of the Centauri Republic, found 
  himself making idle chatter and telling jokes to a comatose 
  Minbari.  Hardly stately or digniﬁ ed but it was perhaps the 
  most open and honest he had been with anyone in a long 
  while.
  A third bomb detonated, this time in Brown 7, but 
  Garibaldi’s security teams managed to ﬁ nd it before it went 
  off and cleared the area.  Aside from a couple of minor 
  injures, there was no real damage.  The randomness of these 
  attacks ﬁ nally prompted Sheridan to make the deduction 
  that the message in them was simply one of fear.  Instead 
  of a political statement, the bomber, who was likely not a 
  professional by the primitive look of the bomb, seemed to 
  want everyone on the station to be terriﬁ ed.  Professional or 
  not, the bomber was at least experienced.  Molecular coding 
  on the explosive used in the last attack matched explosives 
  stolen from an ice mining operation in the Vega system.  The 
  same material had then been used in a series of bombings 
  on Proxima 3, suggesting that the same terrorist was now 
  on Babylon 5 using more of the stolen goods.  This gave 
  Sheridan and the others a lead; the Proxima bombings were 
  recent, so it was likely the bomber had just arrived from 
  Proxima 3.  By checking manifests on passenger ships, they 
  might discover his identity.
  Ivanova had another thought; terrorists interested in fear 
  might like to view the effects of their work.  By checking 
  station video logs for a period of two to three hours before 
  and after the explosions they might ﬁ nd the perpetrator.  
  Though Garibaldi rightly pointed out how many man-hours 
  that kind of work would take because of the limits of pattern 
  recognition and computer matching, Ivanova had a solution 
  already in hand – Brother Theo and his group of devout 
  experts.
  Leaving MedLab to take care of an errand, Londo opened 
  the door to a transport tube and found G’Kar waiting in 
  it.  Neither looked happy to see the other and they stood, 
  locked in their own thoughts and hatred of one another, for 
  a long moment.  As Londo turned to wait for the next tube, 
  an explosion rocketed down the corridor outside.  With 
  nowhere left to go, he leapt into the tube next to G’Kar and 
  they weathered the storm of the detonation together.  The 
  tube turned and shook from the blast, plummeting downward 
  and crashing into the superstructure below.  Pinned beneath 
  the wreckage of the transport tube, surrounded on all side by 
  ﬁ re, they were both prisoners in a ruined ﬁ st of solid steel.
  The explosion destroyed most of Red 15 and three transport 
  tubes, trapping upwards of 20 people inside the area.  The 
  wrecked bulkheads made rescue attempts difﬁ cult, as the 
  detonation had neatly sealed itself in shattered metal.  
  Franklin was heading up the medical side of the effort, with 
  work crews bathed in red emergency lights cutting their way 
  through the tortured deck plating as quickly as they could.  
  With ﬁ res raging out of control, the survivors, who  included 
  G’Kar and Londo, were likely to die of oxygen depravation 
  before help could arrive for them.  Once he regained 
  consciousness two hours later, this was of grave concern 
  for Londo, but G’Kar seemed blissfully unmoved by their 
  plight.  Indeed, this was a fortunate occurrence in his eyes, 
  as the Centauri punishment for a Narn killing a Centauri 
  was brutal –  500 Narn were executed for every one Centauri 
  slain.  Here, in this rapidly baking death trap, all he had to do 
  to ensure the demise of Londo Mollari was to remain silent 
  and hope that no rescue workers found them in 
  time.  With a giggle and a song on his lips, G’Kar 
  waited for the end.
  In Security, sitting and working at a dozen different 
  terminals, Brother Theo’s devotees had done their 
  work well.  A quick cross-reference with the 
  station’s ship manifest for vessels arriving from 
  Proxima 3 revealed that the same man, a Robert 
  J. Karlson, had arrived on one of those ships and 
  been hired on by the station’s Engineering and 
  Structural Maintenance department earlier that 
  month.  Armed with a face and a name, Garibaldi 
  departed with a full tactical team to Karlson’s 
  personal quarters located in Blue 95.
  
  24
  Galaxy of 2260
  He met with Sheridan on the way down to Karlson’s 
  quarters.  A full squad of Security personnel in 
  body armour carrying PPG riﬂ es marched up 
  behind them.  According to the personnel ﬁ le on 
  Karlson, he was a quiet loner with a temper and 
  several disciplinary actions taken against him by 
  his supervisor due to lack of attention to his work.  
  Even as they were moving into the area, the lights 
  suddenly cut out and a bomb tore through the 
  hallway ahead of them.  Karlson had seen them 
  coming and had a number of surprises waiting for 
  them.  No one was injured, but this would not be a 
  simple capture operation.  In his quarters, Karlson 
  spoke to the security team through an outside patch 
  to the BabCom speakers in the hallway.  He told 
  them that he was holding a deadman’s switch to a 
  bomb big enough to blow the whole station.  Even if he was 
  lying, there was no reason not to believe he had a bomb of 
  some kind ready to go and even a small hull breach could be 
  disastrous.  He called for Sheridan and despite Garibaldi’s 
  attempt to cover his presence, the Captain admitted to being 
  there.  
  Karlson demanded that Sheridan join him in his quarters 
  or he would let go of the switch and kill everyone aboard 
  Babylon 5.  With little choice, Sheridan left his gun and did 
  as the terrorist demanded.  Instead of dropping his link, he 
  hid it in his trousers and went to meet with Karlson.  While 
  he did, Sheridan left Garibaldi in charge of ﬁ nding the 
  bomb and putting an end to this ‘explosive’ situation.  In 
  Karlson’s quarters, Sheridan saw dozens of sketches of the 
  station and access points, indicating that a lot of planning 
  had gone into the planting of the terrorist’s bombs.  Karlson 
  did not come out until Sheridan, watched closely over a 
  closed video link, took off his jacket and opened his shirt to 
  prove he was unarmed and not carrying a communications 
  link.  Only then did he come out carrying a PPG pistol and 
  the deadman’s switch, ranting over his demands – if he was 
  not escorted to a ship, he would let go of the switch and the 
  whole station would be destroyed in an explosion as bright 
  as the sun.
  The man’s declaration gave Garibaldi an idea as to the 
  location of the explosives.  Nothing the man had been 
  carrying could generate that kind of destructive power, but 
  a crack in the station’s fusion core certainly could.  He told 
  Mareshi to scramble a zero-gravity search team to the core 
  as fast as possible to locate and disarm the deadly device.  
  While they searched, Sheridan bought time for them by 
  talking with Karlson.  The man was deranged, calling the 
  people aboard the station his ‘audience’ and himself an artist 
  teaching them a valuable lesson in fear.  Karlson had lost his 
  wife, his home and his job on Proxima to what he called ‘the 
  times’.  Everyone who had walked all over him had told him 
  it was nothing personal, just a sign of the times, so now what 
  he was doing was nothing personal.  It was just the times.  
  Somehow, Sheridan did not appear to be impressed with this 
  justiﬁ cation.
  It took several long, stressful minutes with the Captain 
  desperately trying to keep Karlson talking for the bomb 
  sweeper team to locate the device.  Exactly as Garibaldi’s 
  hunch had ﬁ gured, it was a large bundle of duridium nitrite 
  set right up against the wall of the reactor.  The team 
  gambled that the bomb was not set with vibration detectors 
  and attached a propulsion pack to the bomb.  They separated 
  its connection from the fusion core and moved it as quickly 
  as they could into open space.  In Karlson’s chambers, time 
  had run out.  While ranting at Captain Sheridan, the terrorist 
  forced him into a chair at gunpoint.  Sitting down on the 
  link in his trousers caused it to open a channel, emitting 
  the characteristic tone.  Hearing that he had been duped, 
  Karlson screamed in frustration and, after a brief and brutal 
  ﬁ stﬁ ght, dropped the switch.  The bomb, on its way into 
  space but not entirely free of the station, detonated.  The 
  blast buffeted Babylon 5, but it failed to rupture the fusion 
  core and no one was injured.  Karlson’s gambit had failed 
  and it was Sheridan’s distinct pleasure to put him down for 
  the count with a left cross to the jaw.
  In MedLab, twenty minutes later, Delenn watched Franklin 
  work on Lennier through a plate glass window.  She came 
  around it, inquired as to the condition of her aide, and let the 
  doctor know that the human responsible for the bombings 
  had been caught.  Franklin admitted that he was at least 
  happy it had not been a Centauri, noting that with all the 
  recent trouble, that would only make things worse.  Seeing 
  that his comment only made Delenn more worried, he tried 
  to cheer her up by starting a joke about how many Centauri 
  it took to change a lightbulb.  Lennier, who had heard it in 
  his coma when Londo told it to him earlier, ﬁ nished the joke.  
  He had just come around and though his voice sounded 
  weak, he was going to pull through just ﬁ ne.  The amazing 
  endurance of the Minbari had shown itself again, saving 
  Delenn’s aide from making Karlson’s kill total one higher.  
  Delenn informed him, her voice rich with gratitude for his 
  recovery, that Centauri Prime was grateful for his rescue of 
  
  25
  Galaxy of 2260
  Mollari and that they would probably give him a medal for 
  his actions.  He looked dour at the thought, saying that what 
  he had done was out of his belief that all life was sacred.  
  As the recipient of his actions did not apparently share that 
  belief, he was worried that he had done a disservice to the 
  future by saving someone who possibly did not deserve to 
  be preserved.
  Elsewhere, the recipient of Lenier’s act of kindness was 
  being rescued, much to the vociferous objections of G’Kar.  
  As a medical rescue team pried into the lift car where they 
  had been roasting to death, Londo gloated that he would live 
  after all.  G’Kar, resigned to the truth in this, lamented over 
  the imperfect nature of the universe.  They traded insults 
  with each other, too exhausted to move and too furious 
  with one another to do anything else.  Life on Babylon 5, it 
  seemed, was back to normal again.
  Babylon 5 Emergency 
  Procedure (Terrorist 
  Activity)
  By Executive Order of the Commanding Ofﬁ cer of the 
  Babylon 5 diplomatic station, certain procedures and 
  limitations can be imposed on the personnel and residents 
  of Babylon 5 during any prolonged threat of terrorism.  This 
  Emergency Procedure can be appealed by any member of 
  the command staff of the station or by unanimous vote of the 
  Security Council members of the ambassadorial delegates 
  and the League of Non-Aligned Worlds.  Such an appeal 
  must be forwarded to EarthDome for ratiﬁ cation, a process 
  than can take up to three days but until such approval is 
  given, the Executive Order is expected to be obeyed.
  The terms of this Order are severe and are not imposed 
  lightly as it places serious stress on the security and 
  administrative personnel of the station.  While a Terrorist 
  Activity Executive Order is in effect, the following changes 
  in station policy are in force.
  G Residents and personnel except for Security details 
  are not permitted to travel in groups larger than ten.  
  This is enacted to prevent terrorists from taking 
  large groups hostage or targeting them with mass 
  damage or loss of life.
  G All Security details are doubled in size and sent on 
  patrol through every major section of the station.  
  These increased patrols triple the availability of 
  guards and make it less likely for terrorists to be 
  able to move unseen about the station.
  G Checkpoints are placed at every intersection 
  between Sectors of Babylon 5.  All those passing 
  through these checkpoints are required to present 
  their identicards and provide an explanation for 
  their business in another part of the station.  Those 
  without proper authorisation will be subject to arrest 
  and questioning.  This action logs trafﬁ c in Babylon 
  5 and makes it unlikely for terrorists to escape 
  notice.
  G All non-essential bulkheads and passages on the 
  station are closed and can only be opened by 
  executive or security overrides.  Each of these is 
  logged, allowing station personnel to track any 
  access along routes not guarded by checkpoints and 
  other measures.
  G Any suspicious or improperly authorised package 
  coming aboard the station will be conﬁ scated 
  and subjected to a full scan of its contents.  This 
  procedure doubles the normal time required by 
  cargo and merchant vessels to complete docking 
  and loading/unloading procedures, but it greatly 
  diminishes the possibility of contraband, explosives, 
  or weapons makes their way onto Babylon 5.
  Scenario and Campaign Hooks
  G For religious minded characters, Babylon 5 should 
  be a stop of great importance for them to make at 
  this point in 2260.  With the rumoured appearance 
  of so many divine messengers and representatives, it 
  is too noteworthy to miss for any character capable 
  of making the journey not to do so.  Even for games 
  that do not feature players of a religious nature, the 
  mass exodus of believers to the station could have 
  some bearing on the campaign.  Ships might be 
  chartered by dignitaries of various alien churches, 
  vessels might be hijacked for the same purpose, as 
  not every missionary is necessarily a peaceful or 
  kind individual, and a great deal of galactic travel 
  will be disrupted for a short time by delays at the 
  critical Epsilon 3 jump point guarded over and 
  maintained by a woefully overtaxed Babylon 5.  
  Of course, the after-market possibility of selling 
  real and fraudulent station items that were ‘present 
  and therefore blessed at the time of the great <insert 
  name of icon here>’s coming’ could be very brisk 
  indeed for any merchants savvy enough to act on the 
  craze quickly enough.  Droshala lights the way… to 
  serious credits.
  G The terrorist lock-down of Babylon 5 has wide- 
  reaching effects that go far beyond the station itself.  
  Of course, players aboard Babylon 5 will have 
  their lives disrupted by the terms of the Executive 
  Order listed previously, but these terms will also 
  affect passing ships, cargo vessels, and EarthForce 
  personnel with an interest in the station.  A scenario 
  might be based around the need to get something 
  of ‘questionable’ legality to sources inside the 
  station and the many tribulations of accomplishing 
  this during the heightened state of inspections and 
  quarantine.  If a player with a criminal past or 
  
  26
  Galaxy of 2260
  forged credentials has to move around the station, 
  such activity could be problematic in the extreme.  
  Outside Babylon 5, smugglers and pirates will have 
  a slightly easier time of things as most of the patrols 
  from the station will be concentrating their efforts 
  on ships immediately around Epsilon 3.  This will 
  prevent them from making focused strikes against 
  criminal activity in nearby sectors until the crisis is 
  averted.  Once the bombings stop and things return 
  to normal, those criminals should be long gone.  In 
  addition, this action will likely touch off similar 
  acts of violence against establishments and icons 
  of EarthForce power in the galaxy.  The times are 
  turbulent in the ﬁ rst part of 2260, with a number of 
  human installations and colonies feeling the crunch 
  of tighter regulations and stricter interpretations of 
  Earth law.  President Clark’s iron ﬁ st is beginning to 
  crush the freedoms of those outside his direct control 
  and this will spark a number of terrorist reprisals.  
  The activities of the Free Mars movement will be 
  echoed on other planets, making life difﬁ cult for 
  any players serving EarthForce and very proﬁ table 
  for those who might supply said terrorists with the 
  bombs and guns they need.
  G With Brother Theo and his order present on Babylon 
  5, a number of highly technical services become 
  available to a select group of individuals on the 
  station.  While they will offer their services without 
  hesitation to the command staff of Babylon 5, they 
  will also extend their aid to anyone who will come 
  to them personally and request it.  This help, which 
  can cover virtually any scientiﬁ c and academic need 
  due to the varied skill sets of the group, does not 
  necessarily come free, as even living in Downbelow 
  is not without its costs.  However, their services will 
  never be denied to good folk in need simply because 
  they do not have the wealth to pay for it.  This can 
  be the basis for a number of scenarios, including 
  players serving as some of Brother Theo’s disciples 
  or a group needing to barter the order’s assistance 
  for a matter of great complexity and secrecy.  These 
  law-abiding monks will not willingly or knowingly 
  break the law but they do respect the need for 
  privacy and will not automatically report all of 
  their projects to the command staff unless they 
  see a clear and present need to do so.
  A Day in the Strife 
  (January 20th, 2260)
  Problems like the bombing incidents and previous 
  difﬁ culties with weapons and illegal goods trading had 
  forced Babylon 5 to institute new policies for dealing 
  with prohibited items.  The laws made things safer for 
  the station and its residents but caused a massive backlog 
  of transport ships waiting to get cleared for arrival and 
  departure.  Ships like the Dionyseus, an Earth transport 
  laden with a huge tank of Quantium 40, had to wait upwards 
  of an hour outside the station just to get clearance to dock.  
  The weapon screening policy was necessary but terribly 
  inefﬁ cient.
  Inefﬁ ciency was the word of the day, even in the Transport 
  Association’s meeting on Babylon 5 itself.  With Ivanova 
  and Sheridan presiding, the room was a madhouse of shouts 
  and cries of outrage.  Eventually, the Russian ofﬁ cer had to 
  let out a high pitched whistle just to get everyone to shut up 
  for a moment.  She expressed concern and sympathy over 
  the delays they were experiencing in customs but claimed 
  that the projected length of those additional delays were no 
  more than ten to ﬁ fteen percent.  This news did not meet 
  with much enthusiasm.  Indignation was a more appropriate 
  term, and pandemonium even more accurate than that.  
  One transport captain in particular had an opinion he was 
  not afraid to share.  He stated he thought the real reason 
  for the new policies was so Sheridan could control all the 
  weapons in this area.  He called the Captain out, saying that 
  only a gun made Sheridan a big man and without it, he was 
  nothing but a coward hiding behind his rank and his guards.  
  Whatever he was expecting as a response, he certainly did 
  not get it.  
  Instead, Sheridan walked right up to the loud-mouthed 
  spacer, shoved a PPG pistol in his vest pocket, and stepped 
  back, daring the man to do something to back up his boasts.  
  Faced with having to do something about his bragging and 
  threats, the spacer folded and lost all the momentum his 
  words had built up in the volatile crowd.  Sheridan took back 
  the gun, returned to his seat, and suggested that the meeting 
  be adjourned until the next day when people might have 
  a chance to calm down.  Once the room cleared, Ivanova 
  worriedly asked Sheridan to never give her an ulcer like that 
  again.  In response, Sheridan showed her the energy cap 
  he had taken out of the gun before giving it to the spacer.  
  He had wanted to make a point to the group, but he had no 
  intention of getting shot to do it.
  
  27
  Galaxy of 2260
  As they talked, a pair of Narn joined them at the presiding 
  table of the chamber.  The one in the lead introduced himself 
  as Councillor Na’Far and explained that he had just arrived 
  from the Narn homeworld where he had been empowered by 
  the Centauri government to replace the now citizen G’Kar 
  in his previous role as ambassador to Babylon 5.  Until 
  now, G’Kar had been staying on the station as a matter 
  of sanctuary, but it seemed the Centauri had not forgotten 
  about him after all.
  Later, in Sheridan’s ofﬁ ce, Na’Far explained his appointment 
  and the reason for his urgent mission here.  When the 
  Centauri conquered Narn, they disbanded the government 
  and set up an interim one of their own.  G’Kar was the last 
  member of the old ruling body, the Kha’ri, remaining.  As 
  he spoke, his bodyguard, Ta’Lon, looked on impassively.  
  The trouble with G’Kar remaining free on Babylon 5 
  was the authority he still possessed with his fellow Narn, 
  authority that the Centauri suspected he was using to form 
  a resistance to their control of his homeworld.  This could 
  not be allowed to continue, and so he was here on Babylon 
  5 to convince G’Kar to return to Narn and put an end to 
  that resistance.  Though Na’Far asked for Sheridan’s aid in 
  returning G’Kar to Narn, the Captain refused.  He had been 
  the one to offer G’Kar sanctuary in the ﬁ rst place and he was 
  not about to repeal that gesture now.  Though he would not 
  prevent G’Kar from leaving, he would not take any action 
  against the Narn’s desire to remain here now.  It was an 
  act of loyalty that Na’Far did not appear to appreciate but,  
  with little political room to manoeuvre, it was one he had to 
  provisionally accept.
  Garibaldi, Ivanova, and Franklin were taking in a late dinner 
  at the Fresh Air restaurant overlooking the central garden of 
  the station.  As the core shuttle passed overhead, Franklin 
  yawned tiredly as Garibaldi incessantly talked shop about 
  security in the Alien Sector and his many tribulations in 
  dealing with it.  The doctor excused himself to the bathroom 
  after nearly passing out at the table following twenty hours 
  in MedLab without a break.  When he returned, ready to 
  work another shift in two hours, he was completely awake 
  and enthusiastic about taking in a little nightlife ﬁ rst.  While 
  he was happy to see his friend so refreshed, the suspicious 
  part of the Security Chief’s mind began to wonder about the 
  sudden recovery.
  While Franklin was away, Garibaldi admitted to Ivanova 
  that he had taken an illegal look through Captain Sheridan’s 
  personal record.  While she was upset about his breach 
  of protocol, she was also curious about what he had 
  discovered.  According to the EarthForce record, Sheridan 
  was an excellent tactical thinker.  He had a knack for taking 
  an inferior force and making it capable of taking on a 
  superior enemy successfully.  With skills like that, Garibaldi 
  ﬁ gured he was the perfect person to given them any chance 
  of success in the upcoming war with the Shadows.  Ivanova 
  had to agree.
  Na’Far went to Londo Mollari’s quarters after reporting to 
  Sheridan, as he had been instructed to do.  While he was 
  there, the Centauri ambassador asked him several painful 
  questions about the labour camps and the executions back 
  on his world while Vir stood by, appalled by Londo’s cruelty.  
  After the indignant, but submissive new Narn ambassador 
  left, the aide confronted Mollari about his behaviour.  Londo 
  explained to Vir that if they were ever going to truly defeat 
  the Narn, the Centauri had ﬁ rst to break their pride.
  Back in Command and Control, a strange new object was 
  up on the main tactical readout.  An unidentiﬁ ed object had 
  just entered Babylon 5 space and begun slowing down 5,000 
  kilometres away.  The station sent out a maintenance bot to 
  check on the craft.  As the live feed from the bot came over 
  the BabCom screen in Command and Control, the Captain 
  saw that it was unlike anything they had encountered before.  
  If the object was carrying any passengers or transmitting 
  back to its senders, Babylon 5 had a First Contact situation 
  on its hands.  The probe came to a stop after another 
  thousand kilometres and broadcast a recorded message 
  to the station.  It did not carry any weapons the crew in 
  Command and Control could identify, which led Sheridan 
  to deduce it was merely a science probe of some kind.  This 
  was conﬁ rmed by the message itself; a difﬁ cult broadcast to 
  translate that, once cracked, proved to be a language code 
  that allowed translation of another message – an offer of 
  a number of medical and technological breakthroughs to 
  the station if the people on board could prove their worth 
  by answering a series of very complex scientiﬁ c questions.  
  With the promise of advancements far beyond what Earth 
  could achieve with decades of constant research, Sheridan 
  gave the go-ahead and his staff began assembling the 
  answers.  There was, however, a catch; to ensure that the 
  probe did not give its information to a race unworthy of the 
  data, the answers had to be given within 24 hours or it would 
  vaporise itself and anything within the immediate vicinity.  
  With this threat hanging over their heads, the race was on to 
  
  28
  Galaxy of 2260
  answer the probe’s battery of tests before it detonated and 
  took Babylon 5 with it.
  In Delenn’s quarters, surrounded by the harmonious and 
  tasteful decorations in the Minbari style that the ambassador 
  had arranged to remind herself of her homeworld, Londo 
  spoke to Delenn about the rift that had grown between them 
  since the Narn/Centauri War.  He felt as though he had lost 
  her as a friend, a sentiment she did not deny.  Even so, he 
  was there to collect on a favour he had done her at the end 
  of 2258.  Londo wanted Delenn to see that his embassy on 
  Minbar, closed for seven years due to some trouble with the 
  last delegate sent there by Centauri Prime, be reopened and 
  Vir put in charge of it as their new ambassador.  Though 
  it was highly irregular and very sudden, Delenn sensed his 
  urgency and agreed.  Londo did not want Vir near him during 
  these dark times, and even though Delenn urged him to keep 
  the kind Centauri close to him for the sake of Londo’s own 
  soul, the bitter old ambassador refused, saying that he found 
  Vir an annoyance better kept out of his way.  Neither of them 
  really believed what he was saying, but Delenn acquiesced 
  and let the matter drop.  Londo seemed determined to ﬁ ght 
  his inner battles on his own.
  Garibaldi’s mind had not let the oddity of Franklin’s previous 
  behaviour go.  He made a thinly veiled attempt at a neutral 
  meeting by inviting his friend over for pasta; a ruse the 
  astute doctor saw right through.  Still, he accepted and they 
  sat down to a meal and some light discussion.  At ﬁ rst, the 
  discussion was how alike they both were, how perfectionist 
  and obsessive compulsive they acted in their work and in 
  their private lives but, in his typical heavy-handed fashion, 
  Garibaldi moved the topic to Franklin’s instant recovery in 
  the restaurant before.  Franklin immediately got defensive. 
  Garibaldi’s mention of stims only made matters worse, with 
  Franklin denying he had any problems.  Out of friendship, 
  Garibaldi backed off on the subject but the question still 
  remained.  Though Franklin did need to stay awake and 
  aware at his job, he was doing more than he needed and 
  the Security Chief was concerned that his friend had a 
  real problem on his hands.  Michael understood better 
  than anyone else on Babylon 5 the grip an addiction could 
  have and though Franklin obviously did not want any help, 
  he knew he had to do something before stims became 
  something he would have to get ofﬁ cial about.
  In a less awkward but more public setting, Sheridan met 
  with the new Narn ambassador’s bodyguard.  Ta’Lon was 
  the same Narn he had rescued from the Streib ship in 2259 
  and the alien warrior had recovered well.  Over one shoulder 
  he wore a ka’toc, the honour blade of his people and a 
  statement of great tradition and ﬁ ghting spirit.  They shared 
  a pair of tequila sunrises and talked over the past and the 
  future.  Ta’Lon, after returning to Narn to heal, joined in the 
  war against the Centauri and ended up assigned to Na’Far 
  as a guardian.  He was not sure who the greater threat to 
  his charge was, the Centauri or his own people eager to kill 
  what they saw as a sympathiser.  He was happy to be back 
  on Babylon 5, though, and he expressed his intention to 
  repay Sheridan for saving his life.  The Captain was not sure 
  what his superiors would think about him suddenly having a 
  Narn as a bodyguard, but Ta’Lon was.  In his opinion, those 
  who saw Sheridan would think that he was a man of great 
  importance, one who would live to a very old age.  That 
  genuinely amused Sheridan.
  He needed the cheering up.  The probe outside had already 
  begun its internal countdown to explosion.  Experts in every 
  ﬁ eld on the station and back on Earth were trying desperately 
  to ﬁ nd the six hundred answers the probe demanded, but it 
  would be a close thing to beat the time limit it imposed.  If 
  they could not do so, a nuclear force of 500,000 megatons 
  would obliterate the station.  That kind of threat did not sit 
  well with Sheridan at all but there was little he could do 
  about it.  The probe’s hull was seamless and any attempt 
  to diffuse or destroy the probe would result in immediate 
  detonation.  
  In a spartan meeting chamber in the Alien Sector, Na’Far 
  tried to reason with the former ambassador.  The resistance 
  back home was making life unbearable for the Narn.  They 
  were shooting down Centauri relief ships and mining the 
  roads, killing Narn and Centauri alike and necessitating 
  thousands of executions.  He accused G’Kar of causing 
  untold damage to his people, a statement that pulled G’Kar 
  out of his chair and into Na’Far’s face with an emotional 
  outburst about the real damage being done with asteroids 
  and mass energy weapons ﬁ red by the Centauri.  It made 
  Na’Far back off with an apology, a gesture that returned 
  some civility, if not agreement, to the conversation.  They 
  argued over the usefulness of G’Kar’s resistance movement, 
  with Na’Far claiming that he could not do the Narn any 
  good while the former ambassador claimed that resistance 
  was the only option his people had left.  After proclaiming 
  that G’Kar’s deﬁ ance was about his own selﬁ sh pride and 
  asking that he postpone the resistance’s efforts for a short 
  time, Na’Far asked G’Kar to return with him to Narn.  He 
  then levelled the real threat behind his words, saying that 
  if G’Kar did not do so, the Centauri would begin harassing 
  the families of the Narn supporters he had on Babylon 5.  
  With those innocents threatened directly, G’Kar was faced 
  with the difﬁ cult decision of staying on Babylon 5 or being 
  responsible for the imprisonment and torture of hundreds in 
  his name.
  In MedLab, Franklin was on the verge of losing his patience 
  entirely.  Always a harsh taskmaster over his staff, he was 
  irritable and overworked.  Being harried for answers from 
  Bethesda Dome and other medical centres in Earth territory 
  did not help his mood at all.  After snapping at one of those 
  experts over the interstellar BabCom link because she felt 
  he was being rude over her refusal to interrupt a doctor on 
  
  29
  Galaxy of 2260
  important thing now was the safety of their people back on 
  Narn.  Ta’Lon did not agree and said so openly, speaking 
  forthrightly to Na’Far for the ﬁ rst time since they had 
  arrived on Babylon 5.  
  Elsewhere, the fate of Babylon 5 was unfolding.  With only 
  three minutes to go on their test from the probe, Sheridan 
  had his doubts as to its true mission.  Nowhere in its 
  message had it given any idea where it was from or who had 
  sent it.  Worse still, it claimed to have valuable information 
  yet would only give it to those who practically had that level 
  of information to begin with.  Something did not add up 
  for him, and Sheridan decided that the probe was in fact a 
  ‘berserker’, a bomb sent anonymously out to ﬁ nd advanced 
  races and destroy them before they could become a threat 
  to its creators.  Playing on this hunch, he ordered Ivanova 
  not to send the compiled answers of its test.  Breathlessly, 
  the time limit passed and the probe, rather than detonating, 
  turned and started to head back into outer space.  Not 
  wanting to have it seek out some other hapless civilisation 
  and do the same to them, he had a remote bot send the last 
  of the answers to it.  Safely away from the station, the probe 
  went critical and detonated.  The blast was tremendous but 
  was little more than a blinding ﬂ ash of light to those on 
  Babylon 5.  Sheridan’s hunch was right, and it had saved 
  them all from nuclear annihilation.  Unfortunately, Sheridan 
  noted sardonically, it meant he would have to go back to the 
  Transport Association meeting after all.
  On his way off the station, G’Kar encountered a lone Narn 
  on the steps leading between Red and Green Sector.  The 
  Narn tried to talk him out of going, but he knew that his 
  presence here was a threat to his people back home.  At the 
  base of the steps, more Narn were waiting for him.  They 
  also told him that they could not let him go.  He was valued 
  by them and needed on Babylon 5.  He was obviously 
  moved by their devotion, but they did not understand that he 
  did what he had to do for all their sakes.  Moving past them, 
  he ﬁ nally came upon Ta’Lon with all the other Narn behind 
  him.  While the warrior watched, silently, they told G’Kar 
  the same thing the others had, adding that the only thing 
  vacation for one of the answers he needed, Franklin was 
  clearly getting out of control.
  Distress was not conﬁ ned to MedLab, as Vir’s worried 
  voice showed in Londo’s quarters.  He did not want to go 
  to Minbar and was not, for once, afraid to make his opinion 
  on the matter known.  He did not want to be away from 
  Londo, no matter how much the ambassador tried to paint a 
  pleasant face on the new appointment.  His arguments were 
  in vain; the decision was already made and Vir’s departure 
  was already arranged.  Confronted by his aide’s refusal to 
  go, as Vir argued that his leaving would mean Londo would 
  be alone, Mollari dismissed the thought, saying, ‘I have 
  always been alone.’
  ‘I don’t want to get killed because 
  of a typo. It’d be embarrassing.’
  Susan Ivanova
  In one of the hallways of Red Sector, Ta’lon and Na’Far were 
  confronted with several Narn coming out of the shadows on 
  all sides.  They saw the new ambassador for what G’Kar 
  thought they would, a sympathiser and a puppet of the 
  Centauri government.  One of them had been informed that 
  his brother had been arrested and would only be released 
  when G’Kar returned to Narn.  Enraged by this cowardly act 
  by the Centauri, the mob was looking to take their anger out 
  on Na’Far, even if that meant going through Ta’Lon to do 
  it.  As Ta’Lon moved to stop one of the Narn from stabbing 
  Na’Far in the back, another raised a pistol to shoot the 
  bodyguard.  His shot missed because G’Kar rushed him and 
  ruined his aim.  Distraught at his people ﬁ ghting each other, 
  he tried to convince them that this aggression was exactly 
  what the Centauri wanted from them all.  Refusing to be a 
  tool that divided the Narn, he told them all that he would be 
  returning to Narn and handing himself over to the Centauri, 
  even if it meant his death.  Casting aside the weapon he took 
  from the Narn dissident, he stalked away in disgust over the 
  dishonour in both the Centauri and his own people.
  In G’Kar’s own quarters, Garibaldi came upon him packing.  
  He did not want to believe that G’Kar was returning to 
  Narn, knowing just as he did that the Centauri would 
  kill him as soon as he got there.  G’Kar was doing as 
  he felt he must, but Garibaldi was determined to talk 
  him out of it.  Touched that the human would go to this 
  trouble over him, G’Kar said good night to Garibaldi 
  and kept packing for his journey.
  In an impromptu meeting in one of the halls of Red 
  Sector, Na’Far spoke to the assembled Narn of Babylon 
  5.  He told them that while G’Kar had spoken to them 
  of rebellion and resistance against the Centauri, the 
  time was not yet right for those things.  He promised 
  them that all those things would be theirs, the most 
  
  30
  Galaxy of 2260
  more important than the Narn’s safety back home was their 
  freedom.  Still not convinced, G’Kar had one more protester 
  to face.  Ta’Lon now stepped in his way, drawing his ka’toc 
  as he did so.  In his own words, if Ta’Lon let G’Kar leave now 
  that he had decided to stay and help the other Narn himself, 
  that situation would become extremely uncomfortable.  It 
  was a thinly veiled threat, though G’Kar misunderstood its 
  intent.  Thinking himself threatened, he questioned Ta’Lon’s 
  honour, pointing out that a ka’toc, once unsheathed, could 
  only be returned to its scabbard once it tasted blood.  He 
  asked if Ta’Lon truly meant to ﬁ ght him over whether or not 
  he would stay.  Talon shook his head, saying that all he had 
  was his ka’toc, while G’Kar was armed with both his heart 
  and his mind.  This kind of unfair advantage was more than 
  Ta’Lon could face and he asked the former Kha’ri member 
  to be fair and step down.  G’Kar understood that the threat 
  was to Ta’Lon himself and, seeing this kind of devotion in 
  a Narn he had only just met, he relented and agreed to stay.  
  Relieved by the decision, Ta’Lon privately placed his blade 
  against his palm, cut swiftly, and sheathed it after giving it 
  the blood that honour demanded.  
  Down in one of the station’s many bars, Garibaldi and 
  Franklin shared a drink and talked about Babylon 5’s 
  brush with death.  Garibaldi sounded a little guarded but he 
  apologised about jumping the gun and accusing his friend 
  of stim abuse.  Franklin accepted the apology gracious but 
  lied about his not using the stims during the whole ordeal.  
  In fact, he had used a stim less than an hour before, the 
  pressure of his patients and the impending probe detonation 
  more than he could take.
  Elsewhere, some people wished they could leave and others 
  only wanted to stay.  While Sheridan and Ivanova were up 
  to their ears in screaming protests and angry pilots, Vir 
  was standing at the end of the main station’s docking bay, 
  looking sadly back at Mollari as the ambassador gestured 
  for him to go.  His ship was waiting to take him to Minbar.
  Scenario and Campaign Hooks
  G The growing resistance on Narn is a perfect 
  opportunity for roleplaying Narn characters 
  ﬁ ghting for the freedom of their homeworld, 
  arms dealers and mercenaries getting involved 
  in the battle on all sides, and characters of 
  any race peripherally connected through 
  proximity to Narn space, passengers that 
  might be part of the resistance, or Centauri 
  sympathisers looking to aid the once-great 
  galactic power in what to all appearances is 
  their rapid ascension back into the historical 
  spotlight.  An entire story arc could be based 
  around 
  characters 
  penetrating 
  Babylon 
  5’s security and trying to extricate citizen 
  G’Kar from the haven of its sanctuary.  The 
  order to do so would be shrouded in layer upon 
  layer of secrecy, but tracing it back might lead to 
  the highest levels of the Centauri court and cause 
  an interplanetary diplomatic incident because of 
  the legal breach.  Conversely, Player Characters 
  involved in the station’s operation might have to foil 
  just such a plot, getting involved on G’Kar’s behalf.
  G The business of the Transport Association can easily 
  become the focus of a scenario, story arc, or even 
  a full campaign.  With players acting as pilots and 
  crew members aboard a merchant ship or ﬂ eet of 
  ships, commerce in the galaxy and the effects of 
  wars and border disputes become a primary concern 
  for them.  With players involved in politics, ﬁ nancial 
  decisions and closed-door meetings where the fate 
  of trade routes and tariff levels are decided, game 
  play touches on almost every aspect of galactic 
  events.  This kind of involvement can only widen the 
  scope and appeal of the campaign, allowing players 
  to interact with individuals at all levels of power 
  and inﬂ uence.  Even military interest can occur, 
  with players taking the role of escort ﬁ ghter pilots 
  or military liaisons assigned to protect a merchant 
  vessel and its cargo.
  G The ‘berserker’ probe may have been detonated 
  outside Babylon 5 but there could be more of them, 
  crossing the vast distances between stars in search of 
  other threats to their faceless masters.  The players 
  might encounter one on their travels, intercepting 
  it accidentally en route to an alien world.  Dealing 
  with it and the threat it poses could be a very difﬁ cult 
  scenario but common sense and quick thinking will 
  likely prevail.  In a variation of this, players could 
  be hired or assigned to the mission of hunting down 
  these probes, using telemetry data gathered by 
  Babylon 5 from the ﬁ rst one, and dealing with them 
  before they can endanger other civilisations.  If the 
  new probes can react in unexpected ways to being 
  hunted down, the task of taking them all out could 
  become very difﬁ cult and challenging indeed.
  
  31
  Galaxy of 2260
  Passing 
  Through 
  Gethsemane 
  (January 25th, 
  2260)
  Ivanova watched as something dangerous 
  unfolded before her.  She felt that the 
  situation was doomed.  A human dressed 
  in the brown robes of a monk disputed her 
  opinion, telling her that there was always 
  hope and that ‘he’ had been through much 
  worse.  The ‘he’ in question turned out 
  to be Brother Theo, the man who had 
  recently brought a brotherhood of religious 
  devotees to Babylon 5.  The ‘situation’ was a chess game 
  between Theo and Captain Sheridan, and it seemed the 
  Captain was winning.
  At least, that was the Captain’s opinion of the game.  Brother 
  Theo commented on not being surprised at Sheridan’s 
  viewpoint, coming as it did from someone with no clearly 
  deﬁ ned pattern of faith or belief.  Sheridan believed himself 
  to be instead ‘eclectic’ and ‘open-minded’.  Regardless of 
  the truth of that matter, Sheridan was also the loser of the 
  chess match.  Brother Theo quoted Delenn’s phrase, ‘Faith 
  manages,’ and pulled one unforeseen move and surprised the 
  war hero with an upset victory.  Ivanova was unable to stay 
  and suffer the smug look of Theo’s monastic companion for 
  long.  She was called away to Bay 13, the docking bay set 
  aside for Ambassador Kosh’s private Vorlon transport.  He 
  had just docked with the station and, in what had to be a rare 
  occurrence for the enigmatic alien, asked for her to meet 
  him there.
  As the Commander left, Brother Theo mentioned that not 
  only was his chess move divinely inspired, but that his 
  companion, Brother Edward, was also acting for the divine.  
  He convinced Edward to show the Captain what he meant.  
  Edward reached into his robes and took out a crystalline 
  sculpture of an abstract nature, something he had apparently 
  been making himself.  Sheridan thought the small object 
  was quite lovely, a sentiment Theo agreed with and thought 
  would fetch an excellent price if sold.  Edward, wanting 
  nothing to do with selling the sculpture when giving it away 
  could bring so much more joy, offered to give it to Sheridan 
  once it was ﬁ nished.
  Elsewhere, in Bay 13, Kosh’s ship glided to rest in its 
  docking cradle.  Ivanova stood on the gantry, watching the 
  patterns of the ship’s hull shift and change.  Behind her, 
  Kosh slipped in quietly.  He informed her that she needed to 
  be present for ‘formality and ritual’.  Ivanova enquired what 
  such rituals involved; to this Kosh only replied, ‘returning.’  
  The side of his ship pulled back from around a circular 
  opening and a ﬁ gure stepped out.  It was Lyta Alexander, 
  Babylon 5’s ﬁ rst commercial telepath.  
  A few minutes later, Lyta was in Sheridan’s ofﬁ ce with 
  Ivanova, the Captain, Doctor Franklin and Garibaldi all 
  eager to ﬁ nd out where she had been.  Her story was an 
  extraordinary one.  She had been to the edge of Vorlon 
  space, stranded by her own design in a lifepod, sending 
  out telepathic calls for ﬁ ve days.  Just before she ran out of 
  life support completely, a ship arrived and rescued her from 
  certain death.  This was all a little extreme, especially from a 
  woman who had seemed wiser and more cautious than this, 
  but she had been inexorably called to Vorlon territory since 
  making contact with Kosh more than two years ago.
  Now, she had returned from the Vorlon homeworld, attached 
  as an aide to Kosh himself.  This was all, by her own 
  admission, her choice and she seemed genuinely excited 
  about the possibility of working for the Vorlons.  She could 
  not tell anyone about her experiences in Vorlon space, not 
  that she thought what she could say would be believed in 
  any case.  Lyta agreed to a full medical workup and did not 
  seem worried about Ivanova’s observation that the Psi Corps 
  would be coming after her now that she was back.  She felt 
  perfectly safe, stating that she would be under Kosh’s 
  protection.  Once she left the ofﬁ ce, Garibaldi recounted 
  that no one had ever been to the Vorlon homeworld or even 
  returned from entering Vorlon space.  The fact that Lyta had 
  just done so and was now on Babylon 5 as good as new with 
  no apparent trauma or worries had him very nervous.  This 
  was an apprehension the rest of the command staff shared.
  Down in the Zocalo, Brother Edward was sitting with a 
  potential client for the monks, talking with her about the 
  advantages of his order working with her company on the 
  transcription of their data ﬁ les.  She was apprehensive but he 
  explained their work was a religious concern and they were 
  
  32
  Galaxy of 2260
  driven by their devotion to make sure every aspect of the 
  transfer was done correctly.  This was enough for her, and 
  she accepted Brother Theo’s terms for business.  Such an 
  arrangement would enable the order to continue their holy 
  work – seeking the many faces and names of God from the 
  different races of the galaxy.  As they rose to part ways, the 
  woman noticed a black rose fall from Edward’s bag.  Though 
  she thought it was a unique good luck token, she had never 
  seen such an object before.  She told him that perhaps it 
  meant he had a secret admirer and went on her way, leaving 
  the perplexed monk to ﬁ gure out where the strange ﬂ ower 
  had come from.  As he pondered it, whispers seemed to 
  creep in around the edges of his thoughts, like memories 
  that would not yet reveal themselves.  He stood wondering 
  for a moment but they faded away into nothingness.
  In his ofﬁ ce, Garibaldi watched ISN, obviously eager for 
  some broadcast to begin.  Delenn entered the room in one of 
  her elegant ambassadorial dresses and crossed quietly over 
  to him.  She asked if he could arrange for special security 
  for a Minbari trade delegation arriving at the station in a 
  week’s time, a request the Security Chief had no problem 
  agreeing to.  Just as he did, an ISN news update began.  The 
  story Garibaldi had been waiting for mentioned the murder 
  trial of Lester James Monroe, a man accused of the murder 
  of seven other humans over ten days in New Vegas.  The 
  successful conviction thrilled Garibaldi.  While he was not 
  quite as happy to hear that Monroe would suffer ‘death of 
  personality’ for his crimes, Delenn was curious just what 
  it entailed.  Garibaldi, obviously preferring the old days of 
  the electric chair or lethal injection, explained that it was an 
  extended form of telepathic mind wipe.  Victims were erased 
  of all personality and memories, then would have new ones 
  implanted through a difﬁ cult and painful procedure.  The 
  resulting personalities would be suited to public service, a 
  task they would then fulﬁ l for the rest of their lives.  Delenn 
  found this very distasteful, but she seemed to like it better 
  than Garibaldi’s idea of ‘eye for an eye’ justice.
  Down in MedLab, Franklin found some very incongruous 
  results during Lyta’s examination.  Compared to a full 
  bodyscan before she left for Vorlon space, she was in the 
  best shape of her life.  There were no signs of oxygen 
  deprivation, stress, or fatigue, and all of her congenital and 
  pre-existing health problems were gone.  He desperately 
  wanted to know how this was possible but Lyta evasively 
  told him that she had no idea and did not want to keep Kosh 
  waiting.  With no good reason to keep her in MedLab, he 
  reluctantly let her go.
  Brother Edward entered his quarters, still puzzling over the 
  black rose that had somehow found its way into his bag.  The 
  lights were off in his room but there was enough ambient 
  light from the corridor outside to illuminate a message on 
  the far wall.  ‘Death Walks Among You’ was scrawled over 
  the wall in wet, red letters.  Shocked and upset, he went 
  immediately to Garibaldi but when they returned to his 
  chambers, the message was completely gone.  Garibaldi, 
  not wanting to believe the monk had played a prank on him, 
  arranged for Edward to be moved to other quarters and had a 
  security forensics team go over the room in the morning.
  That night, while Brother Edward was sleeping ﬁ tfully in a 
  new room, Lyta made her way to Kosh’s quarters.  Before 
  she got to the Vorlon, Londo Mollari intercepted her.  The 
  Ambassador tried to be pleasant and disarmingly friendly 
  but Lyta was having none of it.  Unusually hostile, she 
  rebuffed his playful banter and tried to ignore his offer to 
  pay her for a description of the Vorlon homeworld.  What 
  she could not ignore was his thinly veiled threat to turn her 
  in to the Psi Corps if she did not help him.  Instead of being 
  intimidated, she retaliated by letting the Centauri diplomat 
  know that before she was taken away, she would ﬁ nd him 
  and force a nightmare so deep in his mind that he would 
  spend every night from then on screaming.  Though it left 
  him shaken, he admitted that the way his life had been 
  going, he would hardly notice a new one.
  The next morning, Edward began his day by interviewing 
  Delenn and Lennier about Minbari beliefs.  Recording the 
  conversation, he was regaled by their views that the universe 
  is an unknowable living entity and that all life is a way for 
  that entity to understand itself and seek its own meaning.  To 
  that end, souls were not actually part of the body but rather 
  a projection of the universe into all known living things.  
  Curious how Edward saw his own beliefs, Delenn asked 
  him what his deﬁ ning religious moment was.  He thought 
  about this for a few moments, then told her of his favourite 
  passage from the Bible.  In it, Jesus was in the garden at 
  Gethsemane, his own faith tested.  In Edward’s eyes, the 
  choice Jesus made, to stay in that garden and await the 
  coming of the Roman soldiers to take him to be cruciﬁ ed, 
  was the perfect example of a fragile human moment and 
  the power of faith through sacriﬁ ce.  The passage was 
  visibly moving for Delenn, who thanked him for sharing it 
  with her with a simple, quiet smile.  Too tired to continue 
  the discussion with them, despite Lennier’s enthusiasm 
  for discussing Valen, the ‘Minbari not born of Minbari’, 
  
  33
  Galaxy of 2260
  Edward entered the nearest lift and headed down to Brown 
  sector.  The lights of the shaft car went from green to white, 
  signifying the change in Sectors, and he emerged into the 
  dimly lit area near Downbelow.  Just outside the lift, he 
  was bumped into and held for a few moments by a Centauri 
  stranger, one that then entered the lift and left immediately.  
  Confused by the man’s behaviour, Brother Edward kept 
  going, though he was interrupted again a few seconds later 
  by a woman’s scream.  He rushed to the sound as quickly 
  as he could but nearly collapsed as a terrible headache 
  erupted in his mind.  With the words, ‘Death Walks Among 
  You’ appearing again on a nearby wall, the voices returned 
  in his thoughts.  This time, they were screams and shouts, 
  saying the name, ‘Charlie’ and accusing him of murder.  
  Overwhelmed, he ﬂ ed blindly into the depths of the station, 
  shrieks and howls echoing in his mind.
  In his thoughts, the station had become a ﬂ ooded city street, 
  with fog all around.  He fell into the water and, crawling to 
  the sidewalk, found a dead woman’s body with a black rose 
  stuffed in her mouth.  Now in a blind, terriﬁ ed panic, he ran 
  as far and as fast as he could, trying to leave the madness 
  behind.  He had long since dropped his satchel but he was 
  far too shaken to notice.
  Brother Theo found him sometime later, his thoughts 
  occupied with momentary ﬂ ashes of the hallucinations 
  in Brown Sector.  Just before Theo revealed himself by 
  greeting Edward with a hand on his shoulder, Edward saw 
  a new image, himself with a shadow of beard growth and 
  wearing strange clothes.  He was cutting the bloom from 
  a dyed black rose with a butcher’s knife.  Theo listened 
  with great concern as Edward recounted the events to him, 
  his eyes widening with alarm at the thought of Brother 
  Edward possibly having memories return that he might 
  have forgotten.  Edward, trying to shrug off the experience, 
  turned in for sleep but Brother Theo now looked more 
  troubled than he ever had been.
  While Edward requested a cross-reference of the things he 
  had seen from the station’s computer records, a program 
  search that would take four hours to perform, Brother 
  Theo was in one of Babylon 5’s small garden nooks.  There 
  Captain Sheridan, who had come at his request, joined him.  
  Theo revealed that he was deeply troubled by what was 
  happening to Brother Edward, the best of their order since 
  he had joined eight years ago.  He wanted Sheridan to look 
  into Edward’s past and determine if the memories were just 
  delusions or if there were any substance to them.
  Regardless of the truth, Edward was already suffering from 
  them.  Garibaldi found him in Brown Sector again, touching 
  the wall where the words had been and muttering to himself.  
  While Edward tried to stay pleasant as the Security Chief 
  asked about him and Theo, he was visibly shaken and 
  having a hard time staying focused on anything other than 
  his ﬂ ashbacks.  Garibaldi told him that the lab had not found 
  any trace of blood in his quarters, but they would keep 
  looking.  He told Garibaldi not to bother, since he doubted 
  an uneasy conscience would turn up in a chemical analysis.  
  Concerned but wary, Garibaldi accepted that and backed 
  away, leaving the disturbed monk to his thoughts.
  In his quarters later, Edward soon received the results of 
  his computer search.  On the 3rd of April, 2251, in the third 
  colony of the Orion system, a man by the name of Charles 
  Dexter had been sentenced to the death of personality.  
  Also known as the Black Rose Killer, Dexter had been 
  responsible for nine ritualistic killings of young women.  In 
  a piece of archived news footage, Edward saw the face of 
  Charles Dexter and knew that it had been him.
  Garibaldi had learned the same thing, though it took him 
  four hours later to do so.  After the death of personality, 
  Dexter had been moved to an interim facility on Earth but a 
  ﬁ re there had left him presumed dead.  The man obviously 
  escaped the ﬁ re but with his new personality driving him to 
  public service, he had joined a monastery.  That brought him 
  to Brother Theo’s group and Babylon 5 where, it seemed, 
  the mind wipe was breaking down.
  There was enough of Brother Edward left to see Theo one 
  last time.  Talking to him through a wall, Edward told his 
  mentor that his mind might have forgotten its sins but his 
  soul was still stained with the blood of innocents.  Knowing 
  that he had to wash that blood away before he could face 
  God, he knew justice had to be done.  Theo tried to convince 
  him that he was a good and kind person but Edward felt he 
  had the soul of a murderer.  Seeking atonement, he stepped 
  away  and, tears on his face, disappeared into the darkness.
  In Sheridan’s quarters, Ivanova and the Captain learned the 
  truth of what was happening to Edward from Garibaldi.  
  Brother Edward’s bag had been found when someone tried 
  to sell it off.  Inside was his recorder, which had been left 
  on after Delenn’s interview.  On it were the sounds Edward 
  thought he had hallucinated.  A check of the station’s log 
  revealed that the Public Address system in that hallway 
  had been tapped into.  A chemical had also been found on 
  Theo’s wall, one that resembled blood but disappeared after 
  a few minutes.  It would seem that someone was trying to 
  break Brother Edward’s mind wipe, but Ivanova noted that it 
  would also take a telepath to do so.  Since no human telepath 
  would likely do so because of Psi Corps rules, it was likely 
  a non-human.  Recalling Edward mention a Centauri in 
  Downbelow, a place no Centauri would generally go, they 
  guessed how it had been done.
  The why and the how were resolving themselves elsewhere 
  on the station.  In Brown 42, a dark, remote part of the 
  
  34
  Galaxy of 2260
  station, Brother Edward knelt in prayer until several 
  ﬁ gures came into the shadow-ﬁ lled chamber with him.  
  Immediately, he knew who they were – the family and 
  friends of his nine victims.  He had waited for them here, 
  knowing that justice had to be done.  It had taken nine 
  years to ﬁ nd him but they had ﬁ nally succeeded.  With an 
  expensive Centauri telepath and some scientiﬁ c tricks, they 
  had broken down the walls of his mind and forced him to 
  accept who he really was.  However, all but one of them 
  could not go through with their dark plan of revenge on 
  Charles Dexter, the monster.
  In one of Garibaldi’s interrogation rooms, Sheridan 
  and the Security Chief tried to get the recently detained 
  Centauri telepath responsible for Edward’s remembering 
  to tell them what he knew.  Arrogant and disdainful of 
  their lack of jurisdiction, he refused to co-operate, citing 
  that Psi Corps would never let them pull the information 
  from his mind and they were not going to get it any other 
  way.  Fortunately, Lyta was on hand to rip it painfully out 
  of his mind.  She was obviously winded from the effort 
  but she did so with ease, letting the EarthForce ofﬁ cers 
  know where to go.  They both rushed out of the room in a 
  desperate bid to save the gentle monk’s life.
  They arrived too late.  Though they pulled Edward down 
  from the deck scaffolding upon which he had been tied, 
  arms outstretched, and beaten severely, the Trauma team 
  would not arrive in time to save him.  He was conscious 
  enough to tell Brother Theo that he now knew that he 
  would have had the courage to wait in the Garden of 
  Gethsemane but he died while Theo, tearful at his friend’s 
  passing, recounted the last rites over his broken body.  
  Nearby, Zack Allen found the man who had killed him 
  and had to physically restrain Sheridan from attacking the 
  unrepentant murderer.
  Several days later in the docking bay, Ivanova welcomed 
  Lyta back from an ambassadorial trip.  She looked haggard 
  and drawn but was in good spirits.  The telepath was grateful 
  for the docking bay being cleared and for Ivanova keeping 
  the trip off the station logs.  She enquired about Edward’s 
  killer, curious what had become of the man.
  In the station’s garden, amid white lilies and colourful 
  hibiscus, the Captain found out.  Brother Theo gave him 
  Edward’s little crystal statuette, still and forevermore 
  unﬁ nished, and recounted pleasant thoughts of the man.  
  Just then, another monk came into the chamber and took 
  down his hood.  Theo introduced the Captain to the new 
  monk, a Brother Malcolm by name, and Sheridan recoiled 
  from the man’s offered hand.  It was the same man who had 
  killed Edward.  Having suffered the death of personality, 
  the man was now joining the monastery by Theo’s personal 
  request.  This was a hard lesson in forgiveness, but Sheridan 
  accepted it, and Malcolm’s outstretched hand, reluctantly.  
  Elsewhere, while Brother Malcolm’s difﬁ cult journey was 
  just beginning, Lyta Alexander’s latest voyage was coming 
  to an end.  She stood before Kosh’s empty encounter suit, 
  her face unprotected by a breather mask.  Instead, thin gill 
  slits opened on the sides of her neck and her eyes and mouth 
  were ﬁ lled with light.  The radiance poured from her into 
  the suit, leaving her exhausted and shaken once it passed.  
  Despite the strain, she had a look of pure adulation on her 
  face for she had been carrying the essence of the Vorlon 
  inside her body while she travelled.
  Brother Edward, Cloistered 
  Monk of Theo’s Order
  6th Level Human Worker
  Hit Points:  12
  Initiative:  +1 (+1 Dex)
  Speed:  30 ft.
  DV:  13 (+3 Reﬂ ex)
  Attacks:  +4 melee or +4 ranged
  Special Qualities: White Collar, Salary Increase  
  Saves:  Fort +7, Ref +3, Will +4
  Abilities:  Str 12, Dex 13, Con 14, Int 17, Wis 15, Cha 14
  Skills:  Appraise +4, Computer Use +11, Concentration 
  +8, Knowledge (religion) +10, Knowledge (alien cultures) 
  +5, Listen +5, Profession (transcription and illumination) 
  
  35
  Galaxy of 2260
  +9, Profession (sculpture) +5, Spot +4, Speak Language 
  (Minbari – grey, Narn), Technical +5
  Feats:  Alertness, Data Access, Hobby (speak language), 
  Skill Focus (computer use)
  Though the life of Brother Edward was tragically cut short, 
  he touched the lives of many people and was apparently of 
  great aid and comfort to those around him.  This character 
  is presented here because he might have been an important 
  ﬁ gure to players looking for solace or technical services 
  before his death.  His characteristics can also be used as a 
  basis for other prominent members of Brother Theo’s order.  
  While he was certainly one of the highest level characters 
  in the order by Brother Theo’s own admission, there would 
  likely be others with abilities similar to his own.  The Games 
  Master is encouraged to take this character as a template 
  and alter skill levels, feat choices, or even ability scores to 
  represent another member of the order whenever necessary 
  in a scenario.
  Scenario and Campaign Hooks
  G The Death of Personality can form the basis for a 
  single game, a story arc, or even an entire campaign 
  concept.  Players may have to endure the slow re-
  emergence of past memories, be the victim of what 
  occurred with Brother Edward (Charles Dexter) in 
  this episode, or discover things about themselves 
  they never knew before.  Though the death of 
  personality sentence is rare, it is done often enough 
  in the universe of Babylon 5 to warrant its inclusion 
  in the game.  Two interesting variations for the death 
  of personality have been listed here, but creative 
  Games Masters can surely come up with many 
  more.  
  G Revenge: One of the players learns that the 
  man who murdered a loved one of his has 
  been sentenced to the death of personality 
  and already undergone the procedure.  
  Tracking the killer down and making him 
  pay for his crime might become a very dark 
  and dangerous story line. It is however rich 
  with roleplaying possibilities, which might 
  include learning to forgive, or plunging 
  into the ethical darkness of murdering a 
  man who does not remember his crimes.
  G A Forgotten Life: In this variation, a player 
  is given a character with several levels in 
  the Worker class and a pre-generated 
  personality.  During the course of the game, 
  this unassuming character begins to get 
  glimpses of doing things he never did and 
  using skills he does not have.  One by one, 
  the class levels he possesses are replaced 
  with levels in one or more other classes to 
  represent a life that had previously been 
  lost to the death of personality process.  
  Just why the character suffered the mind 
  wipe in the ﬁ rst place and why it is now 
  failing is a matter for the campaign to 
  decide.
  G Lyta’s return to the station will have more than 
  Londo Mollari poking around into her comings and 
  goings.  Various governments and private sources, 
  from secretive links back to the Shadows to people 
  who might wish to sell her out to the Psi Corps, 
  will be digging into her personal affairs.  While it 
  is safe to assume that such things happened during 
  the ofﬁ cial history of the show and were quelled 
  either by station security or indirect interference by 
  Kosh, the players might also get involved at some 
  level.  While the Games Master does not need to 
  inform players why they have been ordered to track 
  down and detain a Brakiri merchant trying to ﬂ ee 
  the station, the fact that they are keeping him from 
  selling a copy of her MedLab data to a human agent 
  contracted by the Centauri Republic will remain part 
  of the campaign’s plotline.  
  G Brother Theo’s group will have suffered something 
  of a loss in the death of Edward but they will still 
  remain the most effective means of data translation 
  and transcription on Babylon 5.  With so many 
  merchants and diplomats coming through the 
  station, they will certainly have their monastic hands 
  full keeping up with the ever increasing work load.  
  This might be an opportunity for others with their 
  skills to ‘pick up the slack’ and take jobs the order 
  simply cannot accept due to overworked conditions 
  or less than reputable clientele.  Even criminals need 
  to keep their books and maintain records efﬁ ciently, 
  and some data simply cannot be handled without 
  trained personnel.  The idea of a ‘black market 
  accountant’ as a player concept is an interesting one, 
  as is the idea that a campaign might be based around 
  a group of less-than-legal bookkeepers happening 
  upon information wanted by forces allied with the 
  Shadows.  Criminals having to accept (or even seek 
  
  36
  Galaxy of 2260
  out) the aid of station security and staying alive 
  long enough to beneﬁ t from it could make for an 
  intriguing story arc.
  Voices of Authority 
  (February 13th, 2260)
  Zack Allen and Garibaldi were walking through Blue 
  Sector, talking about the latest in a seemingly endless 
  series of weekly meetings.  Frustrated and uncomfortable, 
  Zack complained about the ﬁ t of his uniform.  No matter 
  how many tailors he took it to, it never seemed to ﬁ t right.  
  Concerned that it was making him unattractive and comical, 
  he even asked the Security Chief to feel his shirt lining, 
  a proposal Garibaldi turned down immediately.  As they 
  were talking, Ivanova reached Garibaldi on his wrist link, 
  saving him from Zack’s fashion tirade.  She needed him to 
  meet her immediately, citing Code 7-R.  He took note of 
  the designation and excused himself from the lift they were 
  boarding.  Zack was naturally curious about what a Code 7-
  R was, since he had never heard of that designation before.  
  Garibaldi shrugged the question off, citing new regulations 
  and ducked out to follow up on the summons.
  The meeting was with Sheridan, Ivanova, Marcus Cole 
  and Ambassador Delenn.  The Minbari had called them all 
  together to discuss the coming war with the Shadows and 
  their pressing need for powerful allies.  With the forces of 
  the Shadows being so much more powerful than those the 
  Minbari and Babylon 5 could ﬁ eld themselves, the side 
  of Light would need far more than their own might to see 
  them through the rough times ahead.  Her suggestion was 
  to somehow entreat what First Ones remained in the galaxy 
  to aid them.
  Contacting the First Ones, if indeed there were any left, 
  would be a difﬁ cult proposition at best, especially as the 
  First Ones were tired of getting involved in the affairs of 
  lesser races and might be dangerous to approach.  Some 
  of them, as Marcus told the assembly, could easily smash 
  Babylon 5 out of existence and not even be aware of having 
  done so.  Since just sending a signal would not be enough 
  to get the First Ones’ attention, and since avoiding them 
  as the rangers had been instructed to do was no longer an 
  alternative, Delenn had a plan for making contact.  This 
  involved the intervention of an old friend, namely Draal, the 
  keeper of the Great Machine on Epsilon 3.  He arrived by 
  means of hologram to the meeting room, greeting them all 
  with a visage that seemed decades younger than his previous 
  appearance back in 2258.  He expressed excitement over the 
  idea of contacting the First Ones, though his descriptions of 
  the horrible fates that likely awaited anyone attempting such 
  communication left everyone else in the room distinctly 
  uncomfortable.  He also relayed the fact that his computer 
  records contained reports of ancient ruins, vast tracts of 
  unmapped space, and dark places in the galaxy where the 
  First Ones might still dwell. Each area contained its own 
  form of warning against anyone approaching them.  
  In Green 17, Zack Allen was on hand to greet Julie Musante, 
  a new attaché from the Ministry of Peace.  Sheridan was 
  technically supposed to welcome her aboard but his 
  presence in the undisclosed war council meeting left him 
  impossible to contact directly.  She expressed concern over 
  his absence but made do with what, and who, she had.  She 
  was rather brusque with Zack but her attractiveness kept the 
  irrepressible bachelor in Mr. Allen from getting too upset by 
  her behaviour.  Later, she asked him to tell her things going 
  on around the station that no one else would inform her of.  
  This made him very uncomfortable but he complied since, 
  as an ofﬁ cer in the Night Watch, she had tacit jurisdiction 
  over him.
  Ambassador Delenn was in the Zocalo a few hours later 
  when G’Kar caught up with her.  He inquired about her 
  health while she bought prickle fruit and perused body 
  chains from another kiosk.  G’Kar, seeing that small talk 
  would not work with the evasive Minbari, came right out 
  and asked about the closed meetings she had been having 
  with Captain Sheridan.  When she would not tell him the 
  
  37
  Galaxy of 2260
  nature of those meetings, he asked her bluntly what she 
  knew about ‘rangers’.  That gave her pause, because outside 
  of the war council and Minbar itself, no one was supposed 
  to know of the group.  He went on to reveal that his ‘sources’ 
  had mentioned the rangers in context with both humans and 
  Minbari, something he found very curious indeed as the two 
  did not normally work together.  She would not conﬁ rm 
  his comments and excused herself. As she left, G’Kar 
  mentioned that since she could not help him, he would just 
  go on digging on his own.  Delenn left the Zocalo extremely 
  worried, since G’Kar had proven very resourceful in the past 
  and any breach in the group’s security meant the possibility 
  of the Shadows discovering them before they were ready to 
  be seen.
  Julie Musante was already in Sheridan’s ofﬁ ce when the 
  Captain arrived after the war council meeting.  The blonde 
  liaison ofﬁ cer was going through his commendations and 
  commented to him about the impressive display.  Among 
  the objects were such awards as the EarthForce Silver Star, 
  given to him after his destruction of the Black Star during 
  the Earth/Minbari War.  She commented that except for the 
  EarthGov seal on his wall, there was little in the room that 
  conveyed the sense of its being the heart of Earth’s authority 
  on Babylon 5.  Sheridan countered with his preference for a 
  more informal ofﬁ ce, making the point that it was his ofﬁ ce.  
  She retreated from her point, mollifying him by saying that 
  she was just trying to help in her newly appointed role as 
  the station’s Political Ofﬁ cer.  Sheridan was understandably 
  upset by this, as there had never been a Political Ofﬁ cer on 
  Babylon 5 before.  Unfortunately, Babylon 5’s charter did 
  not exclude the possibility of there being one and by direct 
  authority of the Babylon 5 Senate Oversight Committee, Ms. 
  Musante had been assigned to the role.  She had no intention, 
  so she said, of trying to make policy; she was merely there 
  to advise and correct any behaviour on Sheridan’s part that 
  might shed an improper light on their government back on 
  Earth.  There was a great deal of intent behind her words 
  though, and Sheridan saw that immediately.  After a brief 
  and inconclusive argument, Musante ended the debate by 
  quoting an old phrase regarding the positions of legislation 
  and martial powers, ‘the government proposes, and the 
  military disposes.’  Left with nothing to say in the face of 
  Musante’s unyielding opinion, Sheridan simply stated that 
  he had no intention of sharing his presidentially granted 
  authority with an unqualiﬁ ed civilian.  Musante was visibly 
  offended by the comment but assured him that she was just 
  there in an advisory capacity.  The discussion ended there.
  Unfortunately, it was only postponed.  Knowing that there 
  would be grave circumstances if he did not meet with 
  Musante for dinner as she suggested, Sheridan was left 
  unable to make his appointment to meet with Draal in two 
  hours.  As such, he had Ivanova take his place.  She agreed, 
  and after a bit of schedule shufﬂ ing of her own, departed in 
  a single shuttle toward the planet below.
  On Epsilon 3, in the Great Machine’s complex, Ivanova 
  was confronted by Draal, who was upset that Sheridan 
  had not come himself.  After awkwardly apologising for 
  surprising the Minbari by explaining how much she loved 
  surprises, she amused him sufﬁ ciently to be accepted.  Draal 
  called her trouble, a comment she took as something of a 
  compliment.  Once accepted by the Machine’s keeper, she 
  was shown to the heart of the complex and attached to the 
  Great Machine’s matrix directly.  Only in this way could she 
  harness the device’s great power to see, record, and locate 
  the elusive and enigmatic First Ones.
  During dinner back on the station, Sheridan was also 
  learning something new; he was seeing just how bad things 
  had become back home on Earth.  Clark’s regime had taken 
  to rewriting sections of Earth Law and even misnaming 
  terminologies like ‘homeless’ and ‘poverty’ to make it seem 
  like problems were being taken care of when really they 
  were just being hidden.  Every problem Sheridan could 
  think of, Musante had some double-speak answer for.  The 
  more he heard, the more worried Sheridan become.  The 
  most worrisome thing about Musante’s rhetoric was that, 
  to hear her tell it, she really believed that hiding problems 
  and ‘redeﬁ ning’ embarrassing situations was the best way 
  to solve them.
  It did not take long for Ivanova to interface with the Great 
  Machine and begin envisioning the long space journey to the 
  place Draal wished to show her.  He had cautioned her not to 
  stray from the program’s path and at ﬁ rst she had no trouble 
  complying with that warning.  The stars unfolded in her 
  mind’s eye, showing her a distant sector of the galaxy.  She 
  followed a path, forged from, as Draal told it, a connection 
  between all life in the universe.  The path took her even 
  farther away, to the world of Sigma 957.  There, she should 
  feel the presence of one of the First One races.  They had 
  been there and, as she sensed their echoes, she was able to 
  tell when they would return.  As she felt when they would 
  be back, the images suddenly became very dark.  She was 
  not alone in the void, nor was she alone in her mind.  In the 
  nearby space of Sigma 957, the image of glittering eyes, the 
  malevolent gaze of a Shadow creature, manifested itself.  
  Panicked, Ivanova strained to tear herself free of its presence 
  and ﬂ ee back down another path.  
  As she returned to her body, Ivanova saw another image.  
  This time, she glimpsed the past.  As she watched, 
  EarthForce One detonated over the transfer point on Io, 
  killing President Santiago.  Though the incident had been 
  declared a tragic accident, she also saw a strange broadcast 
  with the face of then Vice President Clark stating that he had 
  wanted Santiago dead for a long time and asking if ‘it’ had 
  been done.  A voice answered that it had been arranged and 
  greeted Clark as President.  Draal was amazed that Ivanova 
  had been able to see the past at all, as a normal human mind 
  
  38
  Galaxy of 2260
  should not have been able to.  At her fatigued request, he 
  made a video copy of the broadcast.
  Ivanova used Draal’s holographic system to tell the Captain 
  of what she had discovered, only to ﬁ nd him in his quarters 
  with a surprisingly unclothed Ms. Musante.  The Political 
  Ofﬁ cer, obviously thinking that intimacy might be a good 
  icebreaker, was trying to convince the reticent Sheridan to 
  indulge in some personal ‘dialogue’.  Once he untangled 
  himself from her and moved to a private room, he learned 
  of Ivanova’s knowledge and reluctantly sent her to make the 
  rendezvous with the First Ones.
  In the corridors of Blue Sector, G’Kar managed to catch 
  another member of the war council – Garibaldi.  He asked 
  about the private meetings again but the Security Chief 
  managed to be as evasive as Delenn.  Incensed, G’Kar asked 
  him to stop avoiding the truth and let him in on what was 
  going on, but Garibaldi could not do so.  If not for his own 
  people, G’Kar offered, then perhaps he could be included 
  to help others.  Garibaldi admitted that he had no idea how 
  G’Kar could be of any help, something that seemed to 
  deeply offend the proud Narn.  Sullen, he left Garibaldi to 
  consider his proposal.
  Ivanova and Marcus stood aboard the bridge of the White 
  Star.  Ivanova was not thrilled with the idea of the ranger 
  being there but Lennier was unavailable and the ship needed 
  someone who could translate her commands into Adrenato, 
  the grey language of the Minbari religious caste, for the 
  crew.  They were in Sigma 957, waiting for the arrival of 
  some of the First Ones as she had foreseen.  They did not 
  have to wait long.  Ivanova was saved from Marcus trying to 
  get to know her as a person, something she had a hard time 
  letting anyone do, by the sudden arrival of an unidentiﬁ ed 
  ship.  It was the same vessel that had nearly killed Catherine 
  Sakai nearly two years previously simply by passing too 
  close to her ship.  Massive, with a dome-shaped section and 
  an outgrowth that looked a great deal like skeletal hands 
  reaching out of its centre, the ship turned to regard the White 
  Star with an eye of incandescent blue and black energy.  
  Ivanova transmitted a recognition signal given to her 
  by Draal.  Moments later, after an energy drain nearly 
  incapacitated the ship, a holographic image appeared on the 
  bridge.  It resembled a many-faced tribal totem carved of 
  stone, with living ﬁ re roiling within.  Ivanova tried to greet 
  the idol, but it ignored her entreaty until she mentioned 
  the word Vorlons.  Then, it spoke angrily in an unknown 
  language and vanished.  Unwilling to let her ﬁ rst attempt 
  to gain an ally against the Shadows end in failure, Ivanova 
  told the retreating ship that the Vorlons had told her they had 
  essentially won the last Shadow War without anyone else’s 
  help and that the other First Ones would probably just run 
  away.  Apparently, pride is not something this First One race 
  had evolved past.  Returning, the idol face informed Ivanova 
  that when she needed them, they would come.  Elated, and 
  also terriﬁ ed, Ivanova ordered the White Star to return to 
  Babylon 5 immediately.
  In a small conference room back on the station, with banners 
  on the walls proclaiming the Night Watch and the Ministry 
  of Peace, Zack Allen learned of the changes in EarthGov 
  policy along with every other member of Night Watch on the 
  station.  Ms. Musante explained that it was now illegal for 
  any member of EarthForce to publicly criticise any action of 
  the government and that the group’s members were to report 
  any civilian doing so immediately.  
  These changes, which affected everything from due process 
  to rules of evidence and investigation, showed just how 
  many freedoms were being ‘abridged’ in the course of 
  Clark’s tenure as President.  She also revealed that in the 
  next few months, a number of senators and government 
  ofﬁ cials would be ‘purged’ of their positions to make Earth 
  ‘safer’ and ‘ideologically pure’.  Suddenly, Zack’s jacket 
  was ﬁ tting even worse than it had been before.
  Things were only going to get more uncomfortable.  Despite 
  Garibaldi’s concerns that the signal recorded by Draal 
  would be seen as a fake, Sheridan could not just dismiss it.  
  He revealed that every EarthForce transmission had a carrier 
  signal attached to it on a higher frequency to prevent false 
  orders.  Certain that the signal would prove the authenticity 
  of the broadcast, he forwarded it to General Hague in the 
  hope that his ally would forward it on to the right people.  
  When ISN broadcast its report of ‘disturbing evidence’ 
  appearing that linked Clark to the possible assassination of 
  President Santiago, his hopes were justiﬁ ed.
  Unfortunately, the proof was not conclusive and had only 
  sparked several Senators to call for an in-depth investigation 
  into the allegations.  This was enough to make things 
  difﬁ cult for station security on Babylon 5.  In a special staff 
  meeting, Garibaldi cautioned his ofﬁ cers to try and keep 
  things as calm as they could.  He also explained that Ms. 
  Musante was being recalled to Earth to help deal with the 
  crisis in public morale that the evidence going public had 
  caused.  Just as the meeting broke up, Zack Allen asked 
  Garibaldi if there was something wrong.  Garibaldi told him 
  there was, indicating the Night Watch band around Zack’s 
  arm.  After getting shot in the back by a man he trusted when 
  the President was assassinated, it had been hard to trust 
  anyone again but he had thought he could trust Zack.  Now, 
  after seeing Allen meet with Musante, Garibaldi was not 
  sure he could even do that anymore.  Zack, not one to avoid 
  the truth, confronted him with the fact that there was no new 
  Code 7-R.  The conversation ended with both of them upset 
  and very little resolved.  
  Later, in docking bay 18, Musante was seen off the station 
  by Mr. Allen.  Just before she boarded the Earth passenger 
  
  39
  Galaxy of 2260
  liner O’Keene, he asked her if she had ever heard of Code 
  7-R.  She had not, though when she pressed him for details 
  on where he had heard it, he pretended not to know.  His 
  opinion about whether to trust Garibaldi had not yet been 
  made, and he did not want to endanger anyone.  
  That night, as Garibaldi lay sleeping in his quarters, an 
  insistent door bell roused him.  It was G’Kar, looking 
  earnest and alert.  With very little preamble, he pushed a 
  book, the Book of G’Quan, into the still sleepy Security 
  Chief’s arms and told him to read it.  They would, the Narn 
  told him, talk later.  To Garibaldi’s argument that he did not 
  read Narn, G’Kar told him bluntly to learn the language.  
  Bewildered, Garibaldi was left in his quarters holding a holy 
  text he could not understand.
  Julie Musante
  3rd Level Human Diplomat/ 2nd Level Agent
  Hit Points:  12
  Initiative:  +1
  Speed:  30 ft.
  DV:  15 (+5 Reﬂ ex)
  Attacks:  +2 melee or +3 ranged
  Special Qualities: Contact x 2, Security Systems
  Saves:  Fort +1, Ref +5, Will +6
  Abilities:  Str 10, Dex 12, Con 10, Int 15, Wis 12, Cha 16
  Skills:  Bluff +8, Computer Use +7, Concentration +2, 
  Diplomacy +10, Gather Information +10, Knowledge 
  (politics) +6, Listen +9, Search +5, Sense Motive +8, Spot 
  +9, Technical +7
  Feats:  Iron Will, Skill Focus (diplomacy), Skill Focus 
  (gather information)
  Julie Musante, while remarkably aggressive and attractive, 
  is a representative of the new face of the Ministry of Peace 
  for the year 2260; afﬂ uent ofﬁ cers with the right face and 
  the right words to try and maintain order during the chaos of 
  galactic events surrounding Earth.  Her forceful personality 
  makes her the perfect individual to try and inﬁ ltrate the 
  power structure of Babylon 5’s command staff, and it was 
  only providence that a scandal back home got her recalled 
  before she could work her way in deeper.
  The statistics given for Julie Musante can be used whenever 
  a liaison between the Ministry of Peace and the players or 
  other command structures is needed.  While Ms. Musante’s 
  character level is not very high, it is representative of the 
  average experience of a person in her position.  More 
  powerful or effective personnel are rarely seen in the 
  spotlight, preferring to work towards the same goals but in 
  a far less visible way.  It can be assumed that characters like 
  Julie Musante continue to work for President Clark through 
  the rest of his time in ofﬁ ce, attaining two or three more 
  levels of experience in Diplomat, Ofﬁ cer, or even Agent 
  depending on where their duties take them.
  The Traveller
  Ivanova’s contact with the Traveller, the spaceship sighted 
  by the Narn long ago at Sigma 957, marks the ﬁ rst peaceful 
  contact with a First One race other then the Vorlons in 
  centuries.  The Traveller, approached by a lesser race and 
  ﬁ nally taking notice of it, may act more cautiously for the 
  rest of its time in the galaxy.  Expecting contact again when 
  it is needed to aid in the Shadow War, the Traveller will not 
  be as dangerous to passing vessels in this sector of space as 
  it has in the past.  
  Any race looking to exploit this behaviour in the Traveller 
  will have to contend with the ship’s ability to drain power 
  ﬁ rst.  Any ship within 2 squares of the Traveller will lose 
  all power immediately unless its power source is based at 
  least partially on First One technology (such as the Vorlon-
  inspired engines of the White Star).  Capital class vessels 
  will regain their systems within 1d4 hours once they are no 
  longer exposed to the Traveller, but smaller vessels will have 
  to have their power systems completely replaced before they 
  will function again.
  Scenario and Campaign Hooks
  G While further episodes do not go into much detail 
  about Ivanova’s searching for the First Ones, it can 
  be assumed that she and the White Star are not the 
  only ones assigned to do so.  With the wide variety of 
  First One races that exist in the Babylon 5 universe, 
  there are numerous opportunities for campaigns or 
  story arcs based on the search for them and making 
  ﬁ rst contact.  Rangers and their allies are the most 
  likely people to be assigned this all important duty, 
  though anyone in a position to be trusted by the 
  command staff of Babylon 5 might be called on 
  as time grows short before the beginning of the 
  Shadow War.  An alternative plotline might have 
  players set against the search, whether knowingly 
  or unknowingly, by the Shadows and their agents.  
  Players trying to sabotage the efforts of the Army 
  of Light could make for a dangerous and exciting 
  campaign.
  
  40
  Galaxy of 2260
  G Sheridan’s 
  comment 
  about 
  Gold 
  Channel 
  transmissions being impossible to fake might not 
  be entirely true.  Any transmission that can be 
  electronically created can logically be forged given 
  the right resources and the proper skills to do so.  A 
  player with high enough Computer Use and Forgery 
  skills might be able to accomplish it, though this 
  ability could be the basis for an unfortunate turn 
  of campaign events.  Immediately following the 
  release of the transmission recorded by the Great 
  Machine on Ivanova’s behalf, Clark will be looking 
  for a scapegoat and a skilled forger with the ability 
  to duplicate a Gold Channel signal might be just 
  what he needs.  The Ministry of Peace could come 
  crashing down on the player in the form of Night 
  Watch loyal security personnel and more clandestine 
  ‘agents’ of the government.  Life could get very 
  interesting for the player and any of his allies during 
  this time period.
  G Increased pressure by the Night Watch on its 
  members will force many people to start making 
  some serious ethical choices.  Where does 
  extreme behaviour cross the line between honest 
  loyalty and blind fanaticism?  When does a law 
  become more unjust than the crime it is intended 
  to prevent?  Players in positions of authority will 
  have to wrestle with these decisions, especially if 
  they are human and tied directly to EarthGov or 
  EarthForce.  Even alien players will have to deal 
  with the consequences of this turbulent period in 
  Earth’s history, as regulations become tighter and 
  treatment of aliens grows increasingly hostile.  
  Travel authorisations may be revoked without 
  warning, business contacts on Earth might suddenly 
  disappear, and even sympathetic human characters 
  might have to avoid their alien friends for fear of 
  being marked as a sympathiser.  Games Masters 
  are encouraged to bring political agendas into their 
  games in 2260, as this reﬂ ects the tide of public 
  opinion on Earth turning away from the ideals of 
  equality and brotherhood that the Babylon Project 
  was founded on.  
  Dust to Dust 
  (February 21st, 2260)
  It had been a quiet day when Captain Sheridan came upon 
  an argument in the Zocalo between a security guard and a 
  shopkeeper.  The shopkeeper, an older human male, was 
  calling the guard a thug and trying to take back several small 
  signs the guard had taken down from his store walls.  After 
  intervening, Sheridan learned that the guard was removing 
  the items on ground of sedition.  The placards proclaimed 
  Clark as a traitor and an assassin, with the shopkeeper 
  citing the latest ISN report as their source.  In Sheridan’s 
  judgement, the signs were an opinion, not sedition, and 
  ordered that they be left where they were.  This did not 
  please the guard, but he did as he was told and left the 
  shop.
  The guard was not the only person about to be displeased.  
  In Garibaldi’s ofﬁ ce, Ivanova learned from the Security 
  Chief that her least favourite person in the entire world 
  was coming to Babylon 5 and that he was on the BabCom 
  link waiting to speak with her.  She turned the screen back 
  on and there was Alfred Bester, the Psi Cop that had given 
  Babylon 5 so many problems in the past.  He informed her 
  that he would be arriving at Babylon 5 in seven hours to 
  pursue a dangerous criminal and that he would need the 
  entire command staff assembled when he arrived.  While 
  previous trips to the station had been under less than 
  honest circumstances, this one was possibly legitimate.  As 
  Ivanova, Garibaldi and Bester were conversing on the link, a 
  lurker in Downbelow was caught in a ﬁ t of violent delusion.  
  Screaming about a ‘mountain falling on him’, he staggered 
  through a steam-ﬁ lled corridor and shoved people out of his 
  way.  Finally, near collapse, he wrenched a wiring conduit 
  pipe out of the wall and began beating the nearest person 
  with it severely, begging for the mountain to stop.  Clearly, 
  Babylon 5 had a problem.
  This was a problem for many different reasons, not the 
  least of which was that that it had drawn the attention of 
  Bester, a Psi Cop who had always shown a keen interest in 
  the dealings of the Babylon 5 command staff.  As he was a 
  telepath, this threatened everything they had been doing for 
  the past few months.  Not only were they preparing for a war 
  that would rage out of control if the Shadows discovered 
  how much they knew before they were ready, but Ivanova 
  and Sheridan were the source of the transmission that was 
  causing so much turmoil back home.  If Bester, a very strong 
  telepath, scanned them, they could be looking at charges of 
  treason.  Captain Sheridan laid this out for the command 
  staff in their meeting chamber.  There was the alternative of 
  killing Bester before he could reveal their secrets, but aside 
  from Ivanova, with reasons to hate him of her own, none 
  of the assembled war council condoned such an action.  
  
  41
  Galaxy of 2260
  Looking troubled, Delenn offered another 
  alternative, but she mentioned that it would 
  carry a risk of its own.
  Down in the passenger docking bay waiting 
  area, Londo Mollari greeted Vir, who had 
  returned from the diplomatic mission on 
  Minbar for a vacation on Babylon 5.  He had 
  with him his observations and reports on the 
  Minbari for the Royal Court back on Centauri 
  Prime and was looking forward to submitting 
  them to the Emperor, but Londo, always 
  looking for a reason to celebrate anything in 
  these dark times, was more interested in having 
  a drink with his former aide and hearing about 
  Minbar.
  In MedLab, the crazed lurker was still rambling, even under 
  sedation.  As Doctor Franklin raced to try and stabilise him, 
  his assistants brought in another human.  This one was 
  comatose, but they thought she might be a related case to 
  the ﬁ rst lurker because she had been found just down the 
  corridor from where the ﬁ rst went crazy.  According to her 
  charts, she was a geological surveyor who had been caught 
  in a landslide and nearly killed.  Franklin saw the relevance 
  – the mountain had fallen on her – and ordered the ﬁ rst 
  lurker checked for traces of a chemical he hoped he would 
  not ﬁ nd.  If he was right, the man was on Dust.
  Outside the station, Bester was preparing to come on board.  
  His personal shuttle waited outside Babylon 5’s docking 
  aperture for clearance.  Ivanova, seeing the man that could 
  ruin everything she and the others had been doing for 
  months, ordered the crew to leave Command and Control.  
  Once alone, she wrestled with her conscience.  In a moment 
  of weakness, she ordered the station’s defence grid to target 
  the shuttle.  Then, knowing full well that it would be murder 
  and the end of her career, she gave the command to ﬁ re.  
  Before the station computer could comply, Sheridan belayed 
  the order.  He understood Ivanova’s concerns, but he was not 
  about to become as bad as the enemies he faced.  Ivanova 
  pleaded with him to let her do what had to be done, but he 
  refused.  Reluctantly, he gave Bester clearance to dock.  He 
  knew that at some level, Ivanova was right, but there was 
  another way to beat him.
  When Bester, irate and convinced that he had just been 
  in great personal danger, arrived in Sheridan’s ofﬁ ce, he 
  discovered what Delenn’s solution was – Minbari telepaths.  
  With the four of them continuously jamming any use of 
  telepathy in the area, there was no way for him to use his 
  powers.  Sheridan did not trust Bester at all, something he 
  was all too happy to tell the Psi Cop directly.  Bester seemed 
  to understand, and was even reticent about some of his 
  organisation’s indiscretions.  He mentioned that although 
  what had happened to Talia Winters previously had been 
  regrettable, her dissection had proven useful.  This comment 
  pulled Garibaldi into a rage, but Ivanova calmed him by 
  saying that the Psi Cop was only trying to provoke him into 
  strong emotion, something that would make the Security 
  Chief easier to read.  The Minbari telepaths were there to 
  block Bester’s abilities and keep just that from happening.  
  He refused to speak with the command staff while there 
  were outsiders present, but Sheridan and the others had 
  planned for that.  Doctor Franklin offered Bester a choice; 
  he could leave the station immediately or he could agree to 
  take a dose of the same chemical that suppressed telepathic 
  abilities in those who refused to join the Psi Corps.  Bester, 
  saddened that he had to resort to something like that to 
  get the station’s command staff to trust him, agreed to the 
  injection.
  ‘Nothing like a level playing field 
  to ruin a Psi Cop’s day.’ 
  John Sheridan 
  In one of the station’s diplomatic meeting rooms, there were 
  tensions of another kind brewing.  Vizak, an ambassador 
  for the Drazi, was trying to negotiate a peaceful settlement 
  with the Centauri in regards to ‘buffer zones’ the Republic 
  was carving out of Drazi space along their mutual borders.  
  Londo Mollari was reluctant to talk about such things in 
  front of Delenn and Lennier, but the Drazi insisted on 
  having them there as mediators.  The talks did not go 
  well, with Londo leaving the table after demanding seven 
  colony worlds from the Drazi and obliquely threatening a 
  much more costly military solution if that ‘request’ was not 
  fulﬁ lled.
  Four hours later, after the sleeper chemical had been in his 
  system long enough to deaden his powers, Bester explained 
  the reason for his visit.  The Psi Corps was after one of the 
  biggest suppliers of Dust, a synthetic compound capable of 
  awakening the dormant telepathic centres in the brain, and 
  had tracked him to the station.  Franklin veriﬁ ed that this 
  
  42
  Galaxy of 2260
  could be true; there had been three cases of Dust victims in 
  the last few hours.  The problem was real, but Bester’s next 
  piece of information only made it worse.  According to his 
  sources, the manufacturer was going to sell mass quantities 
  of Dust to foreign governments.
  In G’Kar’s ofﬁ ce, the manufacturer in question was trying to 
  close that exact deal.  The human, Mr. Lindstrom, negotiated 
  a price with the irate Narn.  G’Kar was upset that some of 
  the Dust had been dealt on the station already but Mr. 
  Lindstrom was unapologetic; he was a businessman and the 
  point of business was to make money.  Seeing that he would 
  not be able to keep the Dust all to himself without closing a 
  deal, G’Kar demanded to see if the product was as good as 
  purported.  Lindstrom gave him a sample packet to see for 
  himself.  There were no Narn telepaths, but the race could 
  have the genetic potential – since the drug had never been 
  tested on Narn, there was no telling what it might do.
  In the Zocalo, Garibaldi was escorting Bester.  The Psi Cop 
  was still adjusting to not having voices in his mind from the 
  subtle, subconscious use of his powers.  Garibaldi’s dislike 
  of the telepath was evident, but Bester was unconcerned.  
  He told Garibaldi that though their methods differed, he 
  was no less loyal to the Earth and humanity than Garibaldi.  
  Like him or not, Bester was just as dedicated to protecting 
  his people as the Security Chief.  Garibaldi appeared 
  unconvinced by this argument, but the conversation did 
  quiet him for a while.  A short time later, the two of them 
  were called to an interrogation room with a human fence 
  named Ashi.  The human had the reputation of owning a 
  piece of every illegal smuggling operation that took place 
  on the station.  Though Ashi pleaded ignorance at ﬁ rst, a few 
  minutes of good cop/Psi Cop loosened his tongue quickly.  
  He professed to know a human with a dozen fake identicards 
  who had come to him looking to move many crates of Dust 
  through Babylon 5.  As far as Ashi knew, the human was still 
  on station in a room in Red Sector.
  That was all they needed to set up a bust.  With the station’s 
  Screamer defence system online and awaiting his command, 
  Garibaldi crouched behind a cargo crate with Bester and 
  waited for Mr. Lindstrom to meet with his suppliers.  When 
  all of the perpetrators were in one place, Garibaldi kicked 
  on the sonic system, drove everyone to their knees, and 
  made arrests.  Unfortunately, while Lindstrom had been 
  captured, his damage had already been done.  He would not 
  be supplying G’Kar with crates of Dust, but the one sample 
  he had given the Narn would be trouble enough for everyone 
  involved.
  In his quarters, Londo Mollari was going over Vir’s report 
  on Minbar before forwarding it to the Royal Court.  He was 
  not pleased with the wording of the report, as it was too 
  complimentary and not politically astute – in his opinion.  
  Over Vir’s protests, he rewrote sections of the missive 
  to reﬂ ect the current political trends on Centauri Prime.  
  These were not outright lies, but they were enough to put 
  a completely different spin on what Ambassador Cotto had 
  been trying to report.  Vir complained that Londo was trying 
  to drive him mad, but Londo told him the universe was 
  already quite mad.  Any further effort on his part would be 
  redundant.
  Before the conversation could continue, Vir was called 
  to the door and struck unconscious by an enraged G’Kar.  
  Maddened because of the Dust he had consumed, the Narn 
  had already wrecked his own apartment and had now found 
  the subject of his delirious hunt – Londo.  Unable to ﬁ ght off 
  a drug-crazed G’Kar, Londo fell before the Narn’s physical 
  assault and the ruthless mental invasion that followed.  He 
  saw into Londo’s most secret thoughts.  He saw Mollari had 
  originally been given the position on Babylon 5 because no 
  one else wanted it.  Essentially assigned to the station as a 
  joke, Mollari’s diplomatic origins were no honour, but rather 
  an expedient way for the Royal Court to be rid of him.  In 
  Londo’s mind, G’Kar’s laughter rang out like mocking 
  thunder.  His amusement faded as his new telepathic powers 
  revealed Mollari’s ﬁ rst meeting with Mr. Morden and the 
  Shadow’s part in the destruction of Quadrant 37.  Suddenly, 
  G’Kar had his proof that Mollari was at the centre of the 
  whole war against his people.  He had to know who these 
  allies of the Centauri were and if Mollari would not give it to 
  him, G’Kar would take it from his mind by whatever means 
  necessary, even if that meant ripping apart Londo’s psyche.  
  
  43
  Galaxy of 2260
  In a ﬂ ood of maddening images, G’Kar learned everything, 
  all that Londo had done and seen in the last two years.
  Only a strange, calming voice from the darkness stopped 
  G’Kar before he could go any further.  He saw his father, 
  hanging from his wrists from a tree branch.  G’Kar saw 
  him again for the ﬁ rst time since he had watched his father 
  die as a young child.  His father repeated the words he had 
  spoken then, leaving G’Kar to grieve once more.  As he 
  did, another Narn appeared.  This one called into question 
  G’Kar’s honour and his motives in continuing the bloodshed 
  surrounding his people.  In the words of this new Narn, no 
  one would care who was right and who was wrong in their 
  race’s struggle against the Centauri if all of creation was torn 
  down as a consequence.  There was a greater war, a greater 
  purpose, than that which G’Kar could see in his blindness of 
  hate.  The Narn implored G’Kar to understand what he was 
  trying to say; the Narn were not alone in the universe.  All 
  the races of the galaxy were bound together and for some 
  to be saved, others would have to be sacriﬁ ced.  G’Kar, still 
  reeling from all he had seen and heard, did not understand, 
  but he tried to accept what he was being told.  
  As he struggled with these new revelations, G’Kar’s face 
  was bathed in light.  In his mind, he saw the angelic ﬁ gure 
  of G’Quan rising up into the heavens.  He had been given a 
  second chance, an opportunity to become something nobler 
  and greater than he had been before, but the choice was his.  
  His eyes showed the majesty of G’Quan, but within, he 
  beheld the majesty of what the universe was offering him.  
  Humbled and silenced by it all, his Dust induced fever broke 
  and he returned to himself and the horrors he had wrought.  
  As he sat weeping, the silent ﬁ gure of Kosh moved, unseen, 
  away from him.
  Later, in the Judiciary Court of the station, G’Kar was found 
  guilty of the premeditated assault and seizure of Londo 
  Mollari and the purchase and use of an illegal substance.  He 
  had confessed to these charges and declined council, all with 
  a serene look of acceptance on his face.  The sentence was 
  conﬁ nement for 60 days in the station’s holding facility, but 
  he did not seem concerned.  He even declined Garibaldi’s 
  offer to return the Book of G’Quan to him, feeling that he 
  was now somehow closer to the writer of the work.
  In the station’s docking bay, Garibaldi escorted Bester 
  and the prisoners from the Dust arrests to their transport.  
  Bester expressed a certain sense of appreciation for his 
  time working with the Security Chief, an opinion that was 
  completely unrequited.  As another member of Psi Corps 
  approached, Garibaldi took his leave.  Once alone, Bester 
  revealed to the other Psi Cop that he had always considered 
  their Dust ‘idea’ unworkable.  The Corps had spent ﬁ ve 
  years developing the drug and it had not produced any 
  telepaths of acceptable strength among the human race.  He 
  was, however, pleased that they had managed to keep it out 
  of the hands of aliens.
  Alone in his cell, G’Kar ﬁ nally had the time and solitude 
  to think over what he had seen.  A man of great honour and 
  courage, he had now seen the truth of his beliefs and was 
  becoming deeply spiritual.  Much of what had been said 
  to him was troubling, but he sought peace in meditation.  
  ‘Some of us must be sacriﬁ ced if all are to be saved.’  The 
  Narn in his mind had spoken those words.  Now, it was up to 
  him to determine what they meant.
  Ashi – Smuggler, Fence, and 
  Criminal Contact
  6th Level Human Lurker
  Hit Points: 20
  Initiative:  +2 (+2 Dex)
  Speed:  30 ft.
  DV:  16 (+6 Reﬂ ex)
  Attacks:  +4 melee or +4 ranged
  Special Qualities: Lurker’s Knowledge, Survivor’s Luck, 
  Multi-Skilled  
  Saves:  Fort +7, Ref +6, Will +3
  Abilities:  Str 13, Dex 14, Con 14, Int 15, Wis 12, Cha 15
  Skills:  Appraise +8, Bluff +6, Computer Use +5, 
  Knowledge (alien life) +4, Knowledge (law) +5, Knowledge 
  (mercantile) +5, Knowledge (streetwise) +10, Listen +5, 
  Profession (dock worker) +4, Sense Motive +6, Spot +4, 
  Speak Language (Drazi), Technical +5
  Feats:  Alertness, Contact (Security guard on his payroll), 
  Lightning Reﬂ exes, Skill Focus (knowledge – streetwise), 
  Run, Toughness
  Ashi got his start in smuggling at a young age, helping his 
  father unload ‘special cargo’ off freighters in the Proxima 
  transport bays.  When his father was killed during a turf war 
  between two rival smuggler’s groups, the young Ashi began 
  hopping ships that would take him as far away from the 
  Earth colonies as they would go.  Proving himself an able 
  spacehand, especially around the cargo bays, he worked for 
  his passage until fortune brought him to Babylon 5 and a job 
  with the Dockers’ Guild.
  He managed to stay out of real trouble until the Dockers 
  went on strike in 2258 and forced him to make a few 
  hard choices about his life.  Unwilling to risk his life if 
  the Rush Act was called into effect, he resigned from the 
  Guild and put his other talents to work for him.  Within a 
  few months, he was an enforcer and ‘collections agent’ for 
  N’Grath.  His comfort level at dealing with aliens made 
  him an excellent go-between for people who wished to do 
  illegitimate business for the insectoid alien but had no desire 
  to do so in person.  Over time, his position in N’Grath’s 
  organisation improved until he was the crime lord’s most 
  trusted lieutenant.
  
  44
  Galaxy of 2260
  When N’Grath ﬂ ed the station following the assassination 
  of President Clark, Ashi was left as one of the only people 
  on Babylon 5 qualiﬁ ed to ﬁ ll the vacuum of power.  2259 
  was a turbulent year for him, but after surviving the dangers 
  of Downbelow, dealing with a few pretenders to his throne 
  did not prove to be difﬁ cult.  By the end of 2259, Ashi has 
  assumed a great deal of N’Grath’s former position and the 
  contacts that come with it.  His criminal connections are 
  legion and if something exists on Babylon 5 that should not 
  be there, it is a safe bet that Ashi either knows where it is or 
  who else might know – for a price.
  Dust
  A telepathic, chemical menace that has for the most part 
  been limited in its range of effect to Earth and its colonies, 
  this narcotic substance is a colourless crystalline powder 
  with the special ability to heighten neural processes and 
  awaken the telepathic gene in most sentient creatures.  This 
  telepathic power is a very focused one, taking the form of 
  a potent mind scanning ability that forces itself into the 
  mind of another being and reveals many of their innermost 
  thoughts and memories.  Dust is usually melted over an open 
  ﬂ ame until it assumes a liquid form and then air injected, but 
  the substance can also be inhaled and absorbed through the 
  thin tissues of the nasal cavities.  The power it provides only 
  lasts for a few hours and does not tend to linger thereafter, 
  but the effects of telepathically ‘raping’ someone’s mind can 
  take a lot longer to fade.  Telepaths are extremely sensitive 
  to the invasion this drug can cause; a telepath who suffers 
  an assault by someone on Dust rarely regains consciousness 
  after the experience and will likely be permanently insane 
  even if they manage to recover.  As such, Psi Corps heavily 
  polices the drug and the penalty for trafﬁ cking is extremely 
  harsh.  Dust convictions carry a mandatory 10-year prison 
  sentence under EarthGov law.
  Ironically, Dust is a Psi Corps invention and was designed 
  as a way of unlocking the genetic code of a human being in 
  order to force the creation of measurable telepathic ability 
  in someone who would not otherwise manifest it.  In this 
  regard, it has failed, but its potential as a way of providing 
  situations where the Psi Corps is given jurisdiction to 
  investigate cases of its use in areas they would not otherwise 
  have access to has more than justiﬁ ed the trouble it has 
  caused them.
  Scenario and Campaign Hooks
  G Garibaldi said that Ashi had a piece of every illegal 
  dealing that transpired on Babylon 5.  As such, he has 
  likely replaced N’Grath as the station’s contact point 
  for smuggling and dirty deals, though he has fewer 
  resources.  This makes him a likely character for the 
  players to have to come through if they need things 
  done ‘off the record’.  Garibaldi keeps Ashi watched 
  pretty closely, but clever players can probably set 
  up a meeting with him if they are willing to take 
  the time, credits and Gather Information checks it 
  might take to accomplish it.  Since Ashi revealed 
  that he had not set up Lindstrom’s Dust connections 
  for him, the fact that the stuff made its way onto 
  Babylon 5 anyway suggests that Ashi does not have 
  the exclusive market on smuggling.  This opens up 
  the possibility of rival characters vying for control 
  of the illegal shipping lanes; players willing to get 
  involved in such things could stand to make a lot of 
  money (and infuriate Mr. Garibaldi in the process).
  G Dust is a plot line or story arc waiting to happen for 
  any Games Master wanting to incorporate it.  Not 
  only does the chemical provide an excellent way 
  for a character to become invasively telepathic for a 
  single game without having to worry about the long 
  term consequences of psychic powers, it can be used 
  to explore the many side effects Dust can have on 
  non-human characters.  Trafﬁ cking in Dust or trying 
  to prevent Dust trafﬁ cking can also provide plots for 
  a campaign, as it ties the players at least indirectly 
  to the Psi Corps.  Having Psi Cops get involved with 
  the game is bound to have a lasting effect on players, 
  especially if any of them are telepaths themselves.  
  Ashi, a person who admittedly will deal in virtually 
  any illegal substance in the galaxy, will not touch 
  Dust because it is ‘nothing but trouble’.  Players 
  should take that warning to heart.
  G G’Kar’s unprovoked attack on Londo Mollari will 
  raise tensions between the Centauri and the Narn 
  to an all-time high.  The brutal nature of his assault 
  will only make things worse, though the Dust factor 
  will certainly not become public knowledge.  Still, 
  the Centauri will likely learn of it eventually and 
  when they do, the risk to any state secrets Mollari 
  might know will force them to act in some way.  
  This opens up a number of roleplaying opportunities 
  for players with any connection to either side in the 
  conﬂ ict.  Lesser Centauri nobles might have more 
  authority and responsibilities placed upon them as 
  the Royal Court shies away from Londo for a time.  
  Narn operatives and Babylon 5 security forces will 
  have their hands full staving off attempts on G’Kar’s 
  life while he is under incarceration.  
  Exogenesis (March 
  11th, 2260)
  It was the end of another long day for the ofﬁ cers in 
  Command and Control.  Their last shuttle for the work 
  rotation had just docked and was moving through the station 
  to the debarkation platform.  The Dyson eased gently into its 
  docking clamps and arrived at its scheduled gate just as two 
  humans arrived on a gantry overlooking the bay.  They were 
  
  45
  Galaxy of 2260
  eager to meet the people coming off the shuttle, though their 
  tone suggested this trip might not be for pleasure.
  In Earhart’s, the ofﬁ cer’s lounge and bar, dozens of station 
  personnel were gathered for something considerably more 
  festive.  David Corwin, formerly a Second Lieutenant, had 
  just been promoted for his hard work and dedication to 
  EarthForce.  Now a full Lieutenant, he appeared more than a 
  little embarrassed at all of the attention and the party thrown 
  in his honour.  At a nearby table, the entire command staff 
  drank to the new Lieutenant’s good future and the hope that 
  tomorrow would be as calm and peaceful as today.
  At that moment, in Downbelow, the two lurkers who had 
  watched the Dyson dock were busy proving them wrong.  
  As they looked on in excitement, another human dressed 
  in rags crawled on the metal ﬂ oor in utter agony.  His shirt 
  was torn open across the back, and a small alien creature 
  was burrowing into his ﬂ esh.  As one of the lurkers spoke 
  soothingly to him, telling him that it would all be over 
  soon, the creature settled under his skin and the marks of its 
  intrusion mostly faded.  Unfortunately for the victim, these 
  words proved false.  For some reason, whatever the creature 
  was trying to do failed and, as they watched, the lurker died.  
  Unable to remain because security was approaching fast, the 
  two lurkers reluctantly ﬂ ed the scene.
  In Command and Control, Captain Sheridan drew Ivanova 
  out for a private meeting.  Now that Corwin had been 
  promoted, it was inevitable that he would get involved in the 
  command staff’s secret dealings.  While Sheridan did not 
  begrudge the Lieutenant his new position, he had to know 
  where the young ofﬁ cer stood in regards to EarthForce and 
  what was transpiring with President Clark and the Ministry 
  of Peace.  He suggested Ivanova set up a subtle interview 
  later with Corwin, something she had no problem agreeing 
  to.  She did express concern about the secrecy, saying that it 
  was the part of their war council she really hated.
  The Zocalo was not the only place to 
  purchase goods on Babylon 5, though 
  it was certainly the cleanest.  There 
  were parts of Downbelow where 
  anyone with credits and the strength 
  to hold onto them could buy just about 
  anything.  It was here that Marcus Cole 
  tracked down an old friend, a lurker 
  and small-time trader named Duncan.  
  Their brief discussion about Scottish 
  plays from the old days of Earth and 
  Duncan’s 
  sleepy 
  demeanour 
  was 
  suddenly interrupted by a coughing ﬁ t 
  on the lurker’s part.  Knowing that his 
  friend needed the money and hoping 
  that he would use it to go to a doctor, 
  Marcus purchased a small trinket from 
  Duncan and went on about his way in 
  peace.
  In the MedLab staff meeting room, Doctor Franklin briefed 
  his staff on various medical concerns and emergencies on 
  the station, including a shortage of Drazi blood supplies.  
  He asked if there was anything that needed his immediately 
  attention and an EarthForce medical ofﬁ cer named Harrison 
  brought up a Dead On Arrival case.  Doctor Morris, the 
  attending physician on that one, wanted Franklin’s help 
  pinpointing a cause of death because the intact condition of 
  the corpse did not offer one of its own.  Later, in MedLab 
  One’s isolab, Franklin examined the corpse, a human male 
  in his early thirties and found no cause of death he could 
  determine.  There were traces of prior drug use, including 
  Dust, but nothing that would have killed him.  After a 
  computer scan found a strange mass wrapped around 
  the human’s spinal cord, Franklin decided to perform an 
  autopsy.  What he found was astonishing – the human’s 
  spine was covered in a mass of clear tendrils, some of which 
  seemed to be alive.  Analysis conﬁ rmed that the mass was 
  genetically neutral, enabling it to coexist in any form of 
  life.
  In the Dark Star lounge, Marcus met with another ranger 
  privately.  He had a message from Ranger One on Minbar, 
  telling Marcus to go on a heightened state of alert following 
  increased pressure coming from Earth.  He also told Marcus 
  of Shadow vessel activity in Sector 800.  The Shadows were 
  creating a sizable blockade force on the edge of Centauri 
  space.  His last news for Marcus was that the ‘package’ he 
  wanted had left Mars and would arrive within the week.  
  After asking him to drop a long range scanner in Sector 
  800 on his next supply run, Marcus dismissed the disguised 
  ranger and asked after his usual liaison, Samuel.  He was 
  told that Samuel had decided he had more important things 
  to do than work with Marcus, something the canny ranger 
  found hard to believe.  He decided to visit Samuel for 
  
  46
  Galaxy of 2260
  himself and left the bar, but he was observed doing so by the 
  male lurker from the Dyson’s docking bay.
  He found Samuel with over a dozen people in the docking 
  bay.  Samuel had a strange, almost distant look and a vacant 
  expression.  Marcus tried to ﬁ nd out why Samuel had 
  decided to stop working for him, but the man would only 
  say that he had other things to do now.  Not wishing to have 
  a confrontation in the dingy Downbelow corridor, Marcus 
  backed off, but he deﬁ nitely did not like what he had seen.  
  Everyone in the hallway had the same expression as Samuel, 
  as if they were listening to something Marcus could not 
  hear.  After he departed, the lurkers all gathered in the room 
  at the end of the corridor and watched as another human lay 
  on the ground in agony.  This time, it was Duncan.
  In Command and Control, Ivanova asked Corwin if, now 
  that he was promoted, he would like to meet with her for 
  a private conversation about where he saw himself a few 
  years in the future and what he thought of his career.  She 
  was trying to be subtle about things, but her subtlety let the 
  Lieutenant completely misread her intentions.  By the time 
  she was ﬁ nished, she had set a time to meet in her quarters 
  after the work shift and Corwin was left with the mistaken 
  impression that he had just been asked out on a date.
  After ﬁ nding out that Duncan had moved all of his things and 
  given up his space in the Downbelow market, Marcus went 
  to try and get Garibaldi to investigate.  After being rebuffed 
  by the Security Chief because nothing illegal was apparently 
  happening, he seized on Garibaldi’s off-handed suggestion 
  that he go see a doctor about the odd behaviour instead of 
  him.  That was exactly what Marcus did; he went to MedLab 
  One and talked with Doctor Franklin.  After almost, but not 
  quite, lying about Garibaldi’s recommendation and interest 
  in the missing person case, the ranger convinced Franklin to 
  take the hour his medical computer would need to ﬁ nish an 
  analysis of the biomass and come with him to Downbelow.  
  Pushy but triumphant, Marcus took his weary ally and 
  headed off in search of his friend.
  After ﬁ nding a resin-covered hole eaten though the solid 
  metal wall of a chamber in Brown Sector, Franklin and 
  Marcus followed a similar trail of holes to a section of the 
  station’s superstructure where a human lay writhing on the 
  ﬂ oor.  His back was bulging, as if something large was under 
  his skin, wrapping itself around his spine.  Franklin tried to 
  reach MedLab on his comm link, but before he could more 
  than identify himself, he and Marcus were surrounded by 
  the lurkers from before.  This time, their expressions were as 
  focused as the aim of their PPG pistols.  A few minutes later, 
  as they peered out through the bars of their cell, Franklin and 
  Marcus discussed their situation.  In the Doctor’s opinion, 
  the creature in the lurker’s back was the same kind of thing 
  he found during his autopsy – an alien parasite capable of 
  taking over the nervous system.  He thought it might be part 
  of a plot to take over the station, but Marcus saw that doing 
  so was not facilitated by taking over lurkers.  Lurkers had no 
  tactical value or authority, leaving them less than helpful to 
  an invasion force.  One of the possessed lurkers approached 
  their cage and identiﬁ ed himself as having been Matthew 
  Duffy. He explained that the two of them would remain 
  locked up until the lurkers were through.  Despite Franklin’s 
  attempts to reason with him, Duffy was uncooperative and 
  left them in silence.  Franklin remained optimistic, thinking 
  that since Garibaldi was involved, he would ﬁ nd them 
  soon.  Once he learned from a very sheepish Marcus that 
  the Security Chief was not really part of the operation, his 
  optimism and his hopes waned.
  Later, Marcus’s friend Duncan arrived at their cell.  He was 
  smiling and looking healthier than before.  He told them 
  that he was now two beings and one being at the same time.  
  The part of him that was Duncan remembered Marcus being 
  kind to him, while the part that was Vindrizi had made him 
  whole and well again for the ﬁ rst time in years.  The corpse 
  Franklin had in MedLab had died because his blood was 
  tainted with chemicals that caused the merging to go badly.  
  The Vindrizi were here to merge with hosts and would 
  tolerate no interference.  That meant hurting or even killing 
  Franklin and Marcus if they had to, though it did not sound 
  like the alien symbiotes’ ﬁ rst choice.
  In Ivanova’s quarters, Lieutenant Corwin was sitting 
  uncomfortably while the Commander talked with 
  him.  After having already denied bringing her 
  a dozen roses he had purchased earlier because 
  he thought they might seem too forward, he was 
  very nervous about making any further ‘mistakes’. 
  Ivanova tested his reliance on orders by revealing 
  that she had broken regulations and set aside a 
  small part of the hydroponics garden to grow her 
  own coffee beans.  He did not have a problem with 
  that, but he was truly loyal to Earth and did not 
  believe that anyone should actually disobey their 
  orders.  This attitude was commendable, but it was 
  
  47
  Galaxy of 2260
  not precisely what Ivanova had wanted to 
  hear.
  Meanwhile, Marcus and Franklin sat in 
  their cell, discussing their situation and, 
  at Marcus’s request, Ivanova.  Franklin 
  could not believe the ranger would choose 
  this as a time to discuss romance, but 
  Marcus could not think of a better time 
  than at the possible end of his life.  Their 
  conversation was cut short as the lurkers 
  and Duffy came to pull Franklin out of the 
  cage.  The lurker they had seen merging 
  with a Vindrizi was dying and they needed 
  the doctor to save his life.  The threat in 
  their words was clear; if the lurker and his 
  parasite died, so would Franklin.  While 
  the doctor was in the other room, Marcus 
  set his escape plan into motion.  After tricking one of his 
  guards into knocking himself out with a suddenly extended 
  ﬁ ghting pike, he grabbed the other one and forced the 
  weapon from his hand.  He grabbed the pike, loose PPG and 
  the doctor’s link, but was unable to get the communication 
  device to accept his genetic scan as an authorised user.  
  Frustrated, he charged out of the room into the corridors 
  of Brown 84.  If he could not summon help, he would save 
  Franklin on his own.
  Two minutes later, he and Franklin were trapped behind 
  a pair of packing crates in a dark room full of angry 
  alien-possessed lurkers.  Trying to bluff his way out of 
  the situation, Marcus accused the aliens of ruining and 
  endangering the lives of the lurkers they took over.  Duncan 
  came out of the shadows and told Marcus that the aliens had 
  not forced anyone into a merger.  They had all volunteered.  
  Talking through several different lurkers as a kind of hive 
  mind, the lurkers spoke for their Vindrizi symbiotes.  They 
  had been created half a million years in the past as a form 
  of living record, keeping an account of everything they have 
  experienced through their host bodies.  They had been to 
  distant parts of the galaxy too far away to describe and 
  witnessed ancient wars too terrible to imagine.  They pleaded 
  with Franklin and Marcus to believe that they meant no 
  harm but only wished to continue their purpose of recording 
  the wonders and tragedies of the universe.  Unfortunately 
  for the Vindrizi, there was no reason to trust them.  Duncan, 
  knowing that Marcus would trust his friend but not the 
  alien within him, willingly separated from his symbiotic 
  companion and, nearly dying from the strain, told him that 
  everything they had been told was true.  The Vindrizi existed 
  to keep the knowledge of the past and present in trust for a 
  time when all records were lost and the galaxy became bereft 
  of its history.  The Vindrizi did not want to hurt anyone, but 
  needed to maintain their existence and fulﬁ l their purpose.  
  Moved by Duncan’s sacriﬁ ce, Franklin agreed to help the 
  aliens in their cause.  His conditions were that he be allowed 
  to monitor the merging process at all times and ensure the 
  safety of all their volunteers.
  This was good news for the Vindrizi, but sad news for 
  Duncan.  The process of merging with a Vindrizi was a once-
  only proposition.  Trying to recombine with the alien would 
  kill him, so all of the wonderful images and memories he 
  had shared were now lost.  He understood the need, as had 
  his symbiote, but he could never rejoin them again.  Instead, 
  Duncan chose to leave Babylon 5 to experience some of the 
  galaxy for himself.  It would be a pale echo of the wonders 
  the Vindrizi had shown him, but it was enough.
  At his station in Command and Control, Sheridan silently 
  asked Ivanova about her approval of Corwin.  Looking 
  sadly after the young ofﬁ cer, she shook her head.  He 
  was a good man, but he could not be trusted to keep their 
  secrets; so many of them would simply violate his sense 
  of duty to EarthGov back home.  Depressed by this news, 
  Captain Sheridan sighed deeply.  They needed allies in the 
  upcoming Shadow War, but it did not look like Lieutenant 
  Corwin would be one of them.  The Vindrizi could not reveal 
  themselves, as the risk to themselves from outside forces 
  wanting to use or destroy the knowledge they possessed 
  would be too great.  Another day had passed, and the forces 
  of Light were no greater than they were before.
  The Vindrizi
  An organic form of record keeping, the Vindrizi have eidetic 
  memories and are effectively immortal but have a strange 
  biology that only allows them to live for more than a few 
  hours if they have merged with the bodies  of sentient 
  humanoids.  They do this by entering the body near the 
  spinal column and discorporating themselves into a writhing 
  mass of organic tendrils.  These wrap themselves around the 
  spine and attach in multiple places along the spinal cord.  
  By doing so, a Vindrizi can live for as long as the host does, 
  becoming one entity for the lifespan of that sentient being.
  
  48
  Galaxy of 2260
  Who created them is a mystery and one the Vindrizi 
  themselves will not reveal.  They are part of a collective 
  intelligence that maintains contact with its component 
  organisms through telepathic communication.   In this 
  combined memory are the experiences of every Vindrizi that 
  exists, a vast storehouse of knowledge about the galaxy, its 
  people, and the hundreds of thousands of years the Vindrizi 
  have existed.  They have a biological drive that keeps them 
  searching for new experiences, taking their hosts along on 
  the journey to act as their limbs and their senses.  Together, 
  Vindrizi and hosts alike become a living tapestry of the past 
  and present.
  By themselves, Vindrizi are a very imperfect organism, but 
  when linked to a host, they become a very efﬁ cient form 
  of life.  Capable of remarkable acts of physical control, a 
  Vindrizi can force its mass into a host creature and heal 
  the wounds of its entry within moments.  Some of that 
  regeneration is passed to the host creature after the merger, 
  making possession by a Vindrizi a not altogether undesirable 
  occurrence.
  Vindrizi
  Tiny-size Alien Creature
  Character Level:  2 (6 hp)
  Initiative:  - (-1 Dex)
  Speed:  5 ft. (cannot run)
  DV:  8 (+2 size, -4 Reﬂ ex)
  Attacks:  Pincer -3
  Damage:  Pincer 1d3-4
  Special Qualities:  Eidetic Memory, Hive Mind, Symbiotic, 
  Vulnerability to Toxins
  Saves:  Fort +0, Ref -4, Will +9
  Abilities:  Str 4, Dex 3, Con 10, Int 20, Wis 20, Cha 10
  Skills:  Knowledge (alien life) +10, Knowledge (alien 
  language) +10, Knowledge (history) +10, Knowledge (star 
  systems) +10.
  Feats:  Iron Will
  Eidetic Memory: The Vindrizi remember everything 
  that they have ever seen or experienced, even through 
  the senses of a host body.  This level of acute, exacting 
  memory detail provides them a +1 on any Intelligence-
  based skill check (already ﬁ gured into the skills above) 
  and allows them to take 20 on any Knowledge skill check 
  without increasing the amount of time the check would 
  normally take and regardless of any distractions.  
  Hive Mind: All Vindrizi are capable of sensing each 
  other at a range of one light year and can pinpoint the 
  exact location of any member of their race within one 
  mile.  All Vindrizi within 100 feet of each other can 
  share their experiences and thoughts through a constant, 
  effortless form of the telepathic power Communication. 
  This mind link goes far beyond the concept of words and 
  allows for instant transmission of thoughts, memories and 
  sensations.  Members of a Vindrizi Hive Mind, including 
  their host bodies, share the highest Intelligence or Wisdom-
  based skill ranks of any one member of the group.  Hive 
  Minds can be disrupted by the telepathic power Jamming, 
  but it instantly resumes when the interference ends.
  Symbiotic:  Unable to live for long outside a host creature, 
  the Vindrizi can merge themselves with any willing, sentient 
  humanoid being with a spinal cord.  They do this by moving 
  onto the creature’s back and entering their body over a 
  period of 1d4 minutes.  This process is incredibly painful 
  and will result in the death of both the Vindrizi and the host 
  if there are any foreign chemicals or acute diseases in the 
  humanoid’s system.  As a side effect, any diseases in the 
  host’s system are instantly and completely purged.  The 
  process dissolves the Vindrizi’s normally insectile body into 
  a series of long neural ﬁ bres and leaves no visible wounds 
  or trace of the merger afterwards.  Details on the result 
  of a Vindrizi merger can be found in the Rules Addition 
  chapter.
  A Vindrizi can leave a host body at any time, but its doing 
  so will catastrophically damage the physical integrity of 
  the bonded creature.  Once a creature loses its Vindrizi 
  symbiote, it can never host one again and its Constitution 
  score is reduced by 1 point permanently.  The former 
  host loses all of the beneﬁ ts it gained from the Keeper of 
  Memory template, but they gain a permanent immunity to 
  normal diseases as an after-effect of the merger.  This does 
  not stop artiﬁ cial diseases such as bio-engineered plagues or 
  other created ailments.
  Vulnerability to Toxins: The Vindrizi suffer a -4 
  circumstance penalty to all Fortitude saves made against 
  poison and do not receive a secondary saving throw if 
  their primary save fails.  Poisons that reduce Constitution 
  automatically affect Vindrizi without beneﬁ t of a saving 
  throw, making them dangerously effective against these 
  alien creatures.
  
  49
  Galaxy of 2260
  Keeper of Memory Template
  When the Vindrizi possess a host body, they bring with them 
  several advantages and beneﬁ ts, such as improved health 
  and lifespan, and access to a wealth of knowledge almost 
  too vast to imagine.  This can have profound effects on the 
  being agreeing to the merger.  Personality changes to match 
  both the host and the distant, alien viewpoint of the ancient 
  Vindrizi.  The sheer power and complexity of the Vindrizi 
  mind tends to completely overwhelm the much younger 
  psyche of the host, leaving the original personality as little 
  more than an echo of behaviour and memory in the face of 
  countless millennia.
  These merged beings call themselves the Keepers of 
  Memory and take it upon themselves to try and experience 
  the whole of sentient life in the galaxy.  They have been 
  around in various incarnations since their creation by beings 
  unknown 500,000 years before the last Great War.  Keepers 
  of Memory are dedicated to their cause and will do whatever 
  they must to continue their travels and their existence.  If 
  they must, they will kill, steal, or commit any kind of 
  criminal act, but they tend to be peaceful creatures with an 
  interest in quiet co-existence.  
  This template can be added to any non-telepathic humanoid 
  sentient being.  At the time of merger, the host creature may 
  not be under the effects of any drug or poison.  Disease 
  is not usually an issue because of the Vindrizi’s healing 
  capabilities, but any active drug or poison in the host’s 
  system will overwhelm the symbiotic alien; this is usually 
  terminal to both host and Vindrizi.  If a Keeper of Memory 
  ever becomes telepathic (even temporarily due to Dust or 
  other condition), the mental input will force the Vindrizi 
  symbiote out of its body immediately and painfully.
  Hit Points: As host + 4.
  Speed: As host.
  DV: As host.
  Damage: As host.
  Special Attacks: The host retains all of its previous special 
  attacks.
  Special Qualities: A Keeper of Memory retains all of the 
  host’s special qualities and gains all those of the Vindrizi, as 
  detailed above.  The host also gains the following.
  Fast Healing: Keepers of Memory have a phenomenal 
  healing rate and can recover from devastating injuries in a 
  short amount of time.  As long as a Keeper of Memory has not 
  died outright from damage (brought to -10 hit points), it heals 
  1 hit point every round from any kind of damage.  This quality 
  is always active but does not permit the reattachment of limbs 
  or regeneration of organs.  Sensory organs will regrow and 
  typically do so in 1d3 days.
  Coordinated Action: Keepers of Memory work better in 
  groups.  For every other Keeper of Memory within 100 
  feet, a Keeper of Memory gains a +1 morale bonus to skill 
  checks, attack rolls, and saving throws to a maximum bonus 
  of +5.  This bonus is only gained from conscious Keepers 
  of Memory; unconscious or comatose Keepers of Memory 
  cannot contribute or beneﬁ t from it.
  Saves:  As the host.  Keepers of Memory always succeed 
  at any saving throw against disease, as the presence of their 
  Vindrizi symbiote buffers their physiology against the effects 
  of biological agents of any kind.
  Abilities: Keepers of Memory gain the Intelligence and 
  Wisdom scores of their Vindrizi symbiotes, usually 20 in 
  each.  Their Charisma scores always changes to 10 because 
  of the detached, dispassionate nature of their personalities 
  after the merger. 
  Skills: As the host.  The Keeper of Memory also gains an 
  additional 1d20+20 ranks in skills which may be applied to 
  any skill.  All skills are considered to be class skills for the 
  Keeper of Memory.
  Feats: As the host.
  Artificial Botanicals
  It is incredibly expensive to ship real plants of any variety 
  to Babylon 5 because of transportation and packaging costs.  
  For the most part, people outside the few Earth Colonies 
  with a breathable atmosphere and arable soil have to make 
  do with synthetic duplicates.  These low cost alternatives 
  are usually of a noticeably poorer quality than authentic 
  goods, but such is not always the case.  While no truly 
  effective replacement for organically grown coffee exists in 
  Earth space, some things have been effectively duplicated.  
  For the most part, only items that are not consumed can be 
  replaced without the user of those goods being able to tell 
  they are synthetic.  This opens up a wide market for items 
  like synthetic cotton, linen and other non-comestibles.  
  Chemical-based fabrics are common in the stores of 
  Babylon 5, with real materials only available for a huge (x10 
  or more) mark-up on their cost when they are available at 
  all.  Over time, spacegoing humans have become used to the 
  differences in synthetic items and now only view authentic 
  goods as an expensive (and often foolish) luxury.
  As an example, synthetic roses cost somewhere around 50 
  credits a dozen, depending on the vendor.  Mima’s Floral, 
  the Zocalo’s best-known ﬂ orist, sells red artiﬁ cial ﬂ owers 
  indistinguishable from the real thing for 40 credits a dozen 
  to EarthForce personnel in uniform.  By comparison, the 
  Earth Boutique only has real roses in stock a few days 
  each year (5% chance of them being available at any given 
  time) and sells them for 65 to 85 credits each.  There are no 
  discounts given for bulk purchases.
  Scenario and Campaign Hooks
  G The Downbelow market featured here (and one of 
  several on the station) is owned and operated by a 
  human lurker named Mackie.  During a Babylon 5 
  campaign, criminal connections may be found in 
  this area and illicit goods purchased in secret from 
  
  50
  Galaxy of 2260
  liaison with his contacts on and off the station.  A 
  player could be introduced to a campaign set on 
  or around Babylon 5 in this way.  In all likelihood, 
  this character would not be a fellow ranger, as their 
  tasks will generally take them off the station for 
  extended periods of time.  A lurker or professional 
  on Babylon 5 would be best suited for this role, 
  preferably one with contacts, interpersonal skills 
  like Diplomacy and Gather Information, and a 
  sizeable Charisma modiﬁ er.  Marcus will probably 
  not accept a new liaison immediately, taking to heart 
  the Vorlon and Minbari philosophy that the right 
  people have to be doing the right thing for the right 
  reasons.  As such, any player looking to serve the 
  rangers in this way will have to undergo an extended 
  period of personality and integrity testing.  For 
  Games Masters, these are scenarios just waiting to 
  be written.
  Messages From Earth 
  (March 18th, 2260)
  Garibaldi did not mind that he had not had a vacation in 3 
  years.  He did not mind that the pay for his job was lousy.  He 
  did not even mind the stress that came with being Babylon 
  5’s Chief of Security.  What he did mind was having to eat 
  the same food for breakfast every day.  In contrast, as she 
  sat there listening to him complain about his meal, Ivanova 
  was surprised by a covered tray from Marcus.  It was a plate 
  of real bacon and eggs, something that Garibaldi thought 
  were impossible to get to Babylon 5 before they spoiled.  
  The breakfast was a gift for the Commander in gratitude for 
  getting Marcus an identicard - apparently, a more extravagant 
  one than the ranger really knew.  Garibaldi and Sheridan 
  were stunned, while Ivanova was simply embarrassed.  
  While Ivanova ate her eggs, entertaining ways in her mind to 
  make Marcus pay for the embarrassment, there were people 
  some of Mackie’s vendors as long as no trouble or 
  ofﬁ cial attention is brought into the area.  Mackie 
  pays his dues to Ashi and his enforcers every cycle, 
  which ensures that no one tries anything foolish in 
  the market.  Those that do will have to deal with a 
  dozen or more human and alien lurker thugs who 
  like to keep things in the marketplace ‘peaceful’.  
  Players may use the market as a contact point and 
  setting for their own stores or illegal activities, and 
  Games Masters can introduce new plotlines in the 
  form of odd goods found on sale or trouble in the 
  market spilling out into the rest of the station.
  G Corwin’s ‘interview’ with Ivanova marks a 
  paranoid time for the command staff of Babylon 5.  
  Desperately needing friends and conﬁ dantes among 
  their peers, the staff will be feeling out the loyalties 
  of everyone in the station’s chain of command.  
  This may impact on the lives of players associated 
  directly with Babylon 5, especially if they hold any 
  rank with EarthForce or have had personal dealings 
  with the main characters on board the station.  
  Even Garibaldi will be looking for people he can 
  trust within his own security force and in his usual 
  group of contacts.  Wearing a Night Watch armband 
  will be an instant barrier to this kind of trust, but 
  not an insurmountable one.  Players looking to 
  work both sides of the fence will get their chance 
  during this time period, but doing so will have dire 
  consequences for anyone caught trying to betray a 
  trust.  
  G The Vindrizi offer a unique opportunity for a Games 
  Master wishing to run an exploration-style campaign.  
  Possessed players might very well band together for 
  protection and use any means at their disposal to 
  secure transport on their quest to experience the 
  inﬁ nite facets of the universe.  A group of these 
  players in a stolen ship, racing through unexplored 
  places in the galaxy could make for a unique and 
  interesting game, especially if 
  one or more alien forces have 
  learned of their existence and 
  wish to capture them for their 
  own ends.  A single Keeper 
  of Memory could provide a 
  fascinating member of a group, 
  along for the ride while they go 
  about the adventures of their 
  daily lives.  Always watching 
  and listening, such a character 
  might be a passive witness 
  or an active participant, as 
  interested in making history as 
  watching it.
  G With the loss of Samuel to the 
  Keepers of Memory, Marcus 
  will be looking for a new 
  
  51
  Galaxy of 2260
  in Downbelow doing it for her.  Marcus and a blonde human 
  woman were running through the bowels of the station, 
  thugs on their heels.  Surrounded and outnumbered, Marcus 
  beat back the tide of attackers.  He shouted to the woman 
  to ﬂ ee.  Collapsing the corridor behind him to stop their 
  pursuit, Marcus evaded his opponents and charged another 
  one just as one of the humans was raising a PPG pistol to 
  ﬁ nish off the now unconscious woman.  
  In the Zocalo, the mood was business as usual.  A BabCom 
  screen on the wall near one of the market’s open cafés 
  explained that new evidence from President Clark’s personal 
  physician had surfaced, casting doubts on the legitimacy 
  of the illness that had taken him off EarthForce One just 
  before it exploded.  While the evidence was being decried 
  by Clark’s supporters, ISN also revealed that EarthGov 
  was aware of an alien race in hyperspace, and that extreme 
  measures might be required to protect Earth.
  In MedLab, Marcus paced by the woman’s bedside.  As 
  Doctor Franklin noted that the woman did not have 
  signiﬁ cant internal injuries or a concussion, he asked who 
  had attacked her.  Marcus let him know that the men were 
  bounty hunters, and that the woman was on a list of people 
  that someone would pay good money to see did not survive 
  another night.  What she might have done in the past did not 
  seem nearly as important as what she might do; that was the 
  reason she was being hunted.
  G’Kar was sitting in his quiet, dark cell when Garibaldi 
  came in to see him.  While some might be upset or stressed 
  at their incarceration, G’Kar actually seemed content.  He 
  had been meditating, thinking and even singing since being 
  imprisoned.  The latter had convinced many of the other 
  prisoners that he was being tortured, something the calm 
  Narn found extremely amusing.  A true artist was never 
  appreciated in his own time or his own cellblock, it would 
  seem.  G’Kar invited Garibaldi to sit with him for a moment.  
  The Security Chief had been trying to read the Book of 
  G’Quan, but a translated version would have been much 
  easier - unfortunately, it would have been a sacrilege to 
  translate the book, according to G’Kar, so Garibaldi would 
  just have to struggle through it as best he could.  There 
  would be more for him to read later, as G’Kar was writing 
  down everything he knew about the war with the Centauri, 
  his people’s mistakes, and what they would have to do to 
  correct them.  He expected to have it ﬁ nished by the time his 
  eight week incarceration was ﬁ nished.
  You can learn much from 
  silence.’
  Ambassador G’Kar
  Garibaldi might have stayed longer to talk with G’Kar, but a 
  Code 7-R had been called and he had to meet with the other 
  members of the command staff.  Marcus had arrived with 
  a ‘package’ he had been waiting for.  Seven years ago, on 
  Mars, Garibaldi had seen something horrible he could never 
  prove.  That was, until now.  
  The woman Marcus had brought to the station was Mary 
  Kirkish, a scientist with Interplanetary Expeditions.  She 
  had risked her life coming to Babylon 5, but what she 
  knew was too important for her to do otherwise.  In the 
  meeting chamber set aside for the war council’s gatherings, 
  Ms. Kirkish told her story.  She had been working for 
  Interplanetary Expeditions for eleven years, several of those 
  on Mars looking for lost artefacts.  She had never found 
  anything but false leads until seven years ago, when her 
  team’s sonic probes picked up something 300 feet beneath the 
  surface of Syria Planum.  Its depth marked it as having been 
  there at least a thousand years, a time frame the command 
  staff knew was the end of the last Shadow War.  The timing 
  was exactly correct; Ms. Kirkish described the thing she 
  had half unburied from the Martian soil and everyone at the 
  table knew what it was - a Shadow vessel.  The mere sight 
  of half of it had given Mary Kirkish nightmares for the rest 
  of her life.  It also proved that Earth had known about the 
  appearance of the Shadow vessels years before they saw it 
  on ISN.  Sheridan suspected that EarthGov might be using 
  the mystery of the ship as an excuse to tighten up planetary 
  security and control information in an effort to deﬂ ect the 
  truth about the Shadows and Clark’s complicity in President 
  Santiago’s murder.
  All of this was alarming, but it was not nearly as distressing 
  as what else Ms. Kirkish had to say.  Finding the one ship 
  had only been the beginning.  Everyone else who had seen 
  what she had were either dead or missing, but before she 
  died too, she had to tell someone of what had happened next.  
  After informing Earth Central of their discovery, her entire 
  team were ordered to a heavy bunker two miles away.  This 
  was after one of the workers had touched the ship with his 
  bare hand and been killed instantly, the life simply drained 
  out of him.
  For six days, Kirkish’s team sat in bunkers, waiting for the 
  unmarked shuttles to stop coming into and out of the distant 
  dig site.  Then, as quickly as they had come, the shuttles and 
  communications stopped.  A second Shadow vessel arrived 
  on the scene and blasted into the dig site with its beam 
  weapon.  From the spray of sparks and molten rock, Kirkish 
  had thought it was destroying the other ship, but twenty 
  minutes later, a psychic scream echoed across Syria Planum 
  - the birthing cry of the other ship as it lifted off into space 
  with its kindred vessel.  After that, her team was broken up 
  and assigned to various other projects across space so no one 
  could to talk to each other.  Garibaldi’s involvement in the 
  affair on Mars had to do with a shuttle accident that left him 
  and another man stranded on Syria Planum.  Trying to get 
  back to civilisation, he had seen some of what Ms. Kirkish 
  
  52
  Galaxy of 2260
  described.  He had gone into the crater to investigate things, 
  but the ships were already gone and the only thing he could 
  ﬁ nd was a half-slagged Psi Corps pin.  It was enough to turn 
  the stomachs of everyone at the table, especially Sheridan 
  and Ivanova.
  There was still more to Ms. Kirkish’s tale.  She had just 
  been assigned to a new dig, this time on Ganymede.  
  Interplanetary Expeditions had found another Shadow 
  vessel, but this time they had no intention of giving it back 
  to the Shadows.  Instead, they were going to take it back to 
  Earth, study it, and use the technology against anyone who 
  stood in EarthGov’s way.  That was why Ms. Kirkish had 
  risked her life; someone had to know what was happening 
  before it was too late.
  Assigning Lennier to take Ms. Kirkish into Minbari space 
  and protect her, Delenn extended her resources.  Once 
  Lennier and Kirkish left, the rest of the war council 
  conferred over what they had learned.  Franklin, stunned 
  by this news, found it all too big to deal with.  How could 
  they possibly hope to ﬁ ght the Shadows, Earth, and the Psi 
  Corps?  Sheridan did not have any answers for them.  He 
  needed to think about what all this meant.  Dismissing all of 
  the others except Delenn, he sat alone despite her company 
  and pondered what this new emergency meant for the future 
  and for their chances in the war to come.
  In the Security ofﬁ ce, Zack Allen sat going over the night’s 
  reports.  One of his peers, another member of the Night 
  Watch, came in and asked him if he was going to the 
  latest meeting that evening.  This was the fourth meeting 
  in as many days, something Allen was ﬁ nding very tiring.  
  ‘Eternal vigilance is the price of freedom,’ the Security 
  guard quoted and left the room, leaving a very nervous 
  Allen behind him.
  On the observation deck, Sheridan looked out among the 
  stars.  With a lot of regret in his eyes, he reached up and 
  took the Earth Alliance lapel pin from his jacket.  Delenn 
  approached him slowly and let him know that Lennier was 
  back and that things were ready for him to proceed.  It was 
  time to tell the others of his plan, something he knew but 
  was obviously not comfortable with.  She asked if he was 
  sure he wanted to go through with what he had in mind, but 
  his will was set.  This had to be done.  In the conference 
  room, Sheridan outlined his plan to the others.  President 
  Clark could not be allowed to have the power inherent in 
  a Shadow vessel.  Knowing this, he had decided to move 
  against the ship on Ganymede and destroy it with the 
  White Star’s weapons while it was still on the ground.  This 
  presented the problem of Earth’s own defence ﬂ eet being 
  alerted to his presence when he opened a jump point near 
  Jupiter, but the decision was made.  One way or another, he 
  would come back successful or not at all.
  It was a two day jump to Earth space from Babylon 5 on 
  the White Star.  To make sure nothing could be traced back, 
  Sheridan left behind everything that might identify him as 
  an EarthForce ofﬁ cer.  He took only the Minbari he would 
  need to crew the White Star and Delenn.  A false story was 
  set up in case he did not return, but everyone hoped it would 
  not have to be used.  While the White Star was on its way 
  through hyperspace, the Night Watch had convened their 
  meeting.  The man Allen had been speaking with was the 
  Night Watch’s liaison to Babylon 5, a position that gave him 
  a lot of authority with the station’s members.  According 
  to him, the ‘lies’ about President Clark were all part of 
  a massive conspiracy against Earth my many of its own 
  people, including government ofﬁ cials, private enterprises, 
  and news correspondents.  In light of this, the Night Watch 
  was now authorised to completely ignore personal freedoms 
  and rights in an effort to dig up information on anyone who 
  might be a traitor to Earth.
  All of this made Allen even more nervous.  The rights and 
  laws he believed in were being swept aside.  The liaison at 
  least admitted that members of the Night Watch would be 
  automatically assumed to be loyal, but other ofﬁ cers and 
  personnel would be suspect.  Another Security guard spoke 
  up at that point, noting that if that was the case, then 
  the fact that Captain Sheridan had not been seen for 
  at least a day would certainly qualify as suspicious 
  behaviour.
  In the depths of hyperspace, prosecution by the 
  Night Watch was the least of Sheridan’s concerns. 
  After being sent to bed by an insistent Lennier, 
  he found strangely angled platforms in the ship’s 
  barracks.  According to Delenn, who was also there 
  for some rest, the Minbari slept at an incline because 
  lying down horizontally was akin to tempting death.  
  Extremely uncomfortable, Sheridan was uncertain if 
  he would be getting any sleep at all, being in great 
  danger of rolling off the platform.  In a surprisingly 
  
  53
  Galaxy of 2260
  intimate moment, Delenn told him that she 
  would watch him while he slept and, if he 
  fell, she would catch him.  That, and the 
  sudden sound of rain that Delenn made 
  happen for him over the room’s speakers, 
  soothed him into a deep, much needed 
  slumber.
  High above Jupiter, the White Star came 
  out of hyperspace, setting off the planetary 
  forces’ long range scanners.  Knowing 
  that he would not have much time to act, 
  Sheridan raced to Ganymede.  A signal 
  from the planet told them that a ‘subject’ 
  was approaching the shadow vessel.  This 
  was, as Delenn explained, how the ships 
  operated.  A living creature formed the 
  central core of the vessel, making it fully 
  functional once they merged.  Knowing he had to act before 
  that happened, Sheridan tried to get there ﬁ rst.  There was 
  now reason for haste beyond wanting to attack the ship 
  while it was defenceless.  If the person going inside the 
  vessel was not properly prepared for the merger, the results 
  could be unpredictable or disastrous.
  Unfortunately, the worst had already happened.  As they 
  neared the moon’s orbit, the transmission they were 
  listening to dissolved into a hideous screeching that sounded 
  like it had come straight from Hell.  Calling out in Valen’s 
  name, Delenn told Sheridan what he already knew - the 
  vessel was now awake.  Out of control and insanely lashing 
  out at everything in its path, the Shadow ship destroyed the 
  Ganymede research installation in a matter of moments.  
  Knowing that any Earth ship in the area would have no 
  chance of stopping the mad behemoth, Sheridan swooped 
  down on it, guns blazing.  The volley of laser and particle ﬁ re 
  caught the Shadow ship’s attention but accomplished very 
  little damage against its ebon hull.  The abomination turned 
  around and focused its attention on the newcomer.  This 
  was all Sheridan had wanted; he had the thing’s undivided 
  attention and could get it to follow him.  Knowing he was 
  no match for the other ship, Sheridan lured the Shadow 
  vessel into a clever trap involving the gravitational mass of 
  Jupiter and its dense cloud layers.  It was a risky gamble, as 
  the White Star was only slightly more enduring against the 
  tremendous force of gravity itself.  
  The Shadow ship’s energy weapon ignited Jupiter’s 
  hydrogen atmosphere around the White Star when it ﬁ red, 
  making the journey both crushing and burning.  Things did 
  not look good for their survival.  As the hull of the Shadow 
  ship buckled and it crushed in on itself, Sheridan ordered the 
  White Star out of the atmosphere, managing to pull away 
  in the nick of time.  Sheridan’s desperate gamble had paid 
  off and accomplished the seemingly impossible; they had 
  survived a direct encounter with a Shadow vessel.
  Unfortunately, there were still the EarthForce ships in 
  the area to contend with.  Particularly, the Agamemnon, 
  Sheridan’s previous command before coming to Babylon 5, 
  was over Jupiter, opening ﬁ re on them.  They had not been 
  identiﬁ ed, as the White Star was an entirely new class of 
  ship, but Sheridan was not prepared to attack people he had 
  once served with.  Delenn, sensing his distress, took matters 
  into her own hands.  Together, they worked out a plan.  By 
  opening a jump point just after coming to the upper edge 
  of the atmosphere, they created an energy eruption in the 
  plasma that shielded their escape.  Again, it was risky, but 
  they had little choice.  The plan worked and damaged but 
  triumphant, they escaped into hyperspace without having 
  to attack the Agamemnon in the process.  It was the ﬁ rst 
  atmospheric jump Sheridan had ever heard of, and certainly 
  the only one he could imagine having been successful, but 
  it was enough.  The Shadow vessel was destroyed, they 
  had not been identiﬁ ed, and they had survived to return to 
  Babylon 5.  Sheridan knew that someday soon, he would 
  have to come back this way to ﬁ nish what had been started, 
  but for now, it was enough.
  It was not a total victory, however.  As revealed in an 
  ISN news bulletin two days later, the White Star was 
  being blamed for the destruction of the research centre on 
  Ganymede.  The attack was being used as an excuse to 
  tighten security and give President Clark even more power 
  over Earth.  It was a twisted version of everything the White 
  Star had done and why but, as Garibaldi noted, at least they 
  had gotten away with it so far.  This was little consolation to 
  a very angry Sheridan.  
  In security, the Night Watch representative had called Zack 
  Allen to a private meeting.  He had gone straight to the 
  Ministry of Peace with word that the Captain had been 
  missing for four days; something Zack did not think should 
  have been done without his approval.  The liaison did not 
  
  54
  Galaxy of 2260
  need his permission, as his new rank within the Ministry 
  gave him the tacit authority to make reports on senior 
  ofﬁ cers without going through the usual channels.  The 
  Ministry needed more information, and they wanted Zack 
  to provide it for them.  Torn between duty to Earth and his 
  strained friendship with Garibaldi, Zack found himself in a 
  very awkward position.  
  Things were about to get worse.  ISN was giving an 
  emergency broadcast, declaring that because of threats to 
  planetary security, Earth was now under Martial Law by 
  executive order of President Clark.  The peace the command 
  staff had hoped to preserve had been broken.
  Atmospheric Hyperspace 
  Jumps
  Because a hyperspace point is opened by a massive 
  expenditure and redirection of energy, it is usually only 
  safe to do so within the empty vacuum of space.  The 
  tremendous power released in an opening jump point is 
  more than enough to ignite any ﬂ ammable gas, and the more 
  volatile the atmosphere, the more risk is involved in such an 
  ignition.  As such, most vessels capable of opening a jump 
  point have regulators on their generators prohibiting them 
  from doing so within an atmosphere of any kind.  These 
  regulators can be manually bypassed, but only at great risk 
  to the vessel and crew.
  Any ship with the ability to open a jump point can, unless 
  the Games Master speciﬁ cally prohibits it, choose to do so 
  in an atmosphere.  This manoeuvre requires a Technical 
  (electronics) check (DC 20) to overcome regulators if they 
  are present, and will always require an additional full round 
  action because of the intricate calculations that have to be 
  made by the ship’s jump computer.  This manoeuvre is 
  also suicidal if done in the lower atmosphere of any planet 
  with an envelope of ﬂ ammable gas (hydrogen in the case 
  of most gas worlds like Jupiter, but even Earth’s nitrogen-
  oxygen mixture counts).  Only if done within 5,000 feet of a 
  vacuum is there a chance for the initiating vessel to make it 
  out of the ﬂ aming maelstrom fast enough to reach the safety 
  of hyperspace.
  When an atmospheric jump point is opened, it instantly 
  creates a ﬁ reball effect that explodes outward for a distance 
  of 10 squares in all directions.  If the jump point is within 
  5,000 feet of a vacuum, this will cause the line of squares 
  between the initiating starship and the point itself to be 
  relatively free of ﬁ re for one round.  The ship must be able to 
  close the intervening distance in one round or it will take the 
  full damage listed below each round that it remains in the 
  radius of effect.  The jump point will automatically collapse 
  due to the stress of its atmospheric manifestation 1d4 rounds 
  after it opens.
  Any ship caught in the ﬁ reball effect takes 100+10d10 hit 
  points of damage each turn that it remains there.  The ﬁ reball 
  will burn itself out if the jump point closes, but it lingers for 
  1d6 rounds thereafter and will inﬂ ict its full damage during 
  this time.  Even capital ships will likely be destroyed by the 
  heat if they stay in the ﬁ reball’s area of effect for too long.  
  If a starship is in the ‘clear corridor’ as mentioned above, 
  the damage is just 50+1d10, but this safety only lasts for a 
  single round.
  Interlac and Language 
  Issues
  Despite its commonality in places like Babylon 5, English is 
  far from the dominant language of the galaxy.  It has become 
  the effective central language of trade and diplomacy 
  on Earth and because of Earth’s role in the design and 
  construction of Babylon 5, it features heavily on the station 
  as well.  It is the accepted diplomatic language among the 
  Babylon 5 Security Council races, though few in the League 
  of Non-Aligned World can or do speak it.  The Drazi are an 
  exception to this.  
  English is a difﬁ cult language to speak, so the language of 
  Interlac was developed.  It is much like Esperanto, only it 
  takes its many root words from several of the main galactic 
  dialects, including English and the Centauri common 
  language.  Interlac itself is very basic, able to express simple 
  messages but with very little precision.  This is as much a 
  result of its design as any real ﬂ aw with the language, since 
  it is speciﬁ cally used to provide a basis for communication 
  between many dissimilar races.  Because Interlac has a 
  limited vocabulary and sentence structure, it only costs 2 
  skill points to develop ﬂ uency in (as opposed to 4 for other 
  languages).
  Scenario and Campaign Hooks
  G Martial Law on Earth is a very serious step for 
  President Clark to take.  It is one that gives him 
  almost total executive power, since he directly 
  controls the military of EarthForce and can now 
  make policies that immediately affect any Earth city 
  or colony.  This allows him to effectively do away 
  with personal rights and legal freedoms, making it 
  possible for him to imprison any Earth citizen, seize 
  any property, or declare war against ‘enemies’ of 
  the state without Senate approval or supervision.  
  Considered an extremely rash action, this will 
  not go uncontested, but the struggles of EarthGov 
  against itself will take some time to sort out.  While 
  this happens, all humans and aliens who interact in 
  Earth-occupied space will have their lives directly 
  impacted by the imposition of Martial Law.  Having 
  to deal with extremely restrictive trade routes, 
  increased taxes, and the presence of EarthForce 
  vessels and personnel in far greater numbers than 
  
  55
  Galaxy of 2260
  before may make life hard for everyone touched by 
  Earth, especially if they are in some way associated 
  with Babylon 5 or one of Earth’s colonies.
  G The pressures Night Watch bring to bear on people 
  on Babylon 5 (and in the rest of Earth-controlled 
  space through their many chapters) will be at a 
  fever pitch at this point in 2260.  Freed of any 
  legal responsibility for the rights of those they 
  investigate, the Night Watch can now initiate wire 
  taps, question without due cause, and even arrest 
  human individuals for nothing more than suspicion 
  of seditious behaviour.  While this authority does 
  not extend to aliens, the general mistrust and 
  hostility suggested by the mandates of the Night 
  Watch do nothing to mollify conﬂ icts that might 
  erupt between them.  The Games Master can use 
  this antagonistic atmosphere to set up conﬂ icts that 
  might not otherwise occur in the campaign.  For 
  instance, players in Security, arriving on the scene 
  of a typical brawl between Narn and Centauri, might 
  have both sides suddenly turn on them because the 
  aliens are afraid the guards are there to persecute 
  them for ‘not being human’.  This attitude will 
  become increasingly common as Martial Law on 
  Earth and the widening powers of the Ministry of 
  Peace change the face of politics and commerce 
  throughout the galaxy.
  G Doctor Mary Kirkish is an interesting character, 
  who might ﬁ gure in campaigns after her departure 
  into Minbari space.  As an archaeologist and trained 
  scientist, she will have several skills of interest to 
  the Minbari, who may put her to work with a team 
  of Minbari and possibly other humans (this provides 
  a ready-made opportunity for players) studying the 
  many ruins on Minbar and its surrounding colony 
  worlds.  The other scientists who served with Kirkish 
  during her time with Interplanetary Expeditions are 
  also a source for some interesting roleplaying, as not 
  all of them have turned up dead.  The missing ones 
  might also be on the run, providing 
  Games Masters with story arc ideas 
  and players with scientist class 
  characters to play.
  Point of No 
  Return (April 
  8th, 2260)
  In his quarters, Londo Mollari went over 
  Vir’s latest report to the Royal Court on 
  Centauri Prime.  His former aide and now 
  ambassador to Minbar had just arrived from 
  the Minbari homeworld with his latest round 
  of dissertations on their people and culture.  
  Londo was unsure if the honesty in Vir’s reports would be 
  appropriate for the political climate back home and, as he 
  had done before, set about rewriting the documents.  Vir, 
  used to Londo’s actions as he was, just let the cynical old 
  diplomat do as he pleased.  Before he could excuse himself 
  to get some much needed sleep, Vir was interrupted by a 
  BabCom message from the Royal Court.  Lady Morella, the 
  late Emperor Turhan’s third wife, had agreed to Londo’s 
  request and would be stopping by the station on her way to 
  a goodwill visit to Ragesh 9.  Londo Mollari had called in 
  a number of favours to convince Lady Morella to stop for a 
  tour of the station, even citing Centauri’s recent treaty with 
  Earth as a reason for her stay.  He did not reveal why he 
  wanted her on Babylon 5, but he needed everything to be 
  perfect for her visit.
  The universe did not agree.  As Londo started making his 
  preparations, the commotion outside his quarters drew his 
  attention.  He stepped out to see dozens of Centauri and 
  aliens rushing back and forth down the corridor.  Stopping 
  a passing Minbari, he asked what was going on and was 
  stunned by the reply.  The Earth Alliance had just declared 
  Martial Law.
  Things were no less chaotic on Earth.  In a BabCom secure 
  channel broadcast, an EarthForce general informed Sheridan 
  and Ivanova of what was happening there.  President Clark 
  had wasted no time with his new authority, using it to issue 
  an executive order dissolving the Senate.  Senators and other 
  government ofﬁ cials were either holed up in ofﬁ ces trying 
  to evade capture or on the run.  After letting them know that 
  General Hague had gone missing on his way back from 
  a trip to Io, the general received a message that the Elite 
  Guard had opened ﬁ re on the Senate building.  He had to go, 
  but he left Sheridan with Hague’s ﬁ nal message to Babylon 
  5.  ‘It’s all gone to hell, John.  You are on your own.’
  A few minutes later, Sheridan and Ivanova strode into 
  Command and Control.  Through the front view port, the 
  
  56
  Galaxy of 2260
  Starfuries that had been on patrol since the decree of Martial 
  Law could be seen ﬂ ying past.  As per Ivanova’s orders, 
  one squadron was stationed outside the station at all times, 
  just in case any alien government decided to take this as an 
  opportunity to move against Babylon 5.  The Martial Law 
  order had already reached Orion and Io, and it was only a 
  matter of time before it came to the station as well.  Sheridan 
  appealed to every member of the Command and Control 
  staff to stand with him in this time of crisis, asking if there 
  were any questions.  The only person to ask one was the 
  newly-promoted Lieutenant Corwin.  He asked a question 
  Captain Sheridan simply could not answer; ‘What did we 
  do wrong?’  Knowing the truth – that Clark was a traitor 
  and a murderer who was using the power of the Psi Corps 
  and his Shadow allies to subvert EarthGov would only make 
  matters worse, Sheridan could only shake his head and hope 
  for the best.
  The best was nowhere to be seen.  Out in the corridor, 
  Sheridan and Ivanova were intercepted by a nervous and 
  worried looking Garibaldi, the bearer of more bad news.  
  Earth had just put out a nine-system alert for the arrest 
  of General Hague.  Word on the Security grapevine was 
  that Hague was trying to rally enough support from other 
  ofﬁ cers in EarthForce to march against the President 
  personally.  Ivanova did not think such an assault could 
  work, and Sheridan reluctantly agreed.  If Hague was 
  captured, his knowledge of Sheridan and the war council 
  would expose them all.  At some level, they already had 
  been exposed.  In the new Night Watch Central chamber, 
  a room previous set aside for Security, Zack Allen watched 
  an ISN report about President Clark offering ‘amnesty’ for 
  any Senators who surrendered themselves.  Babylon 5’s 
  Night Watch Liaison, the same man who had asked Zack 
  Allen to spy on Garibaldi only a few days earlier, cut off the 
  broadcast.  According to him, the Night Watch was about to 
  have a very special meeting – one Allen could not afford to 
  miss.  He was also asked to bring extra ammunition caps for 
  his PPG, suggesting that by the time the meeting adjourned, 
  something violent might take place.
  With all the trouble on the station, the last thing Garibaldi 
  needed was to be worrying about G’Kar in his holding cell.  
  Though the Narn still had three weeks to serve on his assault 
  conviction, Garibaldi turned him loose early.  G’Kar was 
  grateful and seemed genuinely concerned about the growing 
  problems within the Earth Alliance.  Cryptically offering 
  some kind of aid in the near future, G’Kar hurried out of his 
  cell and back to his quarters, assuming he could get there 
  safely.
  In the midst of all this madness, Lady Morella’s shuttle 
  emerged through the station’s distant jumpgate and glided 
  towards Babylon 5.  In the docking bay’s reception area, 
  Londo paced, nervously rambling about how many promises 
  this had cost him and how many assurances he had made for 
  her safety.  He needed the Lady to use her gift of prophecy 
  for him, to see if the destiny he kept dreaming of was 
  guaranteed or merely a possibility.  Vir thought that Londo 
  simply wanted a reassurance that his dreams would come 
  true, but what Mollari really desired was to ﬁ nd out that 
  they would not.  As Lady Morella arrived to greet Mollari 
  and Vir, she noted that ranking members of the Babylon 5 
  command staff were not there to greet her in return.  
  Instead, they were in the war council conference room, 
  listening to a transmission from General Smits in 
  EarthDome.  Stressing that they all needed to follow 
  the chain of command, the general explained that the 
  Political Ofﬁ ce back on Earth had assigned authority for 
  all off-world security to Night Watch personnel exclusively.  
  Garibaldi was outraged by this, knowing that it meant Clark 
  effectively had control of his entire Security staff now 
  through the Ministry of Peace.
  G’Kar returned to ﬁ nd his quarters guarded by Ta’Lon, 
  the Narn Captain Sheridan had rescued from the Streibs 
  a year earlier.  The Narn bodyguard was standing outside 
  his quarters, where he had been waiting since the former 
  ambassador’s incarceration ﬁ ve weeks ago.  Ta’Lon had 
  sensed a chance to repay his debts, both to Sheridan and 
  G’Kar, and he did not want to miss it.  G’Kar, grateful for 
  the expert assistance, invited Ta’Lon into his quarters.  They 
  had much to discuss.
  In Lady Morella’s quarters, Londo Mollari was impatient to 
  start her tour.  While she had every intention of seeing her 
  
  57
  Galaxy of 2260
  people on the station, she wanted to know the real reason 
  for him calling her here.  After trying to evade the question, 
  he ﬁ nally admitted his desire for her to use her powers of 
  prophecy on his behalf.  To his great surprise, she agreed 
  to do so, but only at a time of her choosing before she left 
  Babylon 5.
  Down in Security Central, Allen was helping the liaison 
  ofﬁ cer hand out new Night Watch armbands to everyone 
  who wanted one.  With the change in regulations, only 
  members of the Night Watch could work for Security on the 
  station, so joining the group was now a matter for people’s 
  careers.  In the war council’s meeting chamber, Sheridan 
  tried to keep Garibaldi from going to the Security ofﬁ ce 
  and putting a stop to the Night Watch once and for all.  If 
  he went in hostile, he might give Night Watch exactly the 
  justiﬁ cation they needed to throw him out of the force, but 
  Garibaldi did not care.  It had taken him three years to build 
  a Security team he could trust, and he was not about to let 
  anyone sell them out now.  Before Garibaldi could get to 
  the Security ofﬁ ce, Zack Allen intercepted him in the hall.  
  Begging him to reconsider and at least wear the Night Watch 
  armband, Allen pleaded with his superior not to go into the 
  ofﬁ ce and make a scene.  Zack was genuinely concerned for 
  Garibaldi’s safety, but the Security Chief was too incensed 
  to listen.  He came storming into the Security ofﬁ ce and tore 
  armbands off of his own men, telling them that they did not 
  work for the Night Watch; they worked for him.  The liaison 
  ofﬁ cer did not see it that way and presented Garibaldi with 
  the choice of either joining them or stepping down.  When 
  he refused deﬁ antly, the liaison ofﬁ cer relieved him of 
  command and put a very reluctant Allen in command of 
  Babylon 5 security.
  The atmosphere in Security was one of conﬂ ict, quite in 
  contrast with the almost serene air in G’Kar’s quarters.  
  As he lit candles, G’Kar explained to Ta’Lon that he had 
  experienced a moment of pure revelation, one that had 
  transformed his heart and his soul.  
  While that did nothing to explain to 
  Ta’Lon what G’Kar now understood 
  that he had not before, G’Kar did offer 
  as an answer a few pages of handwritten 
  notes.  These were G’Kar’s revelations 
  as he had transcribed them in his cell.  
  They were not ﬁ nished, nor might they 
  ever be, but he had tried to write down 
  what he had seen and what it meant to 
  him.  
  Ta’Lon still did not understand, so G’Kar 
  tried to explain further.  In order to save 
  the Narn, they would have to be willing 
  to sacriﬁ ce the Narn for the fate of the 
  galaxy.  The destiny of all the known 
  races was linked to that of the Narn, and 
  if G’Kar’s people kept ﬁ ghting for their own reasons, they 
  would be destroyed without meaning or memory.  Only by 
  ﬁ ghting for others, by dying in their millions if necessary, 
  could his people have any meaning at all.  
  The newly appointed Night Watch guards were busy 
  breaking up groups of larger than three in the Zocalo 
  when Lady Morella and her escort arrived for this part of 
  her tour.  As a ranger slipped into the shadows, avoiding 
  the authorities, the Lady’s attention was called to a human 
  pointing at one of the BabCom terminals.  On the screen, 
  EarthForce ships were ﬁ ring on each other.  The battle 
  was between the Alexander, an Omega destroyer under the 
  command of General William Hague, and two allied ships 
  against a complement of EarthForce craft loyal to President 
  Clark.  Against the urging of Night Watch guards to break 
  up the gathering, the people in the Zocalo cheered as the 
  Alexander managed to escape through a jump point, leaving 
  the ambush behind.
  The Night Watch personnel, not as skilled at keeping order 
  as Garibaldi’s hand-trained crew, started a riot while trying 
  to clear the Zocalo.  In the midst of the ﬁ ghting, Captain 
  Sheridan came on the BabCom screens all around and read 
  the general order of Martial Law, calling for everyone on 
  Babylon 5 to remain calm.  This occurred even as Vir took a 
  blow to the head trying to defend Lady Morella from some 
  ﬂ ying pottery and her entourage quickly departed.  The 
  Zocalo was fully gripped in a state of panic; the Night Watch 
  ‘guards’ were completely overwhelmed.
  After making the announcement, Sheridan sat in his ofﬁ ce, 
  revulsion at what he had just done catching up with him.  
  Doctor Franklin, trying to help his state of mind, told him 
  that he was doing everything he could and that there was 
  no way to ﬁ ght the chain of command.  That phrase gave 
  Sheridan an idea.  There was no way they could continue to 
  support Hague and work against Clark while Night Watch 
  
  58
  Galaxy of 2260
  was in charge of security, but there was a way around that.  
  General Smits had tried to tell them what it was.
  While the command staff prepared to implement Sheridan’s 
  bold plan, the Lady Morella was tending to Vir’s head 
  injury.  Reaching out for a new cloth to stop Vir’s bleeding, 
  she accidentally came into contact with Londo’s hand and, 
  in that instant, was taken over by a sudden vision.  She saw 
  the many dark things that plagued Londo’s dreams, chieﬂ y 
  the image of him as an old man on the Emperor’s throne.  
  In the Security ofﬁ ce, Zack Allen approached the Night 
  Watch liaison with a disturbing report.  He had been met 
  in his quarters by Garibaldi, G’Kar, Ivanova, and Sheridan.  
  They were planning to bring in two-hundred Narn from 
  one of their colonies to replace the Night Watch as security 
  guards, and they had wanted his help.  Instead, Zack turned 
  them into the liaison ofﬁ cer, who excitedly told him that 
  they would all be waiting in Bay 9 for the ship to arrive.  
  This would be the chance the Night Watch needed to catch 
  the command staff in an act of sedition.  
  The scheduled time of the ship’s docking approached and 
  both groups were on the move.  The command staff of 
  Babylon 5 strode down one corridor, PPG pistols on their 
  belts.  Across the ship, the entire station’s complement of 
  Night Watch Security approached fully armed and armoured, 
  PPG riﬂ es and ﬂ ak jackets at the ready.  The Security team 
  got to Bay 9 ﬁ rst and moved in, taking up ﬂ anking positions 
  to catch the Narn as they disembarked from their ship.  Zack 
  Allen, in the back of the group, waited until all of the Night 
  Watch members were in the bay.  As soon as they were, he 
  dropped the blast doors down on either end of the room and 
  leapt through the doorway as it sealed, locking the Night 
  Watch inside.  His betrayal of the command staff had been 
  a ruse set up by Captain Sheridan to get the Night Watch 
  right where he wanted them.  Now that they were not going 
  anywhere, he explained the justiﬁ cation for his actions to the 
  trapped personnel over the Bay’s Public Address system.  In 
  accordance with his authority as the duly appointed military 
  governor of Babylon 5, he was placing the Night Watch 
  members under arrest for conspiracy to mutiny and failure to 
  obey the chain of command.  Their mandate to take over the 
  station’s Security forces had come from the Political Ofﬁ ce, 
  a governmental body that had no authority to make military 
  decisions on the station.  Only the Executive Ofﬁ ce and the 
  military hierarchy of EarthForce had that power, making 
  their mandate – and their authority – null and void.
  ‘Always plant a lie inside the 
  truth. It makes it easier to 
  swallow.’
  John Sheridan
  By conﬁ ning Night Watch to Bay 9 until revised, legal orders 
  came through, Babylon 5’s security patrols were going to be 
  cut in half, but that was not as big a problem as it might have 
  sounded.  G’Kar’s vision had provided the solution to that 
  problem.  He had asked and his people had answered; the 
  two hundred Narn replacing the Night Watch had only been 
  a partial lie.  Dozens of Narn stood ready to defend Babylon 
  5 in their absence, with more on the way from every colony 
  with manpower to spare.  It might be a change from the way 
  things were used to working on the station, but for once it 
  was a change for the better.
  In Londo’s quarters, Lady Morella was ﬁ nally willing to 
  go through with her promise.  After telling the ambassador 
  that what she was about to say was for his ears only and 
  that if asked about her vision, she would deny ever having 
  one.  In her prophecy, Mollari had three chances left to 
  avoid damnation.  He had to save the eye (or perhaps ‘I’) 
  that cannot see, and not kill he who was already dead.  If 
  he failed in these tasks, there was one last chance; he could 
  surrender himself to his greatest fear, knowing that it would 
  destroy him.  Londo did not understand this foretelling, but 
  Morella was unconcerned.  Few understood the ways of 
  prophecy.
  There was more to her vision, however.  The future had 
  spoken; Londo Mollari would be Emperor; he could not 
  avoid that fate.  Vir was excited for him, but Lady Morella 
  had one more pronouncement.  Vir would be Emperor as 
  well.  They could not be Emperor at the same time, of 
  course, but Morella had an answer for that.  One would 
  become Emperor only after the other was dead.
  Walking back to his ofﬁ ce, Sheridan thanked G’Kar for the 
  help of his people.  Since they had taken over Security for 
  Babylon 5, there had been a drop in the crime rate and even 
  their dealings with the Centauri had not become out of hand.  
  Extending his gratitude to G’Kar, Sheridan offered anything 
  he could do in repayment.  G’Kar indeed had a boon to ask.  
  He had known for some time that there was a gathering of 
  forces on the station, but no one would tell him of it.  He 
  wanted in, something Sheridan said he would have to ask 
  the others about.  G’Kar understood, but cautioned him not 
  to take too long.  He had all the time in the universe to wait, 
  but doubted if anyone else did.
  Alone on one of the garden balconies, Sheridan’s thoughts 
  were interrupted by Ivanova.  She came to tell him that four 
  of the ﬁ ve cruisers that had defected with General Hague 
  had been shot down in various engagements.  The coup they 
  had been hoping for was not looking likely, leaving their 
  efforts in buying time wasted.  Even in the light of their new 
  hope, things looked darker than ever.  They knew President 
  Clark would come after them next.
  
  59
  Galaxy of 2260
  Centauri Death Customs
  As opposed to the royal custom on Earth or in some other 
  monarchic governments in the galaxy, the Centauri reserve 
  the use of the pronoun ‘we’ for a very special instance.  
  When an Emperor dies and is survived by one or more of 
  his wives, those female Centauri are given the honoured role 
  of speaking for the dead Emperor from beyond the grave.  
  While the accuracy of this death speech is debatable, the 
  surviving consorts and wives are given leave to speak of 
  themselves as ‘we’, symbolising that wherever they go, the 
  spirit of the Emperor goes with them.  
  Hague’s Defection: The First 
  Day
  General William Hague, who served as Captain Sheridan’s 
  command link to the forces gathering against President 
  Clark since his appointment to Babylon 5, instigated a 
  military coup against EarthGov immediately after Clark’s 
  proclamation of Martial Law.  This act drew the immediate 
  attention of EarthForce, and the few ships Hague could 
  convince to join his ﬂ agship, the Alexander, were quickly 
  overwhelmed and had to retreat in order to regroup.
  Their ﬁ rst point of contact was the transfer point on Io, 
  where the Alexander came out of hyperspace to meet with 
  the ﬁ rst two ships agreeing to join his coup.  Unfortunately, 
  a third ship that had agreed to the action was in fact an 
  EarthForce loyal vessel, the Schwartzkopf, and it signaled 
  to a waiting ambush ﬂ eet as soon as Hague came out of 
  hyperspace.  So soon after jumping, the Alexander could not 
  immediately open another jump point and a ﬁ reﬁ ght ensued.  
  It was only the actions of a Hague loyal supporter aboard the 
  Schwartzkopf that sent a message to the Alexander just as 
  the trap was being sprung that kept the ambush from being 
  a one-sided slaughter.
  While the three allied ships managed to avoid being 
  destroyed in the battle and escaped once the Alexander 
  could take them into hyperspace, the damage the two 
  smaller ships suffered led to their destruction in the next 
  engagement against EarthForce ships hounding them from 
  Sol.  Twenty-four hours after the coup began, the Alexander 
  had lost all four of its allied ships and disappeared.  Hague’s 
  daring attempt to overthrow President Clark seemed doomed 
  almost before it had truly begun.
  Scenario and Campaign Hooks
  G The decree of Martial Law will cause unrest and 
  uprisings across the Earth Alliance, Babylon 5 
  included.  For any campaign set in or touching on 
  Earth-controlled space, this time is full of possible 
  plots and story arcs, from players drawn into the 
  attacks on the Senate building to traders having to 
  deal with EarthForce ships, ﬂ ush with increased 
  authority, abusing their power and making life 
  difﬁ cult for anyone not willing to ‘show some 
  support’ for the cause.  This goes both ways, of 
  course.  Players can suddenly ﬁ nd themselves 
  very unpopular if they side with those against the 
  President.  Military ofﬁ cers all over Earth and its 
  colonies will have to make the decision whether to 
  throw in with Hague or stay loyal to the President.  
  Neither answer is clearly right, leaving it purely 
  a matter for roleplaying and circumstance.  Alien 
  characters will be impacted by this choice as well.  
  Those with human friends may have to choose 
  whether to stand by them or get out of the situation 
  brewing within the Earth Alliance.   
  G G’Kar’s call to his people will affect any Narn 
  character during this period of history.  From the 
  work camps on Ragesh 9 to the refugees hiding in 
  Minbari or Earth space, every Narn that can get the 
  message will get the message; ‘Humans are the key 
  to our survival, and together we will turn that key.’  
  While G’Kar, being on Babylon 5, will be focusing 
  his efforts here, other Narn will ﬁ nd other ways to 
  help.  With their contacts and what few resources 
  they possess, Narn all over known space will turn 
  up to support humanity in this time of need.  Games 
  Masters can bring in ships full of Narn to suddenly 
  bail the players out of a disastrous space battle 
  with raiders or have a piece of equipment they 
  desperately need suddenly donated to them by a 
  passing Narn with no explanation.  Player Narn 
  should be encouraged to participate in this galactic 
  movement among their people, possibly earning 
  extra experience points for actions taken for G’Kar’s 
  cause.
  G Security on Babylon 5 will be disrupted for a 
  few days during the transition of power between 
  Garibaldi’s loyal team to the Night Watch and then 
  again to Ta’Lon and the other Narn brought in by 
  G’Kar.  During this time, it will be relatively easy to 
  get away with any kind of illegal activity as long it is 
  done quietly and away from any politically sensitive 
  part of the station.  During this time, players may 
  be affected by this shift in power, either to their 
  beneﬁ t as criminals themselves or their detriment 
  if they have to contend with an increase in crime.  
  After three days after these events, the new Narn 
  personnel have settled in their roles and, with a 
  motivated Garibaldi guiding them, all crime on the 
  station will drastically decline.
  
  60
  Galaxy of 2260
  Severed Dreams (April 
  13th, 2260)
  Things had gone from bad to worse, especially for Londo 
  Mollari.  Not only were the usual diplomatic lanes of travel 
  closed due to the rumours of war in the Earth Alliance, but 
  his home – Babylon 5 – was now under the watchful eye 
  of Narn security forces.  He considered them tragically 
  inefﬁ cient, an attitude they were only too happy to reinforce 
  whenever they were dealing with him.  Things had been 
  difﬁ cult on Babylon 5 before where Londo was concerned, 
  but now, they were quickly devolving into madness.
  The crew of the Alexander must have been thinking the 
  same thing as they battled desperately against EarthForce 
  ships in an attempt to escape again into hyperspace.  As 
  their Starfuries were detonating all around them from 
  blocking incoming ﬁ re, the Omega destroyer suffered hit 
  after devastating hit from the Clarkstown, a Hyperion class  
  cruiser chasing them relentlessly.  Unwilling to leave his 
  Starfury pilots stranded by making a jump without them, 
  the Alexander’s acting commander, Major Ryan, reluctantly 
  opened ﬁ re with his ship’s aft batteries.  The powerful 
  weapons destroyed the damaged Clarkstown in a single 
  volley, giving the Alexander time to collect its ﬁ ghter screen 
  and jump into hyperspace.
  Once away, the crew of the Alexander had a chance to 
  breathe and come to terms with what they had just done.  
  Ryan had actually known the Captain of the Clarkstown, the 
  man he had just killed.  He had been introduced to him years 
  earlier by General Hague, and knew that the man had a wife, 
  children, and even an Abyssinian cat named Max back on 
  Earth.  That was what made this war different from anything 
  in EarthForce’s history; they knew the faces of everyone 
  they fought.  There was no safe haven in this bloody civil 
  war, but the Alexander needed repairs and supplies.  They 
  had no other choice; they had to jump to Babylon 5.
  Sheridan let his people know as soon as he got 
  the news.  In ﬁ ve hours, the Alexander would 
  arrive at Babylon 5.  In the war council’s 
  meeting room, Ivanova and Garibaldi cringed 
  at the thought of Hague’s ship coming there.  
  It meant that, as soon as it arrived and they 
  did not turn it in to EarthForce, their position 
  against President Clark would ﬁ nally be 
  revealed.  Still, there was nothing to do about 
  it.  The Alexander needed repairs and no 
  matter what the cost, they would not be turned 
  away.  Still, Sheridan was not about to simply 
  broadcast the Alexander’s arrival back to Earth.  
  As soon as the ship arrived, Garibaldi had 
  orders to cut off all communication channels 
  leaving the station.  There might not be any 
  way to completely block people from informing EarthForce 
  of the Alexander’s position, but Sheridan was determined to 
  at least give the destroyer all the support he could.
  Doctor Franklin was doing the same for Lennier in 
  Downbelow.  A Minbari ranger was slumped, nearly dead, 
  against a wall of shipping crates in one of the sector’s 
  unused bays.  The Minbari had been on his way back from 
  an intelligence gathering mission to the outer worlds of 
  known space when he had been attacked.  Franklin needed 
  to get the ranger to MedLab or he would die, but as Delenn 
  pointed out, security was very tight around the station and 
  even the Narn might not be completely trustworthy.  They 
  did not know who to trust, but G’Kar did.  Emerging out of 
  the shadows just when he was needed most, he picked up the 
  ranger and carried him to MedLab personally.
  ISN continued to broadcast the state of affairs in the Earth 
  Alliance over all of the BabCom terminals.  Xavier Montoya, 
  the provisional governor of Mars Colony, had refused to 
  implement the Martial Law order given ﬁ ve days earlier 
  by President Clark.  In response, EarthForce troops were 
  moving on Mars, treating it as hostile territory.  As Sheridan 
  sat at his console in Command and Control watching this 
  report, Ivanova approached him.  It was almost time.
  Lieutenant Corwin, unaware of what was about to happen, 
  informed them that the jumpgate had just been activated.  A 
  single ship came through – the Alexander.  Sheridan ordered 
  Garibaldi to kill the station’s outgoing communication 
  systems.  As the crew of Command and Control sat 
  uncomfortably looking up at him, Sheridan explained 
  that Babylon 5 would render full humanitarian aid to the 
  Alexander.  Being human was what had put the Earth 
  Alliance into their current predicament, and only being 
  human could possibly get them out of it again.
  In MedLab, Franklin had managed to stabilise the Minbari 
  ranger.  Regaining consciousness, the Minbari gave his 
  
  61
  Galaxy of 2260
  report to Delenn, knowing that no one in the galaxy was 
  safe any more.  As he had seen, many of the races of the 
  League of Non-Aligned Worlds had allied themselves with 
  the Shadows.  At ﬁ rst, these races were allied for defence 
  against the possibility of conquest by the Centauri, but now 
  that defence had grown into a desire to become conquerors 
  themselves.  With the Shadows as their allies, several of 
  the League worlds were on the brink of dragging the entire 
  region into a war of its own.  In response to this, the ranger 
  told Delenn, the Grey Council on Minbar had stated that 
  the concerns of other races were not their own.  There was 
  to be no involvement, no support at all, by the Minbari in 
  resolving these conﬂ icts.
  A shuttle left the Alexander and docked with Babylon 5, 
  carrying Major Ryan aboard.  He met with the command 
  staff of the station immediately, bringing terrible news 
  and a desperate request for aid.  The Alexander had been 
  ambushed coming back from a meeting with EarthForce 
  ofﬁ cials on Orion 7.  In that conﬂ ict, the ship had suffered 
  heavy damage and General Hague had been killed.  In his 
  absence, Ryan was trying to keep up the coup but without 
  allies and with a stunned crew too battered to ﬁ ght back 
  effectively, there was little he could do.
  Back home on Earth, the decree of Martial Law was 
  actually being welcomed in some areas.  It had the effect, 
  mostly because of shock troopers out in force everywhere, 
  of cutting crime to almost nothing.  On the surface, things 
  looked peaceful, but Sheridan knew that was only the peace 
  of the gun.  ISN had not shown any of the brutal aspects 
  of the Martial Law mandate because they had to walk a 
  ﬁ ne line.  If they pushed too hard or revealed too much, 
  Clark would shut them down.  Ryan and the command 
  staff discussed the reasons for Clark’s success at keeping 
  EarthForce under control, citing things like the President’s 
  placement of loyal ﬁ gures in leadership roles and his arrest 
  of anyone speaking out against his orders.  With the threat 
  of arrest and possible execution hanging over their heads, 
  it was easier for EarthForce ofﬁ cers to stay quiet and carry 
  out his edicts.  Sheridan and the others saw just how far 
  that could go when their conference was interrupted by a 
  message from the Alexander.  EarthForce had just started 
  bombing Mars.
  In the middle of all this chaos, Ivanova managed to 
  somehow get Delenn clearance to use the jump gate ahead 
  of other passenger and commercial liners.  She had to return 
  to Minbar and see if she could convince the Grey Council 
  to see reason.  The Council had too long sat on the sidelines 
  and let the universe dissolve around them.  It was time that 
  someone made them remember the words of Valen and their 
  sacred duty in the coming war against the Shadows.  Taking 
  Lennier’s words of caution and a much improved opinion 
  of G’Kar with her, Delenn boarded her Minbari ﬂ yer and 
  raced into hyperspace on her way back home.  She had no 
  
  62
  Galaxy of 2260
  idea what welcome awaited her there, but the Grey Council 
  would see her.  She had no choice, and neither had they.
  As Delenn’s jump point faded, another opened.  A second 
  Omega class destroyer appeared from hyperspace, the 
  Churchill according to its identiﬁ cation.  Major Ryan had 
  been waiting for that ship and her Captain, Sandra Hiroshi.  
  Captain Hiroshi had some grave news for all of them, 
  something she did not trust to an open link. 
  At ISN, things ﬁ nally went past breaking point.  While one 
  newscaster, Cynthia, ofﬁ cially stated that there had been no 
  reaction from other colonies to the bombing of Mars that 
  had left hundreds of civilians dead, a second one cut into 
  her report.  Desperate and obviously pressed for time, Rick 
  gave viewers the truth as quickly as he could.  Proxima 3 
  and Orion 7 had both declared their independence, breaking 
  away from the Earth Alliance in protest over Clark’s attack 
  on Mars.  There was more, much more that Clark did not 
  want made public, but there was no time to tell it.  Clark’s 
  troops were already marching on the ISN broadcasting 
  building in Geneva where this transmission was taking 
  place.  Before Rick could tell the viewing public anything 
  further, there were sounds of gunﬁ re and the ISN feed went 
  dead.  ISN was ofﬁ cially off the air.
  ISN was not the only thing in trouble in the Alliance.  Every 
  Earth Alliance colony was about to be attacked and seized by 
  the military under Clark’s orders.  That included Babylon 5.  
  On her way in, Captain Hiroshi intercepted attack orders to 
  the Agrippa and the Roanoke, two Omega destroyers.  They 
  were already rendezvousing with heavy reinforcements and 
  would soon be assaulting the station.  Major Ryan suggested 
  leaving to draw off the attack, but his ship was still too badly 
  damaged.  Faced with this news and the lives of a quarter 
  million humans and aliens, not to mention the crews of the 
  Alexander and the Churchill, Sheridan knew what he had to 
  do.  He also knew that it was not a decision he could make 
  alone.  He had promised Delenn he would draw a line against 
  the darkness, no matter the cost.  The cost, they could now 
  see, was defying their own government and going 
  up against their own military.  Sheridan knew his 
  choice, but he left it to the other members of the 
  command staff to decide.  Ivanova, Garibaldi and 
  Franklin each answered as their hearts and minds 
  demanded.  It was unanimous.  Babylon 5 would 
  stand and ﬁ ght.
  Decisions were easy.  Preparations were harder. 
  From ordering two full squadrons of Starfuries 
  in rotation around the station at all times to 
  having every patient that could be moved out of 
  MedLab to make space for inevitable casualties, 
  Sheridan went into full command mode.  He had 
  a lot to do and very little time to do it in.  As the 
  massive attack ﬂ eet moved towards Babylon 5 in 
  hyperspace, everyone scrambled to make all of his orders 
  happen.  The station had to be defended by Garibaldi’s 
  Security troops and the Narn in case of a likely boarding 
  attempt, and every available ship needed to be outﬁ tted 
  and ready to attack.  Sheridan himself had a few things to 
  handle on his own.  He needed full communications back on 
  line and access to Draal’s holographic system on the planet 
  below – he had an announcement to make.
  While Babylon 5 was preparing for war, Delenn was 
  beginning a private one of her own.  On the Grey Council’s 
  cruiser, she made her way to the same chamber where, 
  months before, she had been removed from the Council and 
  replaced by a member of the warrior caste.  Now addressing 
  them as the leader of the Anla’shok and as the former chosen 
  of Dukhat, she tried to make them see that the time of 
  prophecy foretold by Valen was upon them.  They would not 
  listen.  In their eyes, clouded by fear and arrogance, Delenn 
  spoke merely out of misguided pride.  She did not blame 
  them for wanting to stay apart from the rest of the galaxy, 
  isolated in their shame.  They had known this time was 
  coming and had chosen to do nothing.  If the warrior caste 
  would not ﬁ ght against the Shadows, then the religious and 
  worker castes would.  Asking them to move with her now or 
  not at all, she stormed out of the Grey Council chamber after 
  shattering the staff of the Triluminary, the Council’s icon 
  of leadership.  Five ﬁ gures, the leaders of the religious and 
  worker castes, followed her out of the shadowed hall.  The 
  Grey Council was broken, as prophecy had decreed.
  Before he made his announcement, Sheridan allowed 
  himself one personal moment.  Using the Gold Channel 
  access he still had to reach Earth, he contacted his father, 
  David Sheridan.  Talking with him made John Sheridan feel 
  both more at ease and more nervous than he had before.  His 
  father had been following ISN until it went black; he knew 
  what was happening.  He also trusted his son to make the 
  right decisions.  He had taught John to never start a ﬁ ght, but 
  to always ﬁ nish it, and he knew that lesson would serve him 
  in good stead now.  Knowing that John did not need to worry 
  
  63
  Galaxy of 2260
  about his parents back on Earth, David Sheridan told him to 
  put them out of his mind.  They would be safe, staying with 
  neighbours if they had to until the crisis was over.  It was the 
  relief John Sheridan needed to do what had to be done.
  That ﬁ nished, he made his way to Command and Control 
  to explain what he was about to do to the crew.  As he 
  spoke, every Starfury on the station launched in formation 
  to defend Babylon 5 and every Security guard took up 
  defensive positions around the airlocks and landing bays.  
  In response to the unconstitutional actions taking place all 
  over the Earth Alliance, Captain Sheridan had a message for 
  EarthGov, Babylon 5, and all of Earth’s colonies.  
  ‘In the last few hours, we have learned that war ships 
  are coming this way from Earth. Their orders are to seize 
  command of Babylon 5 by force.  As commanding ofﬁ cer 
  and military governor of Babylon 5, I cannot allow this to 
  happen.  President Clark has violated the Earth Alliance 
  Constitution, by dissolving the senate, declaring Martial 
  Law and personally ordering the bombing of civilian targets 
  on the Mars Colony.  He is personally responsible for the 
  death of hundreds of people.  Following these attacks, Orion 
  7 and Proxima 3 have broken away from the Alliance and 
  declared independence.
  Babylon 5 now joins with them.  As of this moment Babylon 
  5 is seceding from the Earth Alliance.  We will remain an 
  independent state until President Clark is removed from 
  ofﬁ ce.  At the end of the current crisis, any who wish to leave 
  for Earth are free to do so.  Meanwhile for your own safety, 
  I urge everyone to stay in your quarters until this is over. 
  That is all.’  
  It was done.  Babylon 5 was now an independent state, and 
  the incoming ﬂ eet would have no choice but  to open ﬁ re 
  on them.
  Worried about Lieutenant Corwin, Ivanova asked if he was 
  all right with this.  As much surprised by 
  it himself as she was, he answered in the 
  afﬁ rmative.  He could handle this, though 
  it had come as a shock.  Her last concern 
  satisﬁ ed, Ivanova went, over the Captain’s 
  objections, to command the ﬁ ghters from 
  a Starfury of her own.  She was not out 
  of Command and Control a minute before 
  jump points opened and the EarthForce 
  ﬂ eet entered Babylon 5 space.  Led by 
  Captain Dexter Smith on the Agrippa, they 
  immediately moved into an attack vector 
  and called for the surrender of the station 
  and all renegade ships.
  Sheridan appealed to the sense of justice in 
  Captain Smith, asking him to realise that his 
  orders were illegal and assuring him that while they did not 
  want a ﬁ ght, they would defend themselves.  The Agrippa 
  broke off communications and, as Babylon 5’s ﬁ ghters 
  joined with those of the Churchill and the Alexander, it 
  opened ﬁ re.  The war had begun.
  Space erupted into deadly combat all around Babylon 5.  
  Fighters swarmed around other ﬁ ghters, with no way to tell 
  who was on what side.  They strafed the big ships and the 
  station, with only Babylon 5’s defence grid and its Starfury 
  squadrons to support it.  Interceptors blazed on every 
  vessel, deﬂ ecting some ﬁ re but not nearly enough.  On the 
  Alexander, a straﬁ ng run cost it the integrity of decks 14 and 
  15, while on the station, enough damage had been done to 
  the defence grid to let a boarding pod slip in and attach to 
  the hull outside Brown 95.
  That was Garibaldi’s concern.  He knew that his people 
  and the Narn had to stop the incoming forces before they 
  reached the open sections of the station and had a chance at 
  shutting down Babylon 5’s defences or storming Command 
  and Control.  They raced through the station, making it to 
  Brown 95 just as the breaching pod was slicing its way in 
  through the hull.  What followed was a terrible ﬁ reﬁ ght, one 
  that took its toll on both sides.  Narn threw themselves into 
  the fray, inspired by G’Kar’s words, dying for the safety of 
  Garibaldi and his men.  Desperately ﬁ ghting against the 
  better-armed and better-trained EarthForce soldiers, they 
  defended the station at a very high price in lives and in 
  blood.
  Things were no better in Command and Control.  A collision 
  with a damaged ﬁ ghter rocked the command centre of 
  the station and sent the crew sprawling to the ground.  
  Recovering just in time to avoid more attacks, they prepared 
  to focus all of their ﬁ re on the Roanoke.  It proved to be 
  unnecessary.  The Churchill, critically damaged and beyond 
  repair, redirected what was left of its engines and in an act 
  of sacriﬁ ce rammed the Agrippa amidships.  The resulting 
  
  64
  Galaxy of 2260
  but most were Night Watch personnel.  Garibaldi and 
  Sheridan both knew that they could not have found all of 
  the Ministry of Peace’s agents and that sabotage would be 
  a problem for a while.  Before Sheridan could dwell on that 
  too much, Delenn came walking down the bay.
  She had just arrived from the White Star, which was now 
  out on patrol around the station.  Sheridan saw her and his 
  eyes lit up.  Her rescue had come in his darkest hour and he 
  was more moved than he might have believed possible when 
  he saw her face.  After thanking her for doing what she did, 
  knowing that it must have come at a great personal cost, he 
  lifted her hand to his lips.  She was delighted at the gesture, 
  something the Minbari had no analog for, and admitted that 
  no matter what the cost might have been, Babylon 5 was the 
  only home either of them possessed. 
  Franklin and Ivanova joined them before the intimate 
  moment could turn awkward.  The Commander was up 
  and around, much against the insistence of her doctor, but 
  there was something she had to show Sheridan before she 
  could get any rest.  She led them all to the Zocalo.  The 
  marketplace was ﬁ lled with hundreds of people, all citizens 
  of Babylon 5.  Some alien, others human, they were all 
  there for a singular purpose.  As Sheridan looked on in 
  amazement, they applauded his efforts.  Babylon 5 had just 
  been thrust into an epic conﬂ ict against its will, but at least 
  the Captain knew that he and the others were not alone.
  Martial Law in 2260
  The Constitution of the Earth Alliance, based primarily on 
  the document of the same name held by the United States 
  of America on Earth, had no cause or deﬁ nition for Martial 
  Law until the Earth/Minbari War.  Then, in the aftermath 
  of the chaos caused by that struggle and the rebuilding that 
  had to take place afterwards, the Constitution was amended 
  to provide the President of the Alliance with certain 
  provisional powers in the event that standard laws and rights 
  explosion along with supporting ﬁ re from 
  Babylon 5 destroyed both ships, killing 
  Captains Hiroshi and Smith along with 
  everyone else aboard.
  With the Roanoake taken out by the 
  combined ﬁ re of Babylon 5 and the 
  Alexander, battle seemed to be past.  The 
  station’s hull integrity was questionable at 
  best and there was still ﬁ ghting in Brown 
  Sector, but the ﬁ ghting had stopped before 
  things got too bad for Babylon 5.  Sheridan 
  breathed a sigh of relief, one that was cut 
  short by Corwin’s announcement of another 
  attack ﬂ eet coming through the jump gate. 
  This time it was Captain Drake ordering the 
  station and the Alexander to stand down and 
  surrender.  
  With little left to ﬁ ght with, it looked like the end of Babylon 
  5’s short-lived independence.  Before Drake’s ﬂ eet could 
  open ﬁ re, a quartet of jump points opened up directly over 
  the station.  It was Delenn at the head of a ﬂ eet of Sharlin 
  cruisers.  Turning to aim their deadly weapons at the Earth 
  Alliance forces, Delenn informed them that the only man to 
  successfully defeat a Minbari warship was behind her.  They 
  were, tragically, in front of her and if they valued their lives, 
  they should be somewhere else.  The intimidation worked 
  brilliantly.  Knowing that they stood no chance against 
  the Minbari ﬂ eet, Drake ordered his EarthForce vessels to 
  retreat.  
  In the aftermath, Sheridan went over his losses with Major 
  Ryan.  30% of Babylon 5’s Starfuries had been destroyed 
  or disabled in the ﬁ ght against EarthForce, and there were 
  not going to be any replacements from Earth coming any 
  time soon.  Ryan suggested that, in Hiroshi’s memory, the 
  station could take on the Churchill’s stranded pilots and 
  ﬁ ghters; this was something Sheridan was proud to do for 
  them.  Because both the Alexander and Babylon 5 would be 
  targets now, Ryan suggested that he leave this area of space 
  and convince Earth not to concentrate too much force in one 
  place.  There were other allies out there; he just had to go 
  ﬁ nd them and keep the coup attempt alive.
  Sheridan left his EarthForce uniform jacket in his ofﬁ ce 
  before going outside to meet with Garibaldi.  He did not 
  feel right wearing it after having just had to defend himself 
  against his own military.  The Security Chief noticed the 
  absence, but did not say anything about it. He was sporting 
  a cane, having taken a nasty leg and arm wound during the 
  ﬁ ghting in Brown Sector.  He had come to tell Sheridan 
  about Ivanova, who had been injured in her Starfury but 
  was making a full recovery in MedLab.  He also showed the 
  Captain all of the people that were being shipped back to 
  Earth.  Some of them just wanted to get out of the ﬁ ghting, 
  
  65
  Galaxy of 2260
  had to be suspended to ensure the safety of Alliance citizens.  
  These powers were wide-reaching, applying to every facet 
  of military and civilian life, but they were imbedded into the 
  executive branch of the government with strict checks on 
  their application.  This was done mostly because of Martial 
  Law’s most notable suspension- habeas corpus, the right of 
  fair trail and legal recourse.  Chief among these necessary 
  limiting factors was a complete Senatorial review, one that 
  had to take place and be passed before any action could be 
  taken using the expanded military authority created by a 
  declaration of Martial Law.  In 2260, when President Clark 
  issued his order for Martial Law, he bypassed this review 
  and commanded EarthForce to begin carrying out his 
  orders directly.  These included the arrest and detainment 
  of numerous government ofﬁ cials, the dissolution of the 
  Senate,  the transfer of all primary legislative power to 
  himself and the use of military force against any outpost, 
  country or colony unwilling to recognise his authority.
  It was this action, coupled with the suspicion and later 
  conﬁ rmation that Clark had been responsible for the 
  assassination of his predecessor, Louis Santiago, that 
  convinced General William Hague to initiate his military 
  coup against EarthGov.  Under the terms of Martial Law 
  as stated by Clark in his declaration, the newly formed 
  Ministry of Peace was given judiciary authority to approve 
  legal actions against the citizens of the Earth Alliance and 
  all outside threats as deﬁ ned by the Ministry and their 
  enforcement arm, the Night Watch branch.  By concentrating 
  the judicial system into a single political entity answerable 
  only to him, Clark effectively took over all governmental 
  power through the auspices of lesser agencies.  His later 
  actions, the bombing of civilian targets on Mars and his 
  assaults on Alliance colonies declaring independence, only 
  compounded the unconstitutional nature of his actions, 
  forcing an inevitable conﬂ ict with military elements 
  unwilling to carry out his illegal and inhumane orders.
  Scenario and Campaign Hooks
  G With Garibaldi wounded and security on Babylon 
  5 at an all time low, it would seem like this time 
  period would be perfect for crime and vice on the 
  station.  Undoubtedly, there will be those who try to 
  take advantage of this situation for their own ends, 
  but the majority of people on Babylon 5 – even 
  the lurkers in Downbelow – will be united by the 
  common cause against President Clark.  Aliens 
  will be the least affected by this camaraderie, but 
  even they will get swept up in the group movement 
  against the oppression of the Earth Alliance over 
  time.  Games Masters can use this for their own 
  story arcs, setting up scenarios involving unrelated 
  groups of people on Babylon 5 banding together to 
  help the station ﬁ ght EarthForce (a perfect way to 
  gather a group of players).  The many battles both on 
  the station against saboteurs and in space between 
  loyalists and secessionists can provide sessions after 
  session of action-packed scenarios.  The starship 
  combat rules in the Main Rulebook can be used to 
  play out the epic struggles taking place among the 
  stars in Earth-contested space.
  G The other races of the galaxy are not being 
  complacent.  As reported by the rangers and their 
  allies throughout the galaxy, the League of Non-
  Aligned Worlds have been getting into minor 
  skirmishes and major wars with one another, all 
  spurred on by fear of the Centauri war machine and 
  hidden alliances with the Shadows.  These smaller 
  conﬂ icts can form the backdrop for a campaign of 
  any size, from a single scenario involving players 
  caught behind enemy lines in League space to a full 
  wartime epic with the players involved in some way 
  with one or more races’ ﬁ ght for freedom, conquest, 
  or mere survival.
  G The episode marks, in many ways, the true turning 
  point for Babylon 5.  The station has gone from 
  being the showcase of diplomatic efforts for the 
  Earth Alliance into something far grander – a 
  rallying point for all those opposed to the corruption 
  of Earth’s government.  It will grow even more in 
  later months, but for now, it serves as the perfect 
  backdrop for a unique perspective on the events 
  of 2260.  An interesting campaign concept made 
  possible by the shift in power on the station is that 
  of EarthGov loyalists hidden on Babylon 5.  With 
  their support light years away and virtually every 
  citizen and transient on the station against them, 
  the players must try to ﬁ nd a way to support their 
  cause without betraying their location or making 
  matters worse for Earth.  This does not have to be 
  a terrorism-based campaign, though it easily could 
  be, since an effective way to support Clark might be 
  to try and rally diplomatic and mercantile support 
  through quiet meetings with other sympathisers 
  and the inevitable neutral parties undecided in their 
  loyalties.  While the ‘ofﬁ cial’ timeline of Babylon 5 
  has the station continue its support of the coup efforts 
  against Clark, no roleplaying campaign should be 
  forced to adhere to that end.  Even if the overall end 
  of the campaign has Babylon 5 remain seceded, the 
  amount of trouble a group of determined EarthGov 
  loyalists could create makes an exciting story arc in 
  any case.
  
  66
  Galaxy of 2260
  Ceremonies 
  of Light and 
  Dark (May 
  1st, 2260)
  On Babylon 5, things were nowhere 
  close to being back to normal.  The 
  last of the Night Watch and civilian 
  shuttles were away, bound for places 
  like Earth, Proxima, and Orion, 
  but Sheridan and Ivanova both 
  knew they had not found all of the 
  subversive organisation’s members.  
  While things were fairly quiet on 
  the station, there was some concern 
  over when the command staff would 
  authorise bringing StellarCom back 
  online for civilian use.  Unfortunately, Sheridan could not 
  do that yet.  Until they ﬁ gured out the codes that Earth 
  Central had placed in their computer systems, they did not 
  dare risk opening any channels that might carry passwords 
  into the station and override their controls.  Garibaldi, 
  sporting a black cast and arm sling, compliments of his 
  fractures during the ﬁ ghting in Brown Sector earlier, had 
  isolated what he thought were all of the access codes and 
  would soon have the computer safely locked away behind 
  protection from all outside Earth interference.
  That was exactly how Sheridan felt, locked away.  Knowing 
  that he needed to be out among the residents of Babylon 
  5, assuring them of his control over the situation through 
  his presence, he went against Ivanova’s and Garibaldi’s 
  concerns over his safety and left Command and Control 
  to do just that.  He also left behind his EarthForce jacket 
  - his hypocrisy only went so far.  While he was ostensibly 
  ﬁ ghting against EarthForce, he could not in all conscience 
  wear his uniform.
  In an ambassadorial meeting room, Delenn thanked 
  representatives of the four Minbari Sharlin cruisers that 
  still patrolled outside the station.  Telling them that history 
  would remember their brave captains and crews, she 
  dismissed them to return to their vessels.  Sensing that 
  Lennier was troubled, she asked him for his opinion on her 
  recent actions.  He answered only that prophecy had come 
  to pass and that his opinions did not enter into the equation.  
  Delenn was worried by this answer; she knew that not all 
  of the prophecies of Valen were good ones.  Some ended in 
  ﬁ re and darkness.  There was no guarantee that anyone she 
  knew, including herself, would survive the coming battles.
  As Sheridan walked among the people in the Zocalo, he was 
  unaware of the PPG riﬂ e aimed at him from an overhead 
  balcony.  Just as the electronic scope on the riﬂ e read that it 
  has locked onto its target, the sniper was pulled up to his feet 
  and the riﬂ e taken away from him.  The sniper, a human with 
  cold, passionless eyes, was told by another that if he killed 
  Sheridan now, it would only make him a martyr.  Their time 
  would come, but they had to wait.  
  There was something just as serious on Delenn’s mind as she 
  met with Marcus in one of the station’s landing bays.  With 
  the Minbari ships on patrol, it would be some time before 
  Earth could amass a large enough force to try and take out 
  Babylon 5 again.  That bought them the breathing room they 
  needed for something Delenn wished to do; the ancient rite 
  of the Nafak’cha.  This rebirth ritual, symbolic of letting 
  go of the past and embracing the future, was just the thing 
  in her opinion to focus her allies on what was to come and 
  help them release the things they could not change.  Marcus 
  was unsure if this was a good time for the Nafak’cha; in his 
  opinion, people might be too busy with rituals of their own.
  He was right, at least about others having rituals of their own 
  to attend.  In the forward observation room, with a window 
  behind them showing the vast reaches of space, Sheridan 
  spoke before the assembled operations crew of Babylon 5.  
  He knew that the road ahead of them all was a difﬁ cult one, 
  but their cause was a just one.  That singular truth honoured 
  the fallen soldiers and crew of the station even as he did so 
  now, committing their caskets to the void.  ‘From the stars, 
  we came,’ he said reverently, ‘and to the stars we return.’
  Londo Mollari was also engaged in something important 
  of his own, a meeting with Lord Refa.  He had called Lord 
  Refa to him all the way from Centauri Prime, something 
  the nobleman did not much appreciate.  The reason for the 
  meeting had to do with what Londo had seen in the many 
  war reports from his people’s front lines.  Namely, he 
  wished to talk about why there were so many lines in the 
  ﬁ rst place.  He did not think the Centauri should be ﬁ ghting 
  
  67
  Galaxy of 2260
  so many small wars in so many large areas; it was a waste 
  of resources and lives.  Worse, it threatened to expose the 
  Centauri to a vulnerability Refa had not yet considered 
  - the Shadows themselves.  Refa, unmoved by Londo’s 
  arguments, told him the wars were necessary to create buffer 
  zones around the Republic and that they would continue.  
  He was not worried about the Shadows.  Londo was worried 
  about them, however, and if Refa would not listen to reason, 
  he would have to be moved by force.  Londo explained that 
  the drink Refa had been enjoying contained the ﬁ rst part of 
  a two part poison.  If Refa did not do as he asked, Londo 
  would have the other half introduced back on Centauri 
  Prime.  Things had been done this way for centuries in the 
  Royal Court, and Londo was, as always, a traditionalist.  
  This left Refa furious, but he was powerless to retaliate and 
  had little choice but to do as Londo wished.  
  Delenn explained her plans for the Nafak’cha to Captain 
  Sheridan.  She had done a small part of the ceremony two 
  years earlier when Commander Sinclair held a festival 
  of religious beliefs on the station.  Now, in this time of 
  darkness, she felt it essential to hold the complete rite.  
  She intended to invite the entire command staff and a few 
  surprise guests, including Londo Mollari.
  In a storage room in the depths of the station, the sniper from 
  the Zocalo, the man who stopped him from shooting, and 
  several other humans were holed up together for a meeting 
  of their own.  They were all Night Watch and they now had 
  their orders, delivered from the Home Ofﬁ ce via a spy that 
  had just come onto the station.  Their time of retribution 
  against the ‘traitor’ Sheridan and his people was almost at 
  hand.  Until that time, every member of the Night Watch 
  still on the station was to keep a low proﬁ le.  That did not 
  include those in the meeting.  Their leader, Boggs, had been 
  given authorisation to proceed with a new mission.  The 
  station was untouchable while the Minbari cruisers were 
  present, but Night Watch had a way to remove them.  Their 
  information about the state of political affairs on Minbar 
  was very accurate; Night Watch knew Delenn was walking 
  a ﬁ ne line with her own people.  By killing her and making 
  it look like Sheridan’s fault, the Ministry of Peace hoped it 
  would make the Captain lose the support of her people.  
  The target of their plot, Delenn, was at that moment in the 
  Dark Star, meeting with Marcus.  She had been concerned 
  about his reluctance at the rebirth ceremony and needed to 
  talk with him about it.  The Nafak’cha had been part of his 
  ranger training, but Marcus had managed to skip it through 
  excuses back then and was now trying to avoid it again.  He 
  professed to have no fears other than spiders, but the patient 
  Minbari could see the fear in his eyes.  He then excused 
  himself swiftly, leaving her to her worries.
  Delenn was having little luck at getting others to attend her 
  ceremony.  Londo was already attending to his past in his 
  own way and found the idea of what passed for fun to the 
  Minbari something he would rather avoid.   G’Kar seemed 
  regretful, but he was simply too busy ensuring the usefulness 
  and position of the other Narn on Babylon 5.  While Marcus 
  seemed hopeful that this would be the end of her Nafak’cha 
  plans, Delenn was more determined than ever to hold the 
  ritual.  She was also determined to talk to Marcus about his 
  reluctance to participate in it.  The approach of a shuttle 
  carrying one of the captains of the Sharlin cruisers to the 
  station gave her the perfect excuse to have him accompany 
  her down to the docking bay.  Once there, Marcus ﬁ nally 
  gave in to the insistent ambassador.  He admitted that he did 
  not want to go through the Nafak’cha because he simply did 
  not have anything left to give up.  It was one of the traditions 
  of the rebirth ceremony to give away something that was 
  precious and, aside from his clothes and his denn’bok, he 
  had nothing.  Everything he had once owned was destroyed 
  when the Shadows destroyed his colony and killed his family 
  before he became a ranger.  Looking into his eyes, Delenn 
  saw the one thing he still had that he desperately needed to 
  give up – his pain over the loss of his former life.  Before the 
  conversation could go further, the shuttle carrying Captain 
  Lennan arrived and Marcus left to tell station security of 
  his visit.  Delenn went ahead into the boarding corridor to 
  greet Lennan.  As she did, the blast door sealed 
  behind her.  Boggs and his Night Watch stepped 
  out of hiding and opened ﬁ re.  Lennan’s two 
  escorts were gunned down and as he ran over 
  to protect the ambassador, the Night Watch took 
  them all into custody.
  Back in their hideout, the Night Watch patched 
  into the monitor lines and gave their demands.  
  Garibaldi recognised Boggs instantly, but he 
  could not place where the communication 
  was coming from.  Boggs demanded that the 
  Minbari cruisers immediately depart from 
  Babylon 5 space or he would kill his hostages.  
  Just to show them he was serious, the sniper 
  from before dragged an almost dead escort from 
  
  68
  Galaxy of 2260
  the back of the room and, with Delenn screaming for him 
  not to do it, ﬁ red a PPG pistol into his head at point blank 
  range.  Enraged at what he saw as his failure, Marcus ran 
  from the conference room where he and the command staff 
  had been watching the communication.
  He did not go far.  In the Dark Star, there was a group of 
  criminals who stayed there as contacts for Ashi’s syndicate.  
  Marcus had a non-intervention treaty of sorts with them, but 
  he was about to break it.  When they would not tell him what 
  he needed to know about Boggs, he beat every one of them 
  unconscious.  This posed the problem of having to wait for 
  one of them to wake up before he could question them, but 
  at least he had worked through a lot of repressed anger.  
  While he was waiting, another ﬁ gure moved up behind him.  
  Marcus whirled and almost punched Lennier, a mistake he 
  would have regretted when Lennier lifted him up off the 
  ground with one arm.  Lennier had wanted to discuss the 
  rebirth ceremony with Marcus and, when the ranger refused 
  to even talk about such a ‘trivial matter’, the normally calm 
  Minbari attaché became as enraged as he was.  Another 
  tradition of the rebirth ceremony was that its participants 
  agreed to tell someone something they had never revealed 
  before.  With this as good a time as any, Lennier chose to 
  reveal to Marcus the true source of his anger.  
  He loved Delenn.  It was not, he professed, a romantic kind 
  of love as humans would know the term.  Instead, it was a 
  pure form of love, something he had grown into slowly over 
  the many months that he had spent with Delenn acting as 
  her aide and conﬁ dante.  The thought of her upset or hurt 
  infuriated him in a way he could barely express.  Kindred 
  spirits in the cause of that fury, Marcus and Lennier left the 
  bar in search of the unfortunate fools who had dared to earn 
  their wrath.
  Meanwhile, Sheridan, Garibaldi, and 
  Ivanova were working as fast as they 
  could to locate Delenn and Lennan.  
  By processing the background sounds 
  from Boggs’ untraceable transmission, 
  Command and Control had managed 
  to pick out a strange rhythmic 
  vibration.  Garibaldi recognised it 
  instantly.  He knew it as part of the 
  cooling system for the station’s fusion 
  reactor.  That system was conﬁ ned to 
  Grey Sector, narrowing the area of the 
  station they would have to search.  It 
  was not much, but it was a start.  Then 
  Marcus came in with even more, he 
  told them to check Level 14 in Grey 
  Sector.  One of the people he had 
  ‘questioned’ in the Dark Star had told 
  him the syndicate had delivered parts 
  needed to make untraceable communications to that area.  
  Ivanova checked the station logs and found that 14a in Grey 
  Sector had been sealed off by Garibaldi’s orders, an order 
  the Security Chief did not give.  Now they had the where, 
  but the place was too dangerous to try a frontal assault.  
  Once again left with no options, Sheridan found one.
  The ﬁ rst part of their plan involved using the leak in 
  Security Garibaldi had just identiﬁ ed.  He was fed a false 
  story involving the Minbari leaving the station because of 
  Delenn’s capture.  Thinking they had won, the Night Watch 
  terrorists relaxed and sent word to their contacts back on 
  Earth to send in the troops.  Then, just when they thought 
  victory was in their grasp, a coolant line to Reactor 7 ‘blew’, 
  venting deadly chemicals into the nearby section.  This drove 
  the Night Watch and their hostages out into Grey Sector 
  where Sheridan and Garibaldi were waiting in ambush.  The 
  leak had been a ruse, one that Boggs fell for completely.  
  The ﬁ reﬁ ght was brief and intense, with Boggs and most 
  of his men going down in the ﬁ rst volley.  As the sniper 
  fell, Lennan worked his way free and released Delenn.  The 
  sniper pulled a throwing dagger out of his boot and took aim 
  for Sheridan.  Delenn saw this and, running to save him, 
  took the blade in her back.  She fell into Sheridan’s arms, 
  unconscious and dying.  The sniper took his opportunity and 
  ran as fast as he could.
  It was not fast enough.  Now Sheridan’s turn to become 
  enraged, he chased the sniper down and beat him senseless 
  with nothing but his ﬁ sts.  He was tired of the Night Watch.  
  He was tired of people taking hostages.  He was tired of 
  the lies.  It all ended, right here and right now.  The sniper 
  tried to ﬁ ght back, but the Captain was unstoppable.  With 
  one last blow, Sheridan sent the sniper to the ground with a 
  broken jaw and deep concussion.
  
  69
  Galaxy of 2260
  Sometime later, the culprits captured or dead and things back 
  to some semblance of peace, the command staff made their 
  way to MedLab where Delenn was recuperating.  According 
  to Lennier, the rebirth ceremony had to be performed within 
  a certain timeframe after preparations had begun and that 
  time was nearly passed.  Not wanting Delenn’s work to 
  be wasted, everyone decided to bring the Nafak’cha to her 
  instead.  First in was Sheridan, who laid his EarthForce 
  uniform on the chair in her isolab.  It was the most precious 
  thing he had and so he was giving it up as she had asked.  
  His secret was that when he saw her hurt earlier, he had been 
  ready to kill the sniper with his bare hands.  Delenn had 
  become very important to him, so important that he could 
  no longer imagine his life without her in it.
  Then came Garibaldi, uniform in hand.  He laid it down 
  on top of Sheridan’s and told Delenn that sometimes, the 
  pressure inside him to do something extreme gets to be 
  almost more than he could bear.  Someday, he was afraid that 
  he would explode from it.  Ivanova came in next, laid aside 
  her uniform, and admitted that she had loved Talia Winters, 
  the telepath who had unknowingly betrayed them the year 
  before.  Doctor Franklin was last.  He placed his uniform on 
  top of the pile and said, in a low voice, that he thought he 
  had a problem.  Though he did not say so, this likely referred 
  to his growing dependence on chemical stimulants.
  The ceremony complete, the command staff walked back 
  into Command and Control.  Their former uniforms 
  gone, they were now clad in new ones made for them at 
  Delenn’s request.  The design was a striking combination 
  of Minbari and human elements- mostly black, but trimmed 
  in geometric lines of silver and white.  Reborn into new 
  possibilities, Babylon 5 was ready to face whatever the 
  future held in store.
  Mulnavi and Oltura – The 
  Deadly Twins
  Poison, the weapon of choice for court intrigue in the days 
  of the old Centauri Republic, is still in use by those 
  with a desire to maintain lost traditions and kill 
  without getting their hands dirty.  Always chief 
  considerations among the elite of the Centauri 
  Royal Court, deniability and ease of use have 
  fuelled the poison crafters of Centauri Prime into 
  making deadlier and more complex poisons for 
  their illustrious clientele.  Some of these are simply 
  lethal toxins, each more effective than the last, but 
  others fulﬁ l special needs, such as the one handled 
  by Mulnavi and Oltura - concealment.
  These two poisons are a binary toxin; they are 
  harmless by themselves but become a virulent 
  combination when they meet inside the body of 
  their consumer.  The ﬁ rst of the Deadly Twins, as 
  they are called in the courts of the Centauri, is Mulnavi  – a 
  chemically mimetic formula that combines with alcohol and 
  has no effect at all on the imbiber.  Mulnavi bonds itself to 
  the intestines, remaining dormant for as many as ten years 
  before the body ﬁ nally passes it completely.  Mulnavi’s 
  mate, Oltura, is an odourless, tasteless liquid that can be 
  mixed into any food or drink.  Also harmless by itself, 
  Oltura reacts to the presence of Mulnavi in its victim and 
  attacks the cardiovascular system.  Death usually occurs 
  instantly thereafter.
  When combined with Mulnavi, Oltura has a Fortitude saving 
  throw DC of 18, and inﬂ icts death as its initial damage.  The 
  secondary damage from Oltura is 2d6 Constitution.  Unlike 
  other poisons, purging Oltura out of a victim’s system does 
  not completely counteract the poison.  Mulnavi cannot be 
  removed from the intestinal walls once it bonds, meaning 
  that anyone consuming Mulnavi will remain vulnerable 
  to Oltura for ten years minus one year for every point 
  of Constitution modiﬁ er they possess.  This duration is 
  calculated from the victim’s base Constitution at the time 
  of ingestion and is not adjusted afterwards due to any 
  modiﬁ cation to the ability score.
  Babylon 5’s New Command 
  Uniforms
  Delenn’s gift of new uniforms could not have come at 
  a better time for the command staff of Babylon 5.  The 
  garments were much more than just a symbol or clothing, 
  representing an end to the doubts of loyalty that had 
  plagued them and why they were ﬁ ghting against their own 
  government.  The command staff’s EarthForce uniforms 
  were an ideal, the truth they were trying to defend against 
  the lie they had become, but their time had ended. 
  Made through Delenn’s contacts with the Minbari worker 
  caste, the command uniforms incorporated many of the 
  same materials used to craft the battle dress worn by the 
  warrior caste of her people.  Resistant and inlaid with ﬁ bres 
  
  70
  Galaxy of 2260
  woven from energy-deﬂ ective crystals, these uniforms 
  protected more than just the pride and spirit of their wearers.  
  Each uniform was tailored to the ofﬁ cer it was presented to, 
  and their availability is extremely limited.  
  Scenario and Campaign Hooks
  G The EarthForce ﬂ eet tradition of committing the 
  dead to the stars is an ancient one, dating back 
  to Earth mariners and their burial at sea.  The 
  practice provides an excellent opportunity for 
  roleplaying scenarios.  These can range from seek 
  and ﬁ nd missions where a body interred in this 
  way is suddenly needed for a medical or personal 
  reason and the players are charged with the task 
  of searching space for it; to having to deal with a 
  diplomatic incident when a previously unknown 
  alien race wants to know why their ﬂ agship was 
  struck by a ﬂ ying casket in deep space.  If other 
  alien civilisations have a similar tradition, but their 
  caskets are not recognisable as such, the discovery 
  of one of these bodies could mark the beginning of 
  an interesting story arc as the players have to deal 
  with the consequences of disturbing the honoured 
  dead of another race.  Personal skills and diplomacy 
  will be far more effective at defusing the anger of an 
  indignant alien race than guns could be, giving non-
  combat oriented characters a chance to take centre 
  stage.
  G The end of this episode also marks the end of the 
  ‘down’ period for Babylon 5’s services.  Most 
  trafﬁ c has been re-routed away from Babylon 
  5 due to the crisis that began with EarthForce’s 
  attempted takeover and exacerbated by the risky 
  nature of trying to ﬂ y anywhere near Earth or 
  Centauri occupied space.  As such, this crisis may 
  not have been long lasting, but it 
  represents a golden opportunity 
  for anyone in the shipping or 
  ship services industry with 
  the ability to capitalise on it.  
  Players can make a fortune 
  operating refuelling shuttles or 
  secondary markets, especially 
  when places like Babylon 5 
  cannot provide the same in a 
  timely manner.  While most 
  merchants near Epsilon would 
  prefer to use Babylon 5’s 
  facilities over anything less 
  established, a ship low on fuel 
  and critical supplies cannot 
  afford to be so discerning.  
  Sic Transit Vir (July 
  3rd, 2260)
  It was another day, not that there was any difference between 
  day and night on Babylon 5, and Commander Ivanova was in 
  Command and Control going over the day’s manifest.  There 
  were several new ships awaiting docking and ofﬂ oading, 
  including Drazi, Vree, and even a couple of Centauri liners.  
  It was not where they had been a few months ago, but it was 
  a start.  Glancing around, she noticed that all of the crew 
  were staring at her, some of them shocked.  Looking down, 
  she saw why.  She had walked into Command and Control 
  completely naked.  Then the dream, or rather nightmare, 
  ended.  With all the stress over uniforms and duties, her 
  subconscious had dredged up a classic vulnerability dream.
  On Centauri Prime, Vir Cotto felt just as uncomfortable.  
  The Prime Minister had caught him touching the Imperial 
  throne.  Luckily, the old noble did not seem upset by it.  He 
  let Vir know that although Emperor Cartagia had enjoyed 
  his report on Minbar, there were passages that read as if 
  Mollari had written then.  The Prime Minister told Vir that 
  in the future, he should use his own judgment instead.  He 
  then told Vir a joke, one the young ambassador laughed 
  at visibly but did not think was funny once his back was 
  turned.  ‘What is more dangerous than a locked room full of 
  angry Narn?  One Narn with the key.’
  Prophecy was typically the province of women on Centauri 
  Prime, but the Prime Minister’s words proved hauntingly 
  accurate when Vir returned to his quarters and found them 
  ﬁ lled with Narn.  Their faces looked hostile as they ushered 
  Vir in and closed the door behind him.  In a palace full of 
  people, Vir was suddenly very alone.
  
  71
  Galaxy of 2260
  That morning, in the station’s ofﬁ cer’s mess hall, Ivanova 
  gave some of the details of her dream to Captain Sheridan, 
  though she left out the nude part.  Sheridan understood 
  immediately what had triggered it.  Like other dreams 
  involving uncomfortable situations, it was referring to the 
  new, uncharted territory they were in now.  Ivanova had 
  joined EarthForce in 2247, making her a career military 
  ofﬁ cer with 13 years of service.  For her to suddenly be out 
  of uniform and working against EarthForce placed her in a 
  virtual maze of unknown behaviour and expectations.  At 
  least, he told her, she was not in real psychological trouble.  
  If she was, she would be doing things like dreaming about 
  coming to work naked.
  Londo Mollari was no more comfortable than Ivanova.  In 
  his quarters, he was crouched behind a countertop, weapon 
  in hand, looking as if he was hunting something or it was 
  hunting him.  He called Maintenance on his BabCom 
  terminal, complaining again about the brown thing with 
  eight legs in his room.  The station’s maintenance staff had 
  been too busy to help him, but that was unacceptable.  The 
  sounds of the insect grew louder and, needing to defend 
  himself, Mollari reached for the coutari on his wall and 
  fought back against the little horror.  When he brought up his 
  blade, the tiny roach-like insect impaled on it, he beamed as 
  if he had just single-handedly saved the entire station for the 
  skittering menace.  Just then, a chime at his door preceded 
  a beautiful Centauri woman in a noble’s dress.  Hiding the 
  dead insect, Mollari welcomed her in with a well-polished 
  smile.
  Delenn met with Sheridan on a walk through the Zocalo.  
  Things were quiet on the Earth front for the command 
  staff.  There had been very little activity towards Babylon 5 
  since the station had come under the protection of Minbari 
  cruisers.  The calm might not last, so Sheridan wanted to 
  make the most of it.  He asked Delenn if he could see her 
  tonight, a phrase her cyberlinked language skills did not 
  entirely understand.  He clariﬁ ed, asking her to dinner by 
  candlelight.  He told her of the Earth saying, ‘Eat, drink, and 
  be merry, for tomorrow we may die.’  Delenn thought that 
  only showed that humans could be a very depressing people, 
  but since Sheridan was only that way if he got turned down 
  for a dinner date, the tactful ambassador decided to accept 
  the invitation.
  Back in Mollari’s quarters, Vir arrived to answer Mollari’s 
  invitation.  He was not sure why Londo had invited him to 
  lunch, but he did not understand much of what Mollari did 
  of late.  That confusion was only increased when Londo 
  unveiled the Centauri woman and presented her to him as 
  his new ﬁ ancée, Lyndisty.  Obviously, this came as a total 
  surprise to Vir, who tried to hide behind Londo from the 
  lovely face of the new woman  They sat talking later, Vir 
  and Lyndisty, about how this had happened and where she 
  had come from.  Their engagement had been arranged by 
  Vir’s uncle and Lyndisty’s mother, Lady Drusella.  His star 
  was in Ascendance on Centauri Prime, with his reports in 
  good favour and his appointment to Minbar making him a 
  prime candidate for a good political marriage.  While Londo 
  complained about the insects in his quarters evolving and 
  developing language skills, Vir told Lyndisty that he wanted 
  to marry for love.  Delighted by what she called his radical 
  beliefs, she told him that if he gave her a chance, their 
  marriage would be for love.
  Later, in a walk through one of the garden side rooms, 
  they discussed their future.  Lyndisty, hoping it would not 
  take Vir long to fall in love with her, told him of the many 
  almost-complimentary things his uncle had said about him.  
  Wanting things to go quickly from courting to romance, 
  Lyndisty kissed Vir so passionately that if kisses could kill, 
  hers would have levelled several small towns.  Lyndisty was 
  deliriously beautiful to Vir, but he had always considered 
  delirium something to avoid.  Caught between ﬂ ight and 
  fancy, he gave in to Lyndisty’s charms for a short while in 
  the lovely surrounds of the garden.
  In Command and Control, Zack Allen came in to speak with 
  Ivanova.  He was rarely in Command and Control, as shown 
  by his reaction to the amazing view through the front port.  
  He had a stack of travel orders from Garibaldi, but there 
  was something odd about them he wanted her to see ﬁ rst.  
  The authorising name on the forms was Abrahamo Linconi.  
  Even more surprising than that very odd name was the ofﬁ ce 
  the authorisation came through - the Centauri embassy on 
  Minbar.
  After Vir’s encounter with Lyndisty, he came to Ivanova’s 
  ofﬁ ce to speak with her.  He had been hoping to tell her 
  about Abrahamo Linconi before she found out, but it was 
  too late for that.  The transfers for the Narn were to get them 
  off Narn and onto Centauri Prime, something that provided 
  them homes and shelter.  The Narn wanted to come willingly, 
  but few Centauri wanted to provide for them in that way, so 
  Vir had forged a name to make the transfers happen.  It was 
  a deception, but he assured Ivanova that it was for the good 
  of the Narn who were transferred.
  In Sheridan’s quarters, his candlelight dinner with Delenn 
  had begun.  He had tried to cook Flarn, a Minbari dish that 
  required great preparation.  The state of his kitchen could 
  attest to that fact, but Delenn was not there for the décor.  
  After one bite of the incredibly bland Flarn, she realised she 
  was not there for the food either.  After liberal salt and pepper, 
  the meal was at least palatable.  She did not have to worry 
  about eating it for long.  After the second bite, a message 
  came in over Sheridan’s link.  An assault was in progress 
  in Green 2, right next to Londo’s quarters.  Sheridan, only 
  a level away from that, raced down just in time to stop an 
  angry Narn from attacking Vir and his bride.  Shouting 
  ‘Murderer!’, the Narn was lunging at the couple even as 
  
  72
  Galaxy of 2260
  Sheridan knocked him aside.  Before the Narn could do 
  any more damage, Zack Allen and his security team arrived.  
  They levelled PPGs at the Narn and told him to surrender, 
  but he shouted ‘No ta Chon-Kar!’ and rushed forward.  Zack 
  and the others opened ﬁ re, killing him instantly.  
  Later, Ivanova went over the attack in her ofﬁ ce.  The Chon-
  Kar was a blood oath, sworn by a Narn and considered 
  binding by every member of his family as a matter of 
  honour.  They were never sworn lightly, but for anyone - 
  even a Narn - to want Vir dead was hard to believe.  After Vir 
  came to her ofﬁ ce to discuss the matter, she gave him even 
  more to worry about.  There was another Narn on board, a 
  relative of the one that attacked him.  Now that the ﬁ rst had 
  fallen, the second would likely take up the Chon-Kar.  It 
  seemed like every time Vir showed his face on Babylon 5 
  lately, someone hit him.
  He did have something to discuss with Ivanova that did not 
  involve the attack.  His experience with intimacy in the past 
  had never gone beyond one, a phrase she found confusing.  
  It referred to the six sexual appendages a male Centauri 
  possessed and how many of them came into contact with 
  a loved one - the higher the number, the greater the levels 
  of pleasure and intimacy for both partners.  Knowing that 
  she did not want to have this conversation, she ushered 
  him out of her ofﬁ ce immediately.  Helping the diplomats 
  of the station was part of her job, but that did not include 
  helping them with their love lives.  She was amazed at the 
  concept of six, but tried not to give it any further thought.  
  Her bemusement quickly faded as she started digging into 
  why anyone would swear a blood oath against Vir.  What 
  she found was important enough to pull Sheridan out of a 
  quiet moment alone with Delenn and have him meet her 
  in Londo quarters.  It seemed that the deceased Narn had 
  a family member get transferred to Narn on Vir’s behest.  
  Unfortunately, that Narn, along with at least two thousand 
  more, were not on Narn.  Instead, they were reported as 
  dead.  Londo was proud of Vir for taking care of excess Narn 
  in this way, but Vir seemed only embarrassed and mortiﬁ ed 
  about the whole affair.  
  As Ivanova and Sheridan looked at him with shock and 
  resentment, Vir could take it no longer.  He told them that 
  the Narn were not dead.  They had all been transferred to 
  Minbar or other worlds, received medical care and food, 
  then ﬁ ltered to freedom through Babylon 5.  It was all 
  he could do to preserve something of Narn’s culture and 
  people; they were dying on their homeworld.  The Centauri 
  had bombed them, starved them, and only cared about 
  abusing them further.  He had jeopardised his position on 
  Minbar, but he had to do something for them.
  This pleased Ivanova and Sheridan, but their pride in his 
  actions did not make Londo feel any better.  He had pushed 
  for Vir’s assignment, something that would make him look 
  bad should the truth come out as it always did.  He would 
  have to deal with the matter and his former aide personally 
  now, something he did not look forward to at all.  None of 
  this explained why, if the Narn were not dead, why one of 
  them would want to kill Vir.
  The answer, as Vir soon discovered, rested with Lyndisty 
  herself.  She found Vir in the same garden nook they talked 
  in before, brooding over his actions and their consequences.  
  After a short conversation, she told him that whatever he was 
  upset about, she should have known a Narn was involved.  
  They were inferior creatures in her eyes, genetically lazy 
  and slovenly.  The sooner they were dealt with, the better 
  off the galaxy would be.  Vir was shocked by her attitude, 
  but she took his indignation as playfulness.  She could be 
  playful too, and she wanted to prove it.  Taking him by the 
  hand, she led him to her quarters.  There, when she let him 
  open his eyes, he saw a bound, unconscious Narn.  Lyndisty 
  had set a trap for the Narn, 
  catching him before he could kill 
  her.  Vir was very confused by 
  all this, but Lyndisty explained 
  the situation.  This Narn and his 
  brother had escaped one of the 
  villages burned by her father, a 
  noble in charge of ‘paciﬁ cation 
  and culling the herd’ back on 
  the Narn homeworld.  She had 
  personally put hundreds of Narn 
  to death and, as she presented 
  him with the Narn’s weapon, she 
  wanted to see him do the same for 
  her now.  It would be a testament 
  to their marriage vows, a token 
  of her love for him, and in Vir’s 
  
  73
  Galaxy of 2260
  haunted eyes, an expression of just how insane his 
  bride-to-be really was.
  Insanity was the theme of Vir’s life right now.  It 
  continued when he went to discuss the events on 
  Minbar with Londo.  Ambassador Mollari had 
  spent an hour using his friends and contacts on 
  Centauri Prime to erase all mention or record of Vir’s 
  indiscretions and repeal his authority as ambassador 
  to Minbar.  He was reassigned to Londo’s side for 
  further training in what it was to be Centauri.  His 
  wife would be returning home; their marriage was 
  being ‘reconsidered’.  Londo suggested that Vir go 
  and try to make this all up to her; she was a good 
  woman and a true Centauri.  Regretfully, Vir had to 
  agree.  
  In Command and Control, Sheridan found Ivanova sitting 
  at his terminal.  She apologised, but she needed his security 
  clearances to ﬁ nish up a quick project of hers.  She felt 
  guilty for spoiling the project Vir had set up and since Londo 
  knew nothing about Abrahamo Linconi, she decided to ﬂ esh 
  him out a little and keep him around to continue saving Narn 
  as he would have wanted.  It was not as efﬁ cient as Vir’s 
  setup had been, but if even one Narn was rescued, it would 
  be a victory.  
  On the docking bay, Vir saw Lyndisty off the station.  She 
  had been his ﬁ rst engagement and while their wedding was 
  still undecided, she seemed as devoted to him as ever.  He 
  was sure she could change in time; she felt the same way 
  about him.  Rather than be upset by the events on Babylon 
  5, she held his face in her hands and promised to wait for 
  him until they could ﬁ nally be together.  They shared one 
  last kiss and she left to board his ship.  Vir was more than a 
  little confused, but he obviously did not want to give up on 
  her.  After all, what relationship did not have its occasional 
  troubles?
  Centauri Wedding Traditions
  Most Centauri marriages are arranged, especially among the 
  houses of Centauri Prime and its Imperial colonies.  The need 
  to forge new alliances along with the pervasive politics that 
  affect every level of a Centauri’s life create an atmosphere 
  where every possible transaction, including that of wedlock, 
  is considered another tool in the endless game of station 
  and rank.  The patriarchal nature of Centauri’s imperial 
  government ensures that in all but the ﬁ nest marriage 
  opportunities, women are considered valuable political 
  property to be traded in whatever fashion makes for the best 
  arrangement between two families.  While weddings among 
  Centauri commoners vary widely, the recognised standard 
  among upper ranking nobility for what constitutes a true 
  wedding ceremony remains fairly standard.  The rituals 
  will be described in greater detail in the Centauri Republic 
  sourcebook, but a basic explanation is provided here for use 
  by Games Masters and players in passing.
  A noble wedding is a two day affair, with the ﬁ rst taken 
  up by a massive festival thrown by the family of the bride.  
  This gala event is usually quite elaborate, with dancing girls, 
  wine, feasting, and all manner of distractions and delights.  
  Most families with more than a single daughter use this as a 
  chance to get their other females out in circulation, hoping 
  to attract interest from other families with an eligible male 
  child looking to get betrothed.  The bride is present at this 
  party, but the groom is not.  He is cloistered for this time 
  and given a chance to mourn his lost freedom.  Tradition 
  demands that the bride’s family throw the ﬁ rst party so that 
  if the wedding does not take place as planned, the groom’s 
  family has not had to go to the expense of a ‘wasted’ 
  celebration.  
  The wedding is a surprisingly brief event, paid for equally 
  by both houses by ancient decree and continuing tradition.  
  After a brief benediction given by a court noble appointed 
  to the task, the couple are declared wed and their families 
  joined in political wedlock.  The married couple walk down 
  a long processional ﬂ anked by members of the Centauri 
  Royal Guard, passing under their upraised swords and 
  through a series of ﬂ ower-strewn boughs.  Once they 
  emerge on the other end, the marriage is completed and 
  their union given the blessing of the Emperor (usually by a 
  couriered message, as the Emperor rarely attends weddings 
  personally).
  The Linconi Underground
  In his tenure as the ﬁ ctional nobleman invented and 
  controlled by Vir Cotto, ambassador to Minbar from the 
  Centauri Republic, Abrahamo Linconi managed to provide 
  shelter, food, and medical attention to over two thousand 
  Narn, most of them women and children, and aged males 
  on the brink of death due to starvation, disease, and the 
  atrocious conditions left on their homeworld.  Once events 
  on Babylon 5 left Ambassador Cotto in no condition to 
  
  74
  Galaxy of 2260
  G Babylon 5’s period of quiet in July is not destined 
  to last, but while it does, it offers an excellent 
  opportunity for ‘down time’ roleplaying.  Every 
  player has some kind of personal life, even if they 
  do not often get the chance to pursue it.  This time 
  period may be used by Games Masters to let their 
  players do some free form roleplaying to enrich 
  their characters and better deﬁ ne their personalities.  
  Going on dates, relaxing in the Dark Star lounge, 
  or spending time alone in the Cobra Bays going 
  over an assigned Starfury just for the joy of doing 
  something technical are good ways to add depth to a 
  character and connect him to the overall campaign.  
  The Vorlons ask, ‘Who are you?’  This offers players 
  a chance to ﬁ nd an answer for themselves.
  A Late Delivery From 
  Avalon (July 12, 2260)
  There were a few universal truths.  One of them seemed to 
  be that no matter where one was, even on Babylon 5, the 
  Post Ofﬁ ce was always the same.  All Garibaldi wanted was 
  his package, a shipping bin full of Italian foodstuffs destined 
  for his kitchen where his gourmet skills could turn it all into 
  some fabulous meals.  Unfortunately, the difﬁ culties in 
  maintaining deliveries to the station had caused postal rates 
  to triple since their break with the Earth Alliance.  If he 
  wanted his package, he would have to pay the Post Ofﬁ ce 
  100 credits, something he considered outright extortion.
  On the Asimov, an incoming Earth transport ship, someone 
  was having far more serious problems.  A man, asleep on 
  one of the liner’s bunks, was tossing ﬁ tfully.  In his dreams, 
  he was running down an inﬁ nitely long tunnel ﬁ lled with 
  doors.  One of them opened and threatened to pull him 
  through it, as if the doorway led into the cold of deep space.  
  Fighting to close it, he fell backwards into another one.  This 
  one concealed a room full of storms and lightning.  He raced 
  away from it and ran terriﬁ ed down the hallway.  At its end, 
  continue his duties on Minbar, the future for Lord Linconi 
  seemed very uncertain.  Through manipulation of public 
  records at the hands of Commander Susan Ivanova of 
  Babylon 5, Abrahamo Linconi was given a false picture, 
  more credentials, and linked directly to the Centauri 
  Relocation Bureau, a civil ofﬁ ce on Centauri Prime that saw 
  little use and even less legal scrutiny.  By legitimising the 
  ﬁ ctional individual, Commander Ivanova was able to set up 
  a virtual ofﬁ ce through which thousands of additional Narn 
  could be spirited away from the Narn homeworld and cared 
  for.  
  Between 2260 and 2262, Abrahamo Linconi would prove 
  responsible for the rescue and survival of more than 10,000 
  Narn before meeting with an unfortunate ‘accident’ and the 
  subsequent removal of his position and the existence of the 
  Bureau altogether.  While the truth about Linconi, namely 
  the fact that he did not exist, never came to public light, his 
  efforts had the tacit approval of Centauri Prime’s Regent, 
  Londo Mollari once he learned of them near the end of 
  the Bureau’s history.  Linconi’s ‘death’ was simply a ruse 
  applied to avoid embarrassment for all involved.  The ofﬁ ce 
  was dissolved because Mollari’s policies involving the Narn 
  no longer required a false front to provide for them.  Instead, 
  the Republic divorced itself from them, leaving them to 
  rebuild their homeworld in peace and returning most of their 
  colony worlds as reparation for damages done.
  Scenario and Campaign Hooks
  G Players may have been involved at some level in 
  Vir’s Linconi ruse.  While the diplomatic mission 
  on Minbar may have been able to aid a few Narn 
  directly, it would hardly have been big enough to 
  handle the two thousand Narn he relocated during 
  his appointment there.  Instead, he would have 
  needed a vast array of minor contacts and economic 
  arrangements with other facilities and colonies for 
  the Narn’s safety.  Games Masters could run a story 
  arc dealing with players hired to intercept Narn 
  ‘morgue’ transports, remove their passengers, and 
  take them to select debarkation points 
  through known space.  Since Vir would 
  have to keep these points far apart and not 
  use them too often, this offers a campaign 
  involving 
  adventure, 
  space 
  travel, 
  exploration, and humanitarian work for a 
  people desperately in need of it.  Certain 
  Centauri nobles, unaware of the full extent 
  of Vir’s ‘treachery’ but discovering the 
  ships of missing corpses, could serve 
  as antagonists in these campaigns, with 
  players having to stay one step ahead of 
  them if they wish to continue supporting 
  the Narn.
  
  75
  Galaxy of 2260
  which it did not have before, there was a bright 
  white light shining down from the invisible ceiling.  
  In the beam of light, a sword hovered above the 
  ground.  He looked up its length, amazed by the 
  beauty of the silvery blade.  Reaching out to hold 
  it in his bare hands, the light ﬂ ared around him and 
  the dream ended.
  In Downbelow, Doctor Franklin had his hands 
  full with a sudden outbreak of Banta Flu, a nasty 
  disease caused by the consumption of certain kinds 
  of alien food mixed in with human consumables 
  and allowed to ferment.  The sharp-eyed Marcus 
  Cole had seen some lurkers eating out of a garbage 
  bin and, recognising some of the food as the kind 
  of things he’d eaten on a Drazi colony, thought they 
  might get ill.  He hated the fact that lurkers had to live like 
  this at all, but he was certainly not going to let them die of 
  illness while they had to do it.
  In MedLab, Marcus watched on as Franklin treated the two 
  worst cases of the illness.  The pin Marcus wore, an item 
  common to all rangers, interested Franklin.  He took it off 
  and handed it to the Doctor, telling him that the two ﬁ gures 
  on the sides represented the humans and the Minbari, coming 
  together to ﬁ ght their common enemy.  The blue-green jewel 
  between them was called the Isil’zha, a jewel that stood for 
  a brighter tomorrow and inﬁ nite possibilities.  Franklin was 
  deeply impressed by the word and its meaning, remarking 
  on how lovely Minbari was to hear.  Marcus agreed, calling 
  it a subtle language for a subtle people.  He was referring to 
  the religious caste language, the grey tongue of their people.  
  It had taken him a year just to learn the basics, and longer to 
  gain any real grasp of its nuances.  The Minbari had taught 
  Marcus that language was as much a part of war as battles 
  and that understanding was the key to victory in all things.  
  He learned from them how to live, how to ﬁ ght, and how 
  to die.  Through their ranger teachings, he had also learned 
  terror  – how to deal with it in himself and how to inﬂ ict it 
  upon others.  He seemed very disturbed by this last one and 
  when Franklin mentioned wanting to learn more about it, 
  Marcus told him that no he did not.  It was a friendly, if dire, 
  warning.
  A shuttle from the Asimov docked and its passengers came 
  aboard Babylon 5.  One of them, the man from the dream 
  before, was dressed in a full-length brocaded cloak and a 
  chainmail girding around his throat.  When Security scanned 
  him at the gate, they picked up an unusual weapon under his 
  cowl.  They tried to detain him, but he threw aside the cloak, 
  telling them that he was Arthur, son of Uther Pendragon and 
  King of the Britons.  No man, he announced, would take 
  Excalibur from him and live.  Franklin and Marcus walked 
  into the bay on those words.  
  Before the altercation could come to violence, Marcus 
  rushed forward to try and salvage things.  Kneeling before 
  the man, he begged ‘Arthur’s’ indulgence and forgiveness.  
  No one, he said, had been informed of his arrival.  Arthur 
  knew that he was very late, but he insisted that he had 
  returned and that he was not mad.  His general hostility 
  made Security raise their weapons again but Franklin, 
  willing to back Marcus’ play, convinced them to let him take 
  responsibility for the stranger.  Arthur did not trust Franklin 
  at ﬁ rst, disliking doctors and their ‘leeches’, but Marcus told 
  him that the station’s Captain required examinations of all 
  visiting dignitaries.  He admitted to being a Briton, several 
  generations removed, and treated the apparent madman like 
  royalty.  It was risky, but it did eventually calm him down.
  A few hours later, Franklin was no closer to discovering 
  who the stranger really was.  He had no identiﬁ cation and 
  his items were all of indeterminate make with no way to 
  trace them.  He questioned Arthur, revealing under the 
  man’s insistence his doubts about his identity.  The last 
  thing Arthur remembered, seventeen hundred years after 
  his disappearance in England, was sailing to the island 
  of Avalon to rest and heal.  He had been told by the Nine 
  Sisters of that grand place that he would sleep for a time but 
  that when he was needed most, he would return.  Now, in 
  this place, that time seemed to have come at last.
  Franklin did not really believe what he was hearing, a 
  sentiment that Captain Sheridan shared when Marcus related 
  the story to him in the war council.  Though they discussed 
  the possibility of him actually being who he said he was, no 
  one in the room really believed it except for, maybe, Marcus.  
  The Vorlons, he reminded them, had been to Earth and on 
  occasion had removed people back to their homeworld for 
  storage until they were required.  This ﬁ tted the pattern 
  of the Avalon story perfectly, something Franklin had not 
  really considered.  Still, he was not convinced.  The man’s 
  speech patterns and vocabulary were all too contemporary 
  for someone from Old England seventeen hundred years 
  ago.  Still, while Sheridan was more interested in working 
  
  76
  Galaxy of 2260
  up the much needed treaty for Babylon 5’s defence, the 
  question remained of what could drive a normal man into 
  such a delusion.  What terrible event could so scar someone 
  that their mind had to ﬂ ee nearly two millennia into the past 
  to ﬁ nd peace?
  Unfortunately, they would not be able to easily ask Arthur 
  himself.  While they had been talking, Arthur had slipped 
  past the Security in MedLab.  Gathering those of his things 
  he could ﬁ nd, Arthur had made his way into Downbelow.  He 
  came upon an old lurker woman, crying against a bulkhead.  
  He stopped, knelt beside her, and asked the reason for her 
  sorrow.  She told him that a group of thugs had taken all 
  she owned, including an expensive frame with a picture of 
  her dead husband in it.  He dried her tears gently and asked 
  where he might ﬁ nd the hooligans responsible.
  Nearby, G’Kar was meeting with an unsavoury contact 
  of his.  While he had indeed changed for the better, 
  he still had no love for the Centauri or their blockades 
  around his homeworld.  This man had the ability to get 
  messages back and forth from there; that talent made him 
  a very wealthy man and kept him in G’Kar’s good graces.  
  Before they could ﬁ nish negotiating the price for the latest 
  communication crystal, the sound of a scufﬂ e nearby drew 
  the Narn’s attention.
  A circle of rufﬁ ans were beating up an older man for not 
  paying 100 credits he ‘owed’ them.  Before they could hurt 
  him further, Arthur walked calmly into the middle of them, 
  called them cowards for preying on the weak, and demanded 
  that they turn over the many things they had that did not 
  belong to them.  He suggested they begin with the picture 
  frame, but his royal command was refused and the group 
  attacked him.  In a dazzling display of swordsmanship, he 
  dropped the ﬁ ve of them and held Excalibur to the throat of 
  their leader.  He called for the man to yield and surrender, 
  but the thugs had allies - friends who were coming into the 
  corridor as they spoke.  
  Emboldened by this display, G’Kar leapt down from a 
  stairwell above Arthur and landed at his side.  Telling the 
  assembly of bandits that he was there in allegiance to Arthur, 
  the Narn dropped into a savage ﬁ ghting stance and together, 
  they rushed the villains.
  Several minutes later, the two of them were sitting at a table 
  in the Dark Star, with G’Kar raving about how good it was 
  to ﬁ nally just have a ﬁ ght with no moral quandaries.  They 
  were the heroes, the thugs had been the bad guys, and they 
  had trounced them in the name of good over evil.  Arthur 
  had never seen any man like G’Kar, but the truth of his noble 
  heart and priestly bearing reminded him of the Knights of 
  the Round Table.  Camelot had been about the just ruling 
  the many, not the strong ruling the weak, and as G’Kar had 
  lent his arm to the cause, he would have a place at the new 
  Round Table.  Drawing Excalibur, he dubbed a grateful 
  G’Kar ‘Sir G’Kar, the Red Knight.’  After several drinks, 
  G’Kar asked Arthur why the sight of those thugs preying 
  on the weak had been such a personal insult to him.  Arthur 
  explained that at the Battle of Camlan, his fallen knights had 
  been looted while they lay dead and dying.  They had been 
  his responsibility.  The mention of responsibility brought 
  back images of his dreams to his mind, but the ‘storm’ inside 
  the doorway was a scene of combat between a Minbari Nial 
  ﬁ ghter and Starfuries.  Arthur, or whoever he was, was a 
  very troubled man.
  Security was combing the station, looking for Arthur.  They 
  considered him very dangerous because of his ability to 
  escape a locked isolab and for the three feet of steel he was 
  carrying on his hip.  Marcus saw them passing and knew 
  that he would have to ﬁ nd Arthur ﬁ rst or something terrible 
  might happen.  Garibaldi was not with the search teams, as 
  he had something more personal to attend to in the Post 
  Ofﬁ ce.  Along with a reticent Security guard, he tried and 
  failed to get his package from the lock up.  Now he was out 
  120 credits, 20 of which went to the lock he ruined, and he 
  was still no closer to a good meal.
  Marcus found G’Kar and Arthur in Dark Star.  He 
  deeply respected what Arthur had done for the people of 
  Downbelow, but he knew Garibaldi would not stop until he 
  was found.  Arthur, tired after his efforts and more than a 
  little sleepy from drink, agreed to come with him and avoid 
  the trouble that might come with a Security detail.  G’Kar 
  offered to accompany them and vouch for Arthur’s character 
  and actions, but after standing, the intoxicated Narn took 
  two steps and collapsed onto the ﬂ oor.  Arthur was not 
  surprised.  Gawain, he told Marcus, had the same problem.  
  After a hard night’s revelry, he was often called ‘The Green 
  Knight’ in the morning.
  Sheridan was pacing the ﬂ oor of the Council Chamber, 
  trying to appeal to the ambassadors of the League of Non-
  Aligned Worlds.  Babylon 5 could not keep depending 
  on the Minbari for its support, especially as the League 
  Worlds were still using the station for their own ends and 
  contributing nothing back for its upkeep.  In answer to this, 
  Sheridan proposed the Babylon Treaty.  The station still 
  had a lot to offer the League, including the trade beneﬁ ts it 
  had always provided and a peaceful place for negotiations 
  between adversaries among their many worlds.  
  While the League of Non-Aligned Worlds discussed the 
  new treaty, Marcus came to MedLab to speak with Franklin.  
  Doctor Franklin, disturbed and worried, showed Marcus 
  what he had discovered.  By taking a genetic sample from 
  Arthur and typing it against EarthForce records, he had 
  identiﬁ ed who the man really was.  One look at the screen 
  made Marcus beg Franklin not to tell Arthur the truth.  
  ‘Better the illusion that exalts us than ten thousand truths,’ 
  
  77
  Galaxy of 2260
  he said, quoting Alexander Pushkin.  Franklin 
  could not agree, knowing that the only way for 
  the man to begin healing was to confront the 
  truth about himself, no matter how horrible that 
  might be.
  Arthur sat in one of the station’s conference 
  rooms, staring at a BabCom unit.  He was very 
  tired, having had horrible dreams about Minbari 
  warships and destruction all night.  Franklin 
  knew why.  His real name was David McIntyre, 
  a 52 year old veteran and recipient of the Silver 
  Star for Valour.  The truth of his identity, and 
  the reason for his break with reality, was his 
  service before that point.  He had served on 
  the Prometheus, the EarthForce vessel that 
  made ﬁ rst contact with the Minbari.  When 
  the ship’s Captain gave the command to open ﬁ re on them, 
  it had been McIntyre’s hand that triggered the ﬁ rst volley.  
  In his mind, the horrors of the Earth/Minbari War were his 
  fault alone.  The pain of his actions back then had sent him 
  into years of depression and therapy, though a review board 
  from EarthForce had cleared him of legal responsibility for 
  his actions.  He had been taken back into active service and 
  volunteered for the Battle of the Line even though it had 
  been a suicide mission.  In his eyes, David’s eyes, he did 
  not deserve to live and when he survived the Battle of the 
  Line, he suffered a mental breakdown.  The horror of the 
  war, of the pilots dying all around him, was too much for 
  him.  The thought of being David McIntyre, the Gunnery 
  Sergeant responsible for the Earth/Minbari war, was just 
  too painful to accept.  Better that David McIntyre die and 
  someone else, someone pure and shining, take his place.  In 
  that instant, he had been reborn as Arthur, with the weight 
  and responsibility of Excalibur to shoulder.  Now, having it 
  all stripped away, was too much for him.  His mind broke 
  again, this time driving him into an unresponsive state.  
  Franklin tried to talk him back, but in his mind, David had 
  been struck with a sword, cut down for his horrible crimes.  
  He went catatonic, staring blankly into the distance.
  In MedLab, he was laid out in an isolab and given back 
  Excalibur.  As he lay there, open-eyed and frozen in the trap 
  of his own mind, Franklin and Marcus discussed what was 
  wrong with him.  He had come to Babylon 5 for a reason, 
  especially since this was the ﬁ fteenth anniversary of the 
  Prometheus’ attack on the Minbari and the start of the Earth/
  Minbari War.  He could not rest until he returned Excalibur 
  to the Lady of the Lake, an analogy they ﬁ gured meant 
  giving his pain and burden of guilt to someone who could 
  absolve him.  Unfortunately, knowing this brought them no 
  closer to ﬁ guring out how to help the man.  If Franklin had 
  been cast in the man’s delusion as Bedevere, the King’s 
  brother and the man Arthur had asked to return his sword 
  to the lake from whence it came, then who was the Lady of 
  the Lake?  Who could absolve David McIntyre of his crime 
  against the Minbari, especially on Babylon 5?
  The answer came to them at the same time and as soon as 
  they could get her to MedLeb, Delenn came walking slowly 
  through the portal to his isolab.  She crossed over to the 
  comatose man and laid her gentle hands over his, the latter 
  still wrapped around the hilt of his sword.  In his mind, 
  David saw the Lady of the Lake, come for her sword.  He 
  awoke at her touch and handed over his burden, his long 
  years of pain, into the forgiveness of Delenn, the symbol 
  of everything he had sinned against.  She took the sword, 
  accepting his sorrow, and took his hand.  It was the symbol 
  his delusion needed to break, shattering like a fever that had 
  burned itself out.
  In the station’s Post Ofﬁ ce, Garibaldi had given in.  He 
  paid the hundred credits the postal worker wanted for his 
  package and took possession of it at last.  As the postman 
  laughed, telling him that it was never wise to mess with the 
  Post Ofﬁ ce, Garibaldi had one parting shot to ﬁ re.  Before 
  the station broke away from Earth, the rent on the Post 
  Ofﬁ ce and the postman’s quarters had all been subsidised by 
  the Earth Alliance.  Now that Babylon 5 was independent, 
  no one was handling those expenses.  Realising that he had 
  just been out-done by the Security Chief, he paid Garibaldi 
  101 credits to call the whole thing even.  
  In Customs, David McIntyre had a transport to catch.  His 
  mind and soul knitted together, he was fully healed and 
  ready to set off on a new journey.  G’Kar had provided the 
  transportation; his people had need of a man like David 
  McIntyre and he wanted to help them as best he could.  With 
  a worried but understanding Franklin behind him, David 
  boarded the transport and left Babylon 5 and his troubles 
  behind him.  One voyage had ended, and now a new one 
  helping to lead the Narn Resistance, lay ahead.
  
  78
  Galaxy of 2260
  ‘And they taught me terror. How 
  to use it and how to face it.’
  ‘I think I would like to hear more 
  about that.’ 
  ‘No you wouldn’t.’
  Marcus Cole and Stephen Franklin 
  As he left, Marcus came in, just a few moments too late 
  to see him off.  He hated goodbyes, but had to at least 
  see Arthur off.  As Franklin incredulously walked back to 
  MedLab, Marcus regaled him with similarities between 
  Arthurian ﬁ gures and their present situation.  Sheridan was 
  certainly Arthur, he was Galahad, being sinless and all, 
  Franklin was Percival, Kosh was deﬁ nitely Merlin, and so 
  on.  But who was Morgana Le Fey?
  Babylon 5 Postal Service
  Even in deep space, with most communication handled 
  through electronic messaging and goods shipped by 
  registered courier and transport vendors, there is a call 
  for the basic utility of the Earth Alliance Postal Service.  
  Reliable and dependable, the Postal Service operates by 
  Earth Alliance charter and is still the single most continuous 
  department of its government, maintaining uninterrupted 
  operation even in the middle of Babylon 5’s break from 
  the Alliance and Earth’s Civil War.  Using ofﬁ cial Earth 
  Alliance Postal Transports during normal operation and 
  whatever vessels it can lease space on when these ships 
  are unavailable, the EAPS moves millions of pieces of mail 
  and parcels through Earth occupied space and neighbouring 
  systems each year, maintaining its customer base through 
  ease of use and relatively competitive rates.  Standard 
  postage has long since been solely limited on mass and size, 
  with the concept of a letter rate abandoned when personal 
  letters and documents became nearly obsolete due to 
  electronic storage and transmission.  
  For campaign purposes, postage rates for the Babylon 
  5 Postal Service to anywhere in the Earth Alliance is 5 
  credits per pound.  Each pound is allowed a cubic mass 
  of 10 standard centimetres, with a surcharge of 1 credit for 
  every cubic centimetre thereafter.  This results in a typical 
  letter-sized document costing 5 credits, as items below the 
  basic limit are charged a 5 credit minimum delivery charge.  
  During times of crisis, the EAPS is authorised to increase 
  its rates in order to remain in operation.  An example of this 
  would be the triple increase set into effect by the Post Ofﬁ ce 
  on Babylon 5 during the secession crisis of 2260.
  The Babylon Treaty
  Once Babylon 5 broke away from the Earth Alliance in 
  2260, it inherited a massive operational debt and the problem 
  of how to defend itself against the inevitable encroachment 
  of raiders and alien interests looking to disrupt its ability 
  to conduct free trade in a safe environment.  The problem 
  became exacerbated by the drop in commercial trafﬁ c 
  that resulted in the unsafe area of contested space that 
  surrounded the station.  With fewer ships getting through 
  to Babylon 5, its revenue dropped commensurately, making 
  the operational costs of the station increasingly difﬁ cult to 
  meet.
  A solution to this problem had to be found before the station 
  effectively went bankrupt and could no longer afford to 
  remain in service.  This answer took the form of the Babylon 
  Treaty, proposed to the League of Non-Aligned worlds 
  in July of 2260.  Ratiﬁ ed by the member nations of the 
  Babylon 5 Security Council before coming to the League for 
  acceptance, it listed levels of ﬁ nancial support and military 
  patrols based on each race’s projected use of Babylon 5 
  facilities.  The treaty took into account the current state of 
  the galaxy, noting that because many of the League worlds 
  were engaged in various border disputes, they would never 
  have to patrol around the station at the same time with any 
  force their own militaries were currently aggressive toward.  
  This arrangement granted the member worlds greater 
  diplomatic powers and access to station beneﬁ ts they had 
  not previously had, including preferential shipping and 
  docking treatment based on contributions and repair support 
  for military vehicles damaged in the line of duty.  
  While the Treaty had a number of positive aspects, it did call 
  for an increased monetary expenditure on the part of each 
  government represented on the station.  As such, several 
  League members refused to sign the treaty when it was ﬁ rst 
  proposed, acting through their nominated committee leader, 
  the delegation from the Drazi Freehold.  Despite their 
  organised objection, these dissenters were not inﬂ uential 
  enough to convince the majority of the League to reject the 
  proposal.  
  Scenario and Campaign Hooks
  G With the signing of the Babylon Treaty, military 
  action involving several of the other races will occur 
  with greater frequency outside the station.  This 
  may not always be calm and co-operative, as the 
  changing state of warfare in the League of Non-
  Aligned Worlds could literally have two sides that 
  were not at war suddenly beginning hostilities while 
  ships from both sides are on patrol.  This might 
  lead to a ﬁ reﬁ ght outside Babylon 5, something 
  the Minbari cruisers and the station’s defence grid 
  would have to contend with if it went too far.  Such 
  possibilities can be used by Games Masters to set up 
  virtually any combination of alien ships in conﬂ ict 
  around Babylon 5 if it is required for a given story 
  arc.  This does not just facilitate space combat; 
  players might get involved in boarding actions, ﬁ nd 
  their commercial transport caught between the angry 
  
  79
  Galaxy of 2260
  guns of a Vree battlesaucer and its Abbai target, or 
  ﬁ nd themselves in the unenviable position of having 
  to talk opposing sides down from engaging in a 
  full scale war.  Diplomacy and combat could have 
  equal billing in such scenarios, all brought on by the 
  galactic tensions the Shadows have encouraged so 
  successfully.
  Ship of Tears (July 
  20th, 2260)
  It had been days since the station had any news from 
  Earth.  As Vree and Drazi ships ﬂ ew outside on patrol, a 
  remarkable occurrence given the Drazi’s initial refusal to 
  sign the Babylon Treaty, the command staff walked to the 
  Zocalo, talking about how there might ﬁ nally be some sign 
  of change back home.  ISN was coming back online after 
  weeks off the air.  The areas in front of all the marketplace’s 
  BabCom screens were packed with curious residents, all 
  wanting to know if the new transmissions heralded a return 
  to the peaceful days of the Earth Alliance.
  They did not.  As the network returned its service to the 
  Alliance’s more than two thousand colonies, stations, and 
  outposts, the command staff learned the truth of its renewed 
  broadcasts.  ISN had become another tool of propaganda for 
  President Clark.  The newscaster, in an almost sickly sweet 
  voice, ‘explained’ that saboteurs intent on disrupting Earth 
  communications had broadcast a fake news report making 
  it seem like the government was acting against ISN.  It was 
  a very apparent cover up and lie, but only to those who 
  knew better.  As Franklin pointed out, he who controlled 
  information controlled the world.  At that moment, the man 
  in question was President Clark.  It made Ivanova ill to think 
  about it, and she felt even worse about how Sheridan would 
  react.
  At that moment, Sheridan had not felt as good as he did 
  now in weeks.  Back behind the controls of a ﬁ ghter again, 
  he was testing out one of the new Thunderbolt ﬁ ghters 
  Babylon 5 had inherited from the Churchill.  An enhanced 
  Starfury with an elongated cockpit and greater ﬁ repower, 
  ﬂ ying it was a much needed rush for the stressed Captain.  
  The new ﬁ ghter’s greatest advantage against older Starfury 
  models was its ability to unfold wing extensions and enter 
  an atmosphere - something previous models could not do.  
  Sheridan knew he needed all the advantages he could get; 
  these new ﬁ ghters would be very valuable in the future.
  As he eased into the atmosphere of the world Babylon 5 
  orbited, he received a call from Command and Control  they 
  were getting a distress call from an Earth vessel at the outer 
  reaches of the Epsilon sector.  Sheridan decided to take a 
  look for himself.  Taking his wing men with him, the Captain 
  closed on the source of the signal.  It was a single Starfury, 
  marked with the dreaded symbol indicating it was part of 
  the Black Omega squadron.  Its pilot was none other than 
  Alfred Bester himself, Babylon 5’s telepathic antagonist.  
  Sheridan’s ﬂ ight rendezvoused with Bester - the Captain 
  was shocked to see the Psi Cop out here, all alone, drifting 
  in a shut down Starfury.  Sheridan richly wanted to ﬁ re his 
  four new unidirectional pulse cannons at the Black Omega 
  ship and blast Bester into the stars, but his conscience and 
  his curiosity got the better of him.  Even though Babylon 5 
  was now an independent state and had no legal reason to put 
  up with the Psi Corps or Bester’s games, the fact that the 
  Psi Cop had come all this way and said he ‘had something’ 
  for Sheridan was reason enough to bring him back to the 
  station.
  In a Green Sector corridor, G’Kar intercepted Ivanova on 
  her way to Command and Control.  He had kept his end of 
  the bargain with Sheridan, providing Narn for the station’s 
  Security forces and keeping the peace, but his reward was 
  yet to be given.  All he wanted was to 
  be in on the war council, a group he 
  knew was forming but had not given 
  admittance to him.  He had done so 
  much for Babylon 5; it was now time 
  for the station to give something back 
  and let him join its Alliance of Light.
  Bester ﬂ ew his Starfury into the 
  docking bay, ﬂ anked by Sheridan 
  and his wingmate.  Getting out, he 
  was greeted by an armed escort of 
  Security personnel.  He was not at all 
  surprised by the harsh treatment.  He 
  was beginning to think that no one 
  on Babylon 5 liked him very much.  
  That was being proven in Sheridan’s 
  ofﬁ ce, where the command staff 
  discussed locking him up indeﬁ nitely 
  
  80
  Galaxy of 2260
  or sealing him under the brig, a reference to ﬁ nding a dark 
  hole to put him in and forgetting about him.  Unfortunately, 
  no one in the room with the exception of Ivanova would 
  really support such a plan.
  That animosity was exactly why Sheridan needed to talk 
  with Ivanova alone.  Bester might have been on the level 
  about needing to be here with his powers intact to ‘help 
  them’, but he had his doubts.  Since Ivanova could instantly 
  tell if she was being scanned because of her latent telepathy, 
  she was the perfect person to test Bester’s sincerity.  If she 
  went in and he scanned her, Sheridan would know Bester 
  could not be trusted.  If he did not, they would hear him out.  
  Trust would still not enter into the equation.  Ivanova did not 
  like the idea, but she had to accept that it was the best one 
  they had.  She entered Bester’s cell where he was pacing 
  and looking pensive.  He played his usual mind games 
  with her, talking about her mother and how she took her 
  own life.  That had not been the Corps’ fault in his opinion.  
  When he mentioned that Ivanova had her mother’s eyes, she 
  slapped him hard enough to break the skin.  He smiled and 
  proceeded to the point of his visit.
  Back on Earth, the Psi Corps and Babylon 5 had a common 
  enemy.  President Clark was not really in power any longer.  
  He was merely the puppet of another power.  He did not 
  know who they were, but he knew they were not human.  
  The only name he had for them was Shadows, a word he 
  suspected Ivanova knew more about than he did.  He knew 
  they would not ﬁ ll him in on any details, but that was not 
  why he had come.  He had plans for ‘his’ telepaths, ‘his’ Psi 
  Corps, and the aliens inﬁ ltrating it and running Earth was 
  not part of them.  He would not tolerate anyone jeopardising 
  what he had spent his life working towards.  Telepaths were 
  the next step in evolution, the reason why normals like 
  Ivanova hated his kind, and he had no intention of letting 
  the Shadows interfere with their eventual rise to supremacy.  
  Ivanova was not at all interested in Bester’s dreams of 
  tyranny, but he did have something she might be interested 
  in.  He claimed that he knew a way to hurt them.  Since the 
  enemy of his enemy was his friend, he was willing to share 
  that information.  
  In Sheridan’s ofﬁ ce, Bester laid out his plan of attack 
  against the Shadows for them.  Very soon, a convoy 
  of ships would be travelling along a hyperspace 
  beacon through Sector 500.  At the centre of the 
  convoy, a ship carrying supplies for the Shadows was 
  ﬂ ying with a six ﬁ ghter escort.  Bester insisted that 
  by capturing the ship, they could deprive the enemy 
  of some very valuable weapons.  He was needed for 
  the rest of the plan because he knew the location of 
  the ship’s route and his telepathy could pinpoint them 
  out to an attack force.  Sheridan and Ivanova did not 
  like the thought of ﬂ ying anywhere with Bester, but 
  he was right about his necessity.  With hyperspace 
  awash with energy ﬂ uctuations, competing beacon signals 
  and gravitational anomalies, they would never ﬁ nd the 
  convoy without him.  Bester’s attitude toward smundane 
  humans, those without telepathic gifts, became very evident 
  during this meeting.  When he revealed that hyperspace 
  ampliﬁ ed a telepath’s range and abilities, something they 
  had kept from the military to keep themselves off the front 
  line, Bester explained this as self-preservation.  Telepaths 
  were not expendable.  Mundanes, he said, were; something 
  everyone present, especially Garibaldi, found extremely 
  offensive.
  Offensive or not, his usefulness found him standing on the 
  bridge of the White Star; it was the only ship Babylon 5 
  had that could catch the convoy already en route.  It raced 
  through the stars on its way to catch the Earth transport and 
  its escorts, a sextet of small, deadly Shadow ﬁ ghters.  He 
  was obviously impressed with the design and capabilities 
  of the vessel, something Sheridan did not ﬁ nd comforting 
  in the least.  
  There was little comfort to be had anywhere, even back 
  on Babylon 5.  Delenn was meeting with G’Kar to uphold 
  Sheridan’s promise.  She had to explain to G’Kar the truth 
  behind what they had known when his race engaged the 
  Centauri.  The Narn were defeated because of the Centauri’s 
  Shadow allies, something the Minbari knew at the time but 
  chose to remain silent about.  Had they revealed the truth 
  about the Shadows, that dark race would have obliterated 
  Narn and begun the Great War before anyone would be 
  ready to oppose them.  Their silence bought the Narn a 
  chance at survival, but at the expense of the million that 
  died under Centauri occupation.  This truth was of little 
  comfort to G’Kar, but in his heart he knew Delenn’s words 
  to be right.  ‘Some must be sacriﬁ ced if any are to be saved,’ 
  was as much an echo of the past as it was a warning to the 
  future.  He could see that now, something he never would 
  have accepted beforehand.  Delenn saw how much the Narn 
  had changed and accepted him fully into the new alliance.  
  She also asked his forgiveness.  He said that one day he 
  might be able to give it, but the pain of her silence and what 
  
  81
  Galaxy of 2260
  it had cost was too deep for now.  He left her 
  quarters, both of them caught in the tragedy 
  of memory.
  In Sector 500, battle was joined.  Though 
  dangerous, the six Shadow ﬁ ghters were no 
  match for the superior ﬁ repower of the White 
  Star.  After slicing through its escort screen, 
  Sheridan captured the transport ship and took 
  it into custody.  Moments after capturing the 
  ship, the White Star’s sensors picked up the 
  presence of the Shadow cruiser that had been 
  ﬂ ying in hidden escort nearby.  Instead of 
  attacking, it turned onto a new heading and 
  ﬂ ed the area.  Even Bester did not know why 
  the superior vessel had not engaged them; 
  as far as he was told, the convoy only held 
  weapon supplies.
  In a sense, that was true.  The hold of the transport was ﬁ lled 
  with dozens of metal suspension chambers, each one the 
  resting place of a human in some kind of cryogenic storage.  
  The controls of the chambers were laid out in a language 
  unlike anything known in the archives of the station.  The 
  people inside showed the signs of having been in great pain 
  when they were frozen.  On the casing of each chamber was 
  a Psi Corps logo.  
  Back on Babylon 5, the pilot of the transport was brought 
  out and examined.  It was an alien of unknown type, horribly 
  disﬁ gured from a burst of acid it had used to take its own 
  life rather than be captured.  Doctor Franklin scheduled a 
  complete autopsy of the body, but it would have to wait 
  until after he saw the cryogenic chambers.  To get to them, 
  Ivanova and an engineering team had to cut their way in 
  with laser torches.  The ship had been sealed up and resisted 
  all of their attempts to access it manually.
  Bester was no more tractable.  Even in the direct evidence 
  of his lying to Sheridan and the others about knowing the 
  telepaths had been on board, he did not bend.  He had been 
  told they were weapon systems initially and had not learned 
  that meant his telepaths until much later.  The transport was 
  not one of the Psi Corps’, but if he had told Sheridan the 
  mission was to rescue Psi Corps members, he had feared 
  they would have declined.  From the irritated look on the 
  Captain’s face, he might not have been wrong.  Still, the 
  telepaths had been going to the Shadows, and Sheridan 
  needed to know why.
  In MedLab 1, Franklin had one of the cryogenic chambers 
  in the isolab.  The only identiﬁ cation on the female telepath 
  inside was a bracelet with a Psi Corp rank number and 
  P11/P12 rating, indicating that she was nearly as powerful 
  a telepath as Bester.  She had cyberweb implants on either 
  side of her skull, covering her temples and making contact 
  with her cerebral cortex.  As he leaned in to examine the 
  woman, she suddenly awakened and began beating on the 
  glass to get out.  Franklin released her, but she became 
  delusional and violent.  The woman had to be sedated to 
  calm her down.
  In Sheridan’s quarters, the Captain questioned Bester about 
  the bracelet that had been found on her wrist.  He told 
  Sheridan and Franklin that it marked the unknown woman 
  as a ‘blip’, a telepath who chose to run rather than join Psi 
  Corps or take sleepers to keep her powers dormant.  The 
  serial number showed that she had been captured and taken 
  to the holding facility Psi Corps ran on Mars.  The bracelet 
  also gave the woman’s identiﬁ cation number, but as Bester 
  deciphered it, he suddenly grew very silent.  Demanding 
  to see the woman, Bester left with the two of them to go 
  to MedLab.  Before they could reach it, the woman woke 
  up from dreams of three strange aliens probing her with 
  instruments and drills.  Screaming, she reached out to the 
  nearest computer console and its lights began to blink.  
  Within moments, the systems in MedLab shut down and 
  the alarms went off.  Sheridan and the others rushed to 
  the facility to ﬁ nd Security outside and MedLab’s shielded 
  doors tightly shut.  On Franklin’s authorisation, they went 
  inside and found the woman suspended from the ground 
  where her isolab bed used to be.
  They approached the woman in her cocoon of wires slowly.  
  She seemed to recognise Bester, calling him Alfred, but 
  her gaze went from pleading to furious when she saw his 
  Psi Corps insignia.  Garibaldi pushed Bester out of the 
  way fast enough to keep him from getting struck by a 
  blast of electricity from her ﬁ ngers.  All around the room, 
  systems ﬂ ickered on and off.  In Command and Control, 
  they were tracing a huge energy surge in MedLab.  The 
  station’s automated systems were starting to go down, being 
  interfered with by the woman through MedLab’s link to the 
  rest of Babylon 5.  Knowing that if he did not act quickly 
  the woman would be a threat to the station, Franklin eased 
  
  82
  Galaxy of 2260
  himself toward her.  He had a concealed hypo sprayer 
  behind his back with a very powerful sedative loaded 
  into it.  While Garibaldi distracted the raving woman’s 
  attention by throwing Bester’s Psi Corps pin on the ground, 
  Franklin slipped past her guard and drugged her into 
  unconsciousness.  Just as she passed out, she called for ‘Al’ 
  again and they made mental contact.  He saw her dream of 
  the strange aliens and, as the contact broke, a second vision.  
  It revealed something terrible about the Shadow vessels; at 
  their core, the Shadow cruisers were controlled by a living 
  being like the woman in the wire web.
  Later, after he had recovered from the vision the blip had 
  given him, Bester explained how she had known his name.  
  Carolyn, the woman in the web, was his lover.  He had a 
  wife and daughter back home, but that was an arranged 
  marriage with no love in it.  Carolyn had been brought into 
  the re-education centre and when he ﬁ rst saw her, he had 
  felt ‘awakened’ for the ﬁ rst time.  They spent time together 
  and eventually, they fell in love.  When he found out she 
  was pregnant four weeks ago, he begged her to go on the 
  sleepers or join the Corps.  She would do neither; she was a 
  very stubborn woman.  His insight into the vision Carolyn 
  gave him was a vital clue to what the telepaths in cryogenic 
  storage were to be used for.  The Shadow ships were organic 
  technology that used a living being as their core.  The 
  command staff of Babylon 5 already knew that from what 
  they had been told by Delenn.  Now they saw the shape 
  of that ‘core’ - people with metal implants and the ability 
  to fuse with computers and machinery.  They had been 
  modiﬁ ed to merge with a Shadow cruiser.  Just as Bester has 
  said, they were weapons.
  This particular ‘weapon’ was precious to Bester.  He had 
  promised Carolyn he would look after her and the baby.  It 
  was the only promise he ever cared about, and she was the 
  only woman he had ever loved.  He asked Captain Sheridan 
  to please take care of Carolyn.  If he 
  did, Bester would do anything in his 
  power to help in the war against the 
  Shadows.  They had just become 
  his enemy as well.
  It was an auspicious day for the 
  Babylon 5 War Council.  It had 
  seen an alliance of mutual non-
  aggression with Alfred Bester 
  and the arrival of a new member, 
  G’Kar.  It also saw the ﬁ rst day of 
  operation for the war council’s new 
  facilities.  The council had moved 
  to a much larger chamber, one with 
  comprehensive tactical displays and 
  room for a hundred allies if need 
  be.  The Narn was moved by the 
  trust and respect that his admission 
  to their number suggested.  He looked around the room and 
  was honoured to be in their company.
  In Command and Control, Sheridan watched Bester’s 
  Starfury ﬂ y away into the distance.  ‘The enemy of my 
  enemy is my friend,’ he recalled Bester saying to him.  
  Ivanova still did not trust the Psi Cop and never would.  She 
  was certain that when the Shadow War was done and his 
  vested interest for helping them had faded, he would turn 
  on them whenever it suited his needs.  Sheridan knew she 
  was right, but for now they had a powerful ally back in Earth 
  space.  Even if he was an unreliable sort who would betray 
  them as soon as he no longer needed them, it was more than 
  they had before.
  In Garibaldi’s quarters, the Security Chief looked up words 
  in the Book of G’Quan.  He was trying to learn Narn, 
  but the language was a difﬁ cult one for non-natives and 
  the information in the book was too important for him to 
  wait until he was ﬂ uent.  When he ﬁ nished his translation 
  of the relevant passage, he called the war council with an 
  immediate Code 7-R.  Carolyn’s reaction to the Psi Corps 
  pin had given him an idea and the Book of G’Quan had just 
  proven it true.
  Once the others joined him in the War Room, Garibaldi 
  told them what he had learned.  The Narn had no telepaths 
  now, but a thousand years ago, there had been many.  That 
  was also when the Shadows used their world for a base of 
  operations.  According to the Book of G’Quan, the Narn 
  telepaths of the time had been slain by the Shadows, with the 
  few survivors among them driving the Shadows from Narn 
  afterward.  Carolyn had said, ‘The sign hurts us.  We cannot 
  hear the machine,’ when she attacked the Psi Corps pin in 
  MedLab.  Garibaldi suspected that meant that telepathy 
  somehow interfered with the way Shadow vessels operated.  
  It possibly explained why the Shadow cruiser in Sector 500 
  
  83
  Galaxy of 2260
  left the White Star alone with Bester on board.  It was a start 
  - a potential weapon to use against the Shadows.
  They would need all the weapons they could get, and 
  they needed them soon.  According to ranger reports, the 
  Shadows had begun attacking targets in Brakiri space.  
  Unlike previous attacks, these were open.  The Shadows 
  were on the move – The Shadow War had begun. 
  The Effects of Earth’s 
  Martial Law in 2260
  While those who value freedom and democracy would 
  ﬁ nd the concept of full Martial Law in the Earth Alliance 
  reprehensible, it was not entirely propaganda when ISN 
  reported the ‘popularity’ of the edict on Earth.  With crime 
  and anti-alien sentiment at high levels during the beginning 
  of Clark’s tenure as President of the Earth Alliance, the 
  military force and police actions empowered by the decree 
  of Martial Law have made the majority of people on Earth 
  and on some of its colonies feel safer.  Crime is at its lowest 
  rate in decades and President Clark’s approval ratings are 
  extremely high.
  Unfortunately, these factors are only the surface of the 
  Martial Law effect.  Crime is down because personal 
  freedoms are also nearly non-existent.  Police forces are 
  given greater jurisdiction and there is no legal recourse for 
  citizens of the Earth Alliance if their civil rights are violated 
  in the course of an arrest or interrogation.  Sheridan called 
  this period of suspended civil liberties the ‘peace of the gun’.  
  He was not wrong; the Earth Alliance is peaceful during the 
  period of time in which it is under Clark’s Martial Law, 
  but the peace is a deceiving one.  Citizens who act within 
  the strict guidelines of the Ministry of Peace are allowed 
  to continue their daily lives, but those lives are constantly 
  more curtailed in the scope of what they can consist of.  
  Communication, education, freedom of speech and work 
  place behaviour are all regulated heavily under Martial Law.  
  While these infractions of personal rights may be tolerated 
  to a point, Earth history has shown that a repressed people 
  will not tolerate such behaviour for long before an uprising 
  occurs.  In truth, by the time Babylon 5 decides to break 
  away from the Earth Alliance in the middle of 2260, there 
  have already been several minor revolts against Clark’s 
  doctrines.  Each has been met with violent suppression 
  and the evidence of the attempts kept from the media to 
  discourage similar incidents.
  Scenario and Plot Hooks:
  G The ﬁ rst wave of the Shadow War means big 
  trouble for the Brakiri, but it will not stop there.  
  Several outposts and colony worlds will fall in the 
  ﬁ rst few days of ﬁ ghting, as the Shadows make a 
  massive push to strike at the Brakiri and break their 
  military strength before it can be rallied effectively 
  in their defence.  Other systems bordering the 
  Brakiri Syndicracy will be in similar peril, with 
  neighbouring worlds suffering reprisal attacks and 
  raids by the desperate Brakiri looking to abandon 
  their besieged worlds.  This can set the stage for 
  a campaign or story arc set in the zone of conﬂ ict 
  and Brakiri players may have to deal with tactical 
  decisions, starship combat, and the exodus of 
  transport ships ﬁ lled with the survivors of a dozen 
  Shadow attacks along their borders.  Whether the 
  players have command roles in this crisis or are 
  private businesspersons and civilians trying to 
  make do in a galaxy at war depends on the kind of 
  campaign the Games Master wishes to run.
  G G’Kar’s admission into the Babylon 5 war council 
  opens up many possibilities for Narn characters 
  to take an active role in the Shadow War.  His 
  connections with his race are extremely thorough; 
  any Narn looking to get involved with the war or 
  its related incidents will eventually come to his 
  attention.  The Games Master can use this as a 
  method of introducing Narn players into an existing 
  campaign or founding new ones around a core of 
  Narn and Narn allies assigned to various tasks of 
  importance throughout the galaxy.  The Shadows 
  moving against Brakiri space will necessitate a lot 
  of effort in other sectors to prepare for the worst and 
  a redoubled effort back on the Narn homeworld.  If 
  the Shadows turn on their Centauri allies, the Narn 
  homeworld is a likely place for the aliens to strike, 
  but evacuations and preparations for resistance 
  ﬁ ghting will require all of the support they can get.
  Interludes and 
  Examinations 
  (August 3rd, 2260)
  It had been ten days since the Shadows had begun moving 
  openly along the galactic rim.  They were hitting minor 
  powers and a few members of the League of Non-Aligned 
  Worlds.  Their attacks were seemingly random, a series 
  of deadly strikes that did not appear to serve any kind of 
  military agenda or tactical purpose.  What the Shadows were 
  accomplishing was fear.  Babylon 5 was more active and 
  more hectic than ever before, with panicked people coming 
  in as refugees or ﬂ eeing in the hopes of getting somewhere 
  peaceful again.  This made it difﬁ cult to keep people on staff 
  to handle the heavy trafﬁ c.  Without their typical resources 
  back on Earth for full background checks, Babylon 5 ran 
  the risk of getting someone on the Security or Operations 
  staff that could not be trusted.  As a Security ofﬁ cer helped 
  Mr. Morden avoid the boarding identicard check, this 
  risk became a reality.  Ever since Sheridan had identiﬁ ed 
  
  84
  Galaxy of 2260
  Morden as a possible threat, he had found it necessary to 
  come aboard Babylon 5 through ‘alternate’ routes.
  Morden and the Shadows were the last thing on Londo’s 
  mind as he stood in his quarters having tailoring work done 
  to one of his best outﬁ ts.  He asked Vir to rent the biggest 
  suite on Babylon 5 and ﬁ ll it with ﬂ owers.  Vir’s mind 
  boggled at the cost, but Londo did not care.  Nothing in the 
  universe was too good for Adira, his one and only love.  A 
  Centauri dancer that had been at the unwilling heart of a plot 
  to steal his private ﬁ les some time ago, Adira was ﬁ nally 
  coming back to Babylon 5 to be with him.  For the ﬁ rst time 
  in many months, he was genuinely happy.
  Ivanova knew that there were troubles in the galaxy and that 
  those troubles would be spreading to Babylon 5 if they had 
  not already done so.  She read the reports from the front 
  lines and kept track of the ambassadors and their dealings.  
  Most disturbing was the fact that no one had seen Kosh or 
  Lyta since the Shadows had begun their attacks.  When the 
  Vorlon went to ground, there was usually a good reason to 
  be concerned.  Even so, she was conﬁ dent that as long as 
  nothing else went wrong, Babylon 5 would manage.
  Morden was busy trying to make sure that something else 
  went wrong.  After killing the security guard who had 
  helped him through customs, he found an empty meeting 
  room and called forth his Shadow keepers.  They manifested 
  around him - black, spindly and menacingly insectile.  From 
  the look on Mr. Morden’s face as they appeared, his visit to 
  Babylon 5 would not bode well for anyone on board.
  In his ofﬁ ce, Sheridan sat with ambassadors from the Brakiri 
  and the Gaim.  Brakiri space was the ﬁ rst and hardest hit by 
  the Shadow’s recent open wave of attacks.  Their military 
  was 
  overwhelmed, 
  their colonies failing, 
  and 
  they 
  did 
  not 
  expect to survive much 
  longer if the onslaught 
  continued.  They needed 
  help, but Earth was in 
  no position to grant it.  
  Sheridan thought that 
  given 
  how 
  scattered 
  and defenceless all of 
  the races were from 
  ﬁ ghting each other, this 
  was probably what the 
  Shadows had intended 
  all along.  The Gaim 
  ambassador Sheyla was 
  present because four 
  worlds on the border 
  of Brakiri space had 
  pledged their support 
  to their efforts against the Shadows on the condition that 
  the Gaim get involved.  Sheridan appealed to Sheyla to do 
  so, but the ambassador declined.  She told the Captain that 
  her government had no intention of getting involved in a 
  war that had not touched them yet.  Sheridan knew that 
  sooner or later, the Gaim would get attacked, but he had no 
  proof of this.  The Gaim thought that if they stayed quiet, 
  the Shadows might not strike what they did not see.  The 
  Shadows had great power, Sheyla said.  If Sheridan could 
  show that he had equal power, they would move with him.  
  Otherwise, the Gaim would bide their time and not get 
  involved.
  In MedLab, Doctor Franklin was on the edge.  His assistant 
  was questioning his medical judgement on a respiratory 
  failure case, Garibaldi was asking him to see a critically 
  injured Security guard, and the rest of his lab was full of 
  emergencies that would not wait.  Not even the stim he had 
  taken a few hours before was keeping him from collapse 
  and his nerves were shot.  Advising a medical technician in 
  the isolab to ventilate a patient’s lungs over the objections 
  of his assistant, Franklin tried to hold it all together just a 
  little longer.  Unfortunately, it all came apart.  He advised 
  too great a pressure on the ventilation in the stress of 
  the moment and the strain nearly killed the patient.  His 
  recommendation was 9 pounds per square inch of pressure, 
  but the alien’s lungs needed 13.  He screamed at everyone 
  in MedLab that he had said 13, but even he knew the truth.  
  Garibaldi knew what he was seeing, but he did not want to 
  countermand his friend in front of his subordinates.  He left, 
  and a few minutes later, so did a mortiﬁ ed Doctor Franklin.
  Life was much calmer in Londo’s quarters.  He sat quietly, 
  remembering with joy his memories of Adira.  He often felt 
  like a hollow man, living only for the appearances that he 
  
  85
  Galaxy of 2260
  gave others and the mask that society and politics forced 
  him to wear.  Adira made him feel young and whole again, 
  like a man who could be free to live as he chose.  He had 
  given Adira a beautiful pin before she left, one that only a 
  free woman could wear.  Adira had been a slave, but Londo 
  had freed her and now she was coming back to be with him 
  again.  It was almost more joy than his old, cynical hearts 
  could bear.  Vir’s voice brought him back to the present.  
  Adira’s suite was ready and he had to go make sure it was 
  perfect.  With a spring in his step, he left to examine the 
  quarters that would make her smile the way she did for him.  
  In the scaffolding between his level of Green Sector and the 
  suite, Londo was suddenly caught in a corridor of darkness.  
  The lights around him ﬂ ickered out and a red emergency 
  light provided the only illumination.  At the end of the 
  hallway, Mr. Morden appeared.  They had a score to settle, 
  one brought about by Londo’s manipulation of Lord Refa 
  into backing away from his arrangement with the Shadows.  
  Londo felt that what he did with his part of the galaxy 
  was his own concern, but the Shadows needed a voice in 
  the Centauri Royal Court.  Londo thought he knew why; 
  the Shadows needed his people to be agents of chaos for 
  them.  The Centauri were a convenient distraction from their 
  unknown agenda, one they could not afford to lose.  Morden 
  stressed to him that there would be dire consequences if 
  Mollari did not work with him again, but the old ambassador 
  doubted it.  He walked away from Mr. Morden, informing 
  him that there was nothing even the Shadows could do to 
  him that had not already been done.  As he did, a Shadow 
  manifested to Morden and suggested killing Londo right 
  there, but the wily agent disagreed.  They needed Londo 
  alive, and there were other ways to bring him back over to 
  their side.
  Garibaldi came to Franklin’s quarters later, expecting to 
  ﬁ nd him asleep.  Instead, Stephen Franklin was freshly 
  showered and getting dressed in his medical uniform again.  
  The Doctor’s schedule had ended 
  only a half hour earlier, but he was 
  intending to head back in to work. 
  Garibaldi did not think his friend 
  could handle the stress again and 
  was concerned that Franklin was 
  slipping back into his stim habit.  
  He had been acting increasingly 
  erratic, something that risked the 
  lives of his patients.  That made 
  the matter something ofﬁ cial - 
  something Garibaldi would have 
  to deal with on the record.  He did 
  not want to do that, which brought 
  him to Franklin’s quarters.  He 
  appealed to Stephen to let him 
  help, but the doctor was not 
  receptive.  He insisted that he 
  could keep things under control, 
  but they both knew the truth.  Garibaldi was not going to 
  push, but he knew that if Franklin did not come to him as 
  a friend, then the Chief of Security would have to move 
  against Babylon 5’s Chief Medical Ofﬁ cer when a mistake 
  occurred and someone paid for it with their life.  Neither of 
  them wanted that to happen.
  Garibaldi located Franklin’s assistant sitting at a Zocalo 
  café ﬁ lling out paperwork.  He approached her about the 
  bad call Franklin had made in MedLab.  He had checked the 
  tapes and she had been right; if the medical technicians had 
  not caught Doctor Franklin’s error in time, the alien patient 
  would have died.  He needed her help in pulling Franklin’s 
  blood tests for the last twelve months and checking them for 
  chemical abnormalities.  She refused.  She liked Franklin 
  despite their constant disagreements and she did not want to 
  see him hurt.  He did not want that either, but he would have 
  to go through channels to get those tests now and if he did, 
  Franklin’s medical career would be over.
  He made his way to MedLab with the ﬁ le numbers he 
  would need to get the tests for himself.  Using his Security 
  override, Garibaldi began to pull up the data he needed.  Just 
  as he was about to request the numbers that would show 
  him the truth about Franklin’s addictions, he hesitated.  He 
  knew the truth already; seeing the numbers would only 
  make things ofﬁ cial.  He looked up from the console to see 
  Franklin standing in the doorway.  Franklin had come by 
  beforehand to run the tests for himself.  He had wanted to 
  show Garibaldi that he had been wrong, but the numbers 
  were not on his side.  A certain amount of stimulant in the 
  bloodstream meant an addiction and he was way over that 
  value.  He was an addict, something he had been trying to 
  convince himself against for months.  Now that he knew, he 
  had a hard decision to make.  The tension between him and 
  Garibaldi dissolved, but Franklin had a new conﬂ ict to deal 
  
  86
  Galaxy of 2260
  with.  Could he go on as Chief Medical Ofﬁ cer, knowing 
  that he was a stim addict?
  Delenn found Sheridan just as troubled in the War Room.  
  He was poring over the reports, trying to ﬁ nd a reason for 
  the Shadow attacks.  They were senseless, jumping in and 
  jumping out without bothering to secure their victories.  
  They left only devastation in their wake, leaving the major 
  powers of the galaxy confused and disoriented just as they 
  had done a millennia earlier.  The League needed answers, 
  but more than that, they needed a victory.  Delenn, quietly 
  supportive, knew that Sheridan would think of a way to do 
  just that.  He was a tactical strategist of the ﬁ rst order, and 
  if he could just think of a way to strike at the Shadows, the 
  other races would fall into line behind him.
  There was only one way that was going to happen.  He had 
  to convince the Vorlons to get involved.  He tried to convince 
  Kosh of the need for his government to ﬁ ght just one battle 
  with the Shadows.  Their technology was at least as good as 
  the Shadows, and one victory could rally the other races to 
  the cause of Light.  It was a logical argument with only one 
  ﬂ aw, Kosh refused to help.
  That was not enough for Captain Sheridan.  For three years, 
  the Vorlons had pulled everyone’s strings and done nothing 
  visible to help the war effort.  This was their ﬁ ght too, and 
  Sheridan was tired of doing all the work.  He demanded that 
  Kosh do something to help, telling him that he was sick of 
  the Vorlon just standing around looking cryptic while other 
  people shouldered the weight of the war.  In Command 
  and Control, Lieutenant Corwin detected a massing, 
  non-localised energy surge coming from somewhere on 
  the station.  Sheridan had awakened Kosh’s wrath.  That 
  irritation took the form of a blast of energy that pinned 
  Sheridan to the wall in a ﬂ ash of light.  Kosh called Sheridan 
  impudent and tried to walk on, but the Captain was not about 
  to stop now.  He had nothing left to lose.  Even after Kosh’s 
  next attack staggered him and left a bleeding slash along his 
  cheek, he did not stop getting in the Vorlon’s way.  EarthGov 
  wanted him dead and losing the Shadow War was just as 
  fatal.  The way he saw it, the Vorlons were the only hope 
  of getting the other races united in a common cause.  If he 
  had to risk his life in the face of Kosh’s fury, then so be it.  
  Understanding was a three-edged sword.  That was a Vorlon 
  saying, but humans had one of their own. Put your money 
  where your mouth is.
  Kosh relented in the face of this argument.  It was not yet 
  time, he argued in a voice tinged with regret.  Sheridan could 
  not accept that.  He did not know who decided such things, 
  but they were surely wrong.  The galaxy was on the brink 
  of collapse.  No one race could stop the Shadows, and all of 
  the races were divided and squabbling in a thousand small 
  border wars.  If they united, there was a chance.  If they 
  did not, no one would survive the coming ﬁ re.  Kosh ﬁ nally 
  accepted Sheridan’s words and agreed to do what he could.  
  He could arrange for the Vorlons to attack the next time the 
  Shadows moved, but there would be a price.  He had told 
  Sheridan that if he went to Z’ha’dum, he would die.  That 
  was now irrevocably true.  Sheridan did not understand, 
  thinking that Kosh meant he would not help Sheridan when 
  that time came.  Kosh was resigned to the course Sheridan 
  had set now, and the truth of his ﬁ nal proclamation would 
  not become clear until much later - when it was far too late 
  to change things.
  In the War Room, the diplomatic council gathered in 
  the wake of a new attack in Brakiri space.  It had been 
  going for an hour with no sign of anything changing; the 
  Shadows were once again completely overrunning what 
  token resistance the Brakiri military could offer.  As the 
  council and Sheridan waited breathlessly, new jump points 
  opened above the battle and Vorlon ships descended out of 
  the stars.  Cruisers, ﬁ ghters, and a massive dreadnought of 
  Vorlon design entered the fray, blasting Shadow ships apart 
  as they came.  Within minutes, it was 
  over.  The Vorlons retreated back into 
  space.  The Shadows, for the ﬁ rst time 
  since their aggression started, had been 
  turned back.  In the War Room, the 
  Gaim ambassador turned to the Brakiri 
  and nodded her agreement.  Sheridan’s 
  gambit had worked.
  In the debarkation corridor, Londo’s 
  heart was ﬁ lled to bursting.  With a 
  bouquet of star laces, he stood beside 
  Vir and waited for Adira to come off 
  the shuttle from Centauri Prime.  In 
  the years to come, some small part of 
  him would be waiting for that shuttle 
  forever.  People came past them, but 
  Adira did not.  He stopped a human 
  
  87
  Galaxy of 2260
  on his way into the station, but there was no one 
  behind the man.  Something was terribly wrong.  
  Londo discovered what a few minutes later.  Adira 
  was dead with no sign of what might have caused it. 
  Londo’s heart broke at the news, images of his own 
  poisoning of Lord Refa springing darkly to mind.  He 
  instantly knew how she had died and he suspected 
  why - revenge.
  In a nearby service corridor, Mr. Morden paid off 
  the man Londo had stopped with a palm-full of 
  diamonds.  His contact had done his deadly work 
  well.  Morden looked satisﬁ ed with the day’s events 
  until another contact came to him with the disturbing 
  news of the Vorlon’s counterattack.  There had always 
  been tension between Mr. Morden and Kosh since 
  the day the Vorlon ordered him off the station.  Now, things 
  had ﬁ nally crossed a line the Shadows could not forgive.
  Vorlon intervention had spurred up a groundswell of 
  enthusiasm among the League of Non-Aligned Worlds.  
  All of their ambassadors were now willing to sign the 
  Babylon Treaty and pledge their support to the coming War.  
  Sheridan knew that he had Kosh to thank for that, but it was 
  late and the demands of the day forced him to rest ﬁ rst.  As 
  Ivanova told him, ‘Good news can wait, and bad news will 
  refuse to leave.’
  In his dreams, Sheridan had the meeting with Kosh that he 
  would never be able to keep in the morning.  He dreamed of 
  his father, meeting with him in their home back on Earth.  
  Sheridan’s father said he did not have much time but he 
  wanted to apologise for what he had done earlier.  John was 
  right, he told him, about needing to ﬁ ght the war his way.  
  When a man gets to be as old as he was, he tended to get 
  set in his ways.  The words were David Sheridan’s, but their 
  meanings were from someone altogether different.
  In Kosh’s quarters, Mr. Morden had brought three Shadows 
  in to ﬁ nish what the Vorlon had started.  As the Shadow agent 
  watched, the Shadows tore at Kosh through his encounter 
  suit.  Their deadly claws and energy attacks overwhelmed 
  the Vorlon, though it took three of them to be a match for 
  him.  Light and darkness ﬂ ared through the room, weaving 
  a blinding battle as they bore Kosh down and put an end to 
  his interference once and for all.  As the Vorlon ﬁ nally died, 
  his last words in Sheridan’s dreams were that as long as John 
  Sheridan was here, he – Kosh - would always be here.
  Then the alien enigma expired, and the radiant psychic wave 
  of his death swept over the station.  Wherever they were, 
  the people aboard Babylon 5 were caught in the echo of his 
  death knell.  Sheridan sat up, suddenly awake, Kosh’s name 
  on his lips.  It was too late for the Vorlon, but he had done 
  what he knew was right.  Kosh’s sacriﬁ ce was complete, but 
  it would not be in vain.
  Garibaldi’s team went over Kosh’s chambers in the morning, 
  but they found no signs of a body.  Sheridan and the Vorlon 
  government both knew the truth; Kosh was dead.  They also 
  knew that the alliance their intervention had spawned was 
  too fragile to survive any open news of Kosh’s demise, so 
  they requested that the matter remain a secret.  Sheridan, still 
  stunned and grieving, agreed.  Kosh was regularly missing 
  for weeks at a time in any case, so the Vorlon government 
  would have time to assign a replacement for him.  This was 
  a tragedy, but the reality of the war had to take precedence.  
  The Vorlon government had one last request to make.  They 
  asked that all of Kosh’s personal effects be placed in his 
  transport.  The ship, a living extension of Kosh, could not 
  survive long without him.  It would make one last journey, 
  carrying all that was left of its master.  Sheridan and the 
  others complied.  They watched as the beautiful, alien ship 
  unfolded its wings and ﬂ ew into the distant sun, there to 
  burn to ashes as Kosh’s funeral pyre.
  In his quarters, Londo met with Mr. Morden.  He had just 
  received the medical report on Adira.  It was indeed poison, 
  as he had suspected.  Everyone in his life died except for 
  those who truly deserved it.  That was about to change.  Mr. 
  Morden had offered to leave until such time as Londo sent 
  for him again.  Now, Londo was sending, and as long as he 
  got revenge and the safety of his people, he no longer cared 
  if the rest of the galaxy burned around him.  The darkness 
  that had threatened to consume him for so long closed 
  around him once more.
  In MedLab, Franklin had the most difﬁ cult decision of his 
  life to make.  He had a problem with stims, but they were just 
  the symptom.  The cause of his illness was his lost identity.  
  He had been doing ‘the job’, running MedLab, for so long 
  and under such stress that he no longer knew who he was 
  any longer.  He had to get out of it and ﬁ nd himself again 
  before the job overwhelmed him and Sheridan was forced 
  to take it away from him.  He packed his things, shook a 
  shell-shocked Sheridan’s hand, and left MedLab.  He did not 
  know if he could go home, but he could not stay there.
  
  88
  Galaxy of 2260
  The Shadow War – The 
  Opening Volley
  After the discovery of their intention to use captured human 
  telepaths as the cores of their vessels, the Shadows have 
  moved openly in the galaxy.  Setting their alien sights on 
  the relatively defenceless worlds on the edge of the Brakiri 
  Syndicracy and neighbouring systems, they have struck with 
  their seemingly invincible ships and slaughtered thousands 
  in a very short amount of time.  The terror and panic these 
  lightning strikes have caused only serve to leave the victims 
  of their assaults disoriented.  As such, those the Shadows 
  prey upon are too disorganised to raise an effective line of 
  defence or negotiate arrangements with possible allies, most 
  of whom are just as scattered and afraid.
  This tactic is one the Shadows have used since their 
  conﬂ icts with the galaxy began thousands of years ago.  
  Trading in terror and feeding on the hopelessness of their 
  overwhelming force, the Shadows prefer to attack in hit 
  and run engagements, never remaining long enough for 
  survivors to ﬁ re back.  Despite their superior technology 
  and vastly more powerful weapons, they do not initiate long 
  battles and seem to have no desire to take on even inferior 
  opponents in anything approaching open warfare.
  These rapid strikes form the basis for the Shadow War’s 
  opening volley.  This period of shock attacks ends when 
  Sheridan convinces the Vorlons to get involved in the war 
  effort in August of 2260.  The Shadows, handed their ﬁ rst 
  defeat by their ancient enemy, recoil for a time and re-
  examine their tactics.  When they ﬁ nally do retaliate, it 
  becomes clear that their reluctance to face opponents in a 
  straight ﬁ ght should not be confused with cowardice or an 
  inability to do so.  The Shadows’ opening volley may have 
  ended, but they have the will and the weapons to continue 
  the War for as long as it lasts.
  The Babylon Alliance
  Sheridan’s forcing of the Vorlon’s hand may have cost the 
  life of Kosh Naranek, but it convinced the League of Non-
  Aligned Worlds that they could stand against the Shadows 
  and win with the forces at their disposal.  This was an 
  expensive lesson, but it was one that had to be taught.  The 
  ambassadors of the League, under the guidance and direction 
  of their respective governments, have seen the wisdom in 
  mutual co-operation.  If they do not work together to ﬁ ght 
  the Shadows, none of them will remain by the war’s end.
  As a result, the League has unilaterally agreed to the Babylon 
  Treaty.  Every government in the League of Non-Aligned 
  Worlds is now taking up a share of the upkeep for the station 
  and contributing ships to its defence.  This also provides the 
  new alliance with a number of different militaries to choose 
  from, allowing Sheridan and the war council to plan their 
  strategies for the upcoming battles of the war with a much 
  greater pool of resources to draw from.  The League and 
  Babylon 5 still do not have the ﬁ repower they need to secure 
  a victory, but the formation of the Babylon Alliance gives 
  them something they did not have before – hope.
  Scenario and Campaign Hooks
  G For any players on Babylon 5 serving as Security 
  or on the medical staff, this time is one of constant 
  stress and change.  Security will have its hands full, 
  both with handling the increased trafﬁ c to and from 
  the station and watching for traitors in their own 
  ranks from the new hires they need to maintain.  
  MedLab is in much the same predicament, but while 
  they do not need to worry as much about sabotage 
  and betrayal, they do have to contend with suddenly 
  losing their Chief of Staff.  The loss of Doctor 
  Franklin to his stim addiction is going to make things 
  chaotic and difﬁ cult in MedLab for a long while.  
  Franklin had others below him with authority, but he 
  was a hard taskmaster and demanded a lot of respect 
  and compliance.  The power vacuum he left behind 
  will not be easily ﬁ lled.
  G The intervention of the Vorlons will have a major 
  effect on the face of the Shadow War and on the 
  galaxy in general.  For generations, the Vorlons have 
  been an enigmatic race with no real identity.  They 
  had given no true indication of their strength aside 
  from no military force of exploration group ever 
  coming back from their area of space.  Now, with 
  one battle group of their ships wiping out a Shadow 
  attack ﬂ eet when no weapon or vessel of the younger 
  races was able to do so, the Vorlons have proven 
  their true power beyond a shadow of a doubt.  Word 
  of this battle will reach every corner of the known 
  galaxy.  Even places that have never heard of the 
  Shadows or the coming war will be drawn into the 
  conﬂ ict in one way or another.  For Games Masters, 
  this is the perfect opportunity to introduce elements 
  of the Shadow War into campaigns even if they are 
  unrelated to the overall galactic plot.  Players may be 
  called home to their respective governments to serve 
  in the armies amassing against the Shadows or, in 
  the case of humans, caught in a conﬂ ict of loyalties.  
  This single moment can completely change the face 
  of a Babylon 5 campaign.
  G Though the Vorlon government wishes to keep the 
  death of Kosh a secret, the psychic shock of his 
  demise was felt all over the ship.  Non-telepaths will 
  have no idea what occurred, but anyone on Babylon 
  5 with any telepathic ability - even latent - will 
  have some idea of the depths of this tragedy.  What 
  comes of this knowledge could provide an avenue 
  of adventure for such players, as they may ﬁ nd 
  themselves getting contacted by Delenn, Sheridan, 
  or even the new Vorlon ambassador when he arrives.  
  
  89
  Galaxy of 2260
  They have a secret they must 
  keep, but the knowledge may 
  bring them into the greater plot 
  line of the Shadow War if the 
  Games Master wishes to do so.  
  G The rangers will be very busy 
  from this point on, not that they 
  were not already overworked 
  to begin with.  The new 
  alliance between the worlds 
  of the League and Babylon 5 
  will open up avenues of travel 
  and information they did not 
  have before.  Rangers will not 
  have to be quite so clandestine 
  when travelling the outer rim 
  for information, but this new 
  access will also increase their 
  workload.  Many more fronts will 
  emerge in the war, making their job of keeping tabs 
  on the League worlds and the Shadows that much 
  more complex.  Rangers and their allies will have 
  to keep up the frantic pace of galactic events if they 
  hope to make a difference for the greater good.  
  Games Masters can use this increase in activity as 
  the basis for dozens of adventures involving League 
  worlds and espionage.
  G On Centauri Prime, things have been in a constant 
  state of turmoil since the death of Emperor Turhan.  
  Cartagia, a puppet Emperor under the command 
  of sometimes conﬂ icting nobles of the court, has 
  not managed to unite the Centauri people, and the 
  intentional chaos bred by the Shadows has done 
  little to help.  The Centauri war machine has been 
  both incredibly active and then suddenly withdrawn 
  as Refa and Londo have manoeuvred back and forth 
  against each other.  With Londo’s willing support 
  of the Shadows’ true agenda, Centauri ships will 
  be striking along their borders again with greater 
  force.  This offers a number of possible campaign 
  ideas involving the Centauri Royal Court and the 
  Republic’s grand ﬂ eet.  Games Masters could 
  run military scenarios with the Shadows guiding 
  elements of the ﬂ eet to destabilised worlds before 
  their own ships swoop in for the kill.  Games 
  involving court politics and intrigue will also ﬁ nd 
  fertile ground in this environment of distrust and 
  political confusion.  Many nobles may feel the way 
  Londo did about ﬁ ghting so many border wars and 
  weakening Centauri Prime’s defences.  How they 
  go about trying to keep more than a token force 
  protecting their homeworld will be a matter for 
  diplomacy, blackmail and base treachery – all the 
  hallmarks of what it means to be Centauri.
  War Without End 
  (August 13th, 2260)
  It was an idyllic day on Minbar, the homeworld of the 
  Minbari Federation.  Waterfalls poured down over buildings 
  of crystal and rivers of rushing water.  Birds ﬂ ew in the 
  clear sky and plants of a hundred different types blossomed 
  and grew beside breathtaking architecture.  On one of the 
  walkways connecting buildings of the planet’s capital city, 
  a pair of rangers – one human, the other Minbari – bowed 
  deeply at the approach of a man in a full, hooded cloak 
  and the garb of the Anla’shok.  He walked past them, only 
  slightly acknowledging their greeting, but he stopped when 
  another Minbari ran after him, calling out Entil’zha as if 
  it was his name.  The Minbari was carrying a small silver 
  chest.  He had been instructed that on this day, he was to go 
  into the crypt where it was kept and bring it forth.  Those 
  instructions had come from Valen himself more than nine 
  hundred years in the past.  The hooded ﬁ gure pulled back 
  his cowl as the chest was opened.  Jeffrey Sinclair was the 
  Entil’zha, and the casket contained a letter addressed to 
  him.
  In Command and Control, Ivanova was trying to deal with 
  an equally perplexing mystery.  Lieutenant Corwin had 
  located a distress call coming from Sector 14, the area of 
  space where Babylon 4 had been before its disappearance.  
  There was no physical source for the signal, but it existed 
  nevertheless.  Corwin brought it up on the console’s speakers 
  and Commander Ivanova heard her own voice.  The distress 
  call was apparently from Babylon 5, though she had never 
  sent one, and from what this other Ivanova was saying, the 
  station was under attack.
  On Minbar, Jeffrey Sinclair sat in a crystal lined corridor, 
  deeply lost in thought.  A Minbari approached him and 
  offered to hear what the letter had to say that might trouble 
  
  90
  Galaxy of 2260
  Lennier stepped into Delenn’s quarters, ﬁ nding them far 
  darker than the ambassador normally liked to keep them.  
  Delenn was sitting in the dark, looking at an unlit taper and 
  crying softly.  She knew what Lennier was going to tell her 
  - Jeffrey Sinclair was on Babylon 5.  He was her friend, 
  and she knew something about his future that disturbed her 
  greatly.  She lit the taper, saying softly, ‘We are grey.  We 
  stand before the candle and the star.’  Sinclair was her friend 
  and she regretted whatever tragedy was about to befall him.  
  She wished she had more time, she told her aide, but now 
  time was all she had.  They left the room together, leaving 
  only the burning candle and a letter addressed to her in the 
  same handwriting as the one in Valen’s crypt.
  As Delenn met with Marcus, Sheridan and the recently 
  arrived Sinclair in the War Room, a communication from 
  Garibaldi revealed that the time rift that had lingered in 
  Sector 14 since the disappearance of Babylon 4 was now 
  twice as big as before.  Its increase in size was caused by a 
  stream of tachyons emitted into the heart of the rift by the 
  Great Machine on Epsilon 3.  Draal, for reasons unknown, 
  was expanding the rift, though doing so took all of his 
  concentration.  Whatever his reasons, the situation had to be 
  very dire to warrant so much effort.
  Using the widened rift and as much power as he could draw 
  from his Starfury to boost his sensors, Garibaldi managed to 
  pull in the distress call and get a visual feed. The signal was 
  indeed from Babylon 5, spoken by a battered and near dead 
  Ivanova.  According to the continued signal, the Shadows 
  were striking at Babylon 5 directly.  The Captain of the 
  station was dead, Garibaldi had rigged the fusion reactor 
  to blow, and they had evacuated everyone they could.  As 
  he watched, the signal from the future ended with Shadow 
  ships slicing the station apart.
  Delenn revealed to the war council just what the reason 
  for Draal’s interference was once they boarded the White 
  Star.  She told them all that near the end of the last great 
  war with the Shadows a thousand years ago, the Minbari 
  and the Vorlons defeated their enemies at a terrible cost.  
  The Minbari’s greatest star base, the centre of their 
  war effort, had been destroyed by the Shadows and 
  without it, they would have lost against those dark 
  forces.  Then, at the moment of their greatest need, 
  a new base of operations appeared.  Delenn showed 
  them an image given to her by Draal.  It was a 
  thousand year old visual record of the appearance 
  of the new base - Babylon 4.  Earth had always 
  assumed that the station had been spirited into the 
  future, but instead it had been taken to support the 
  war effort a millennia in the past.  As shocking as this 
  was to Sheridan and the others, there was more.  Six 
  years prior to the start of the current Shadow War, 
  the Shadows’ allies recognised the newly completed 
  Babylon 4 as the station that had led the Minbari 
  him so badly.  Sinclair declined, appreciating the gesture but 
  knowing that the burden of the communiqué was his alone 
  to bear.  He thanked the Minbari, calling him Rathenn, and 
  told him that no matter what happened, he was grateful for 
  Rathenn’s trust and friendship.  No one had trusted him 
  when he ﬁ rst arrived on Minbar, but by Delenn’s request, 
  Rathenn had been the ﬁ rst.  It was through Sinclair and 
  Rathenn’s guidance that the rangers were what they had 
  become.  He knew that even in his absence, Rathenn would 
  keep the Anla’shok on the path they walked.  Nothing 
  could be allowed to interfere with their work, but he felt 
  they were in good hands.  Saying goodbye as if he did not 
  intend to ever return, Sinclair folded the letter, tucked it into 
  his pocket, and walked into the night.  As he did, a Vorlon 
  approached Rathenn slowly.  ‘He is the closed circle,’ the 
  Vorlon told the Minbari.  ‘He is returning to the beginning.’  
  ‘The beginning of what?’ asked Rathenn, but the Vorlon 
  gave no answer.
  Garibaldi suspected that the distress call was not a fake, 
  but that it came from the future.  He told Sheridan that ever 
  since he and Commander Sinclair had gone into Sector 14 
  to rescue people from Babylon 4 when it reappeared 2 years 
  ago, time had never worked right in that area.  He had a lot 
  of experience with the Sector, having experienced a time 
  vision where Babylon 5 was being invaded by something 
  terrible.  He thought that knowing something about what 
  they were facing in the future might help them prepare for it, 
  a sentiment Sheridan agreed with.  He authorised Garibaldi 
  to ﬂ y a recon mission to Sector 14, a trip that would take 3 
  hours and would have him back within the day.
  As seemed to be his curse where his friend Sinclair was 
  concerned, Garibaldi was leaving the station at the same 
  time Sinclair arrived.  They missed each other again in 
  transit.  Sinclair came to Babylon 5, greeted Zack Allan by 
  name, and told him that the length of his stay on Babylon 
  5 would be something of a complicated question.  He had 
  much to do and very little time to do it in.
  
  91
  Galaxy of 2260
  want to come with him.  Where he was going, his friend 
  simply could not follow.
  As they paused at the temporal rift, Zathras passed out ﬁ st-
  sized devices for everyone to attach to their clothes.  These 
  were time anchors, intended to keep people from getting 
  swept away by the waves of temporal distortion in to other 
  times and places.  It was an important consideration; when 
  Babylon 4 had appeared two years earlier, the pilot sent 
  to investigate the disturbance had died of old age before 
  returning to Babylon 5.  Once they were outﬁ tted with the 
  devices, Sheridan sent everyone to their places and ordered 
  the White Star into the rift.
  ‘Cannot say. Do not know. Not 
  knowing cannot say.’
   Zathras 
  The ﬁ rst part of their trip through time went easily enough.  
  After enduring the brilliant waves of light and energy for 
  what seemed like hours, they made their way to the other 
  side and detected the fusion bomb the Shadows were going 
  to use to destroy Babylon 5.  The White Star intercepted 
  them and took out the bomb’s ﬁ ghter escort before dealing 
  with the device itself.  Once that was out of the way, they 
  could focus on the real task at hand; stealing Babylon 4 
  would prove much more difﬁ cult than saving it had been.
  It would prove even harder because of the damage that 
  managed to get through the shields and hull of the White 
  Star when the fusion bomb was destroyed.  Sheridan’s time 
  stabiliser was hit, leaving him ‘unstuck in time’.  As he 
  vanished, the pieces of his anchor were left behind.  Zathras 
  could ﬁ x it, but the mission had to come ﬁ rst.  As Sheridan, 
  Ranger One of the Anla’shok, told them, everyone was 
  to victory a thousand years earlier.  They struck at it with 
  a massive fusion weapon and would have succeeded in 
  destroying it if not for one thing.
  The visual record continued, showing the Shadow ﬁ ghters 
  and their bomb nearing Babylon 4.  Then, the screen showed 
  a new ship arrive and defeat them before the station could be 
  attacked.  It was the White Star.  Delenn revealed to them all 
  that it was the people on the ship with her that travelled back 
  in time to stop the Shadows and steal Babylon 4 for the Army 
  of Light a thousand years in the past.  If they did not now do 
  exactly that, the circle would be broken, the Shadows would 
  emerge from the last war much stronger than they were now. 
  They would have three times as many ships in their ﬂ eet, 
  and all hope would be lost.  The dark future of Ivanova’s 
  mystery distress call would come to pass.
  With an argument like that, and a report from Garibaldi 
  that the time/date stamp and channel priority codes on 
  the transmission were legitimate, Sheridan was left with 
  little choice.  Along with Ivanova, Marcus, Sinclair, and 
  Delenn, he would have to go through time to save and then 
  steal Babylon 4.  Once they picked up a small shuttle from 
  Epsilon 3 carrying the equipment they would need for their 
  trip through time, they were ready to take their ﬁ rst steps 
  into history.  For the time control devices from Draal to 
  work, they would have to place a homing beacon on the 
  main power core of Babylon 4.  Then, the Great Machine 
  could guide the massive station on its trip through the 
  temporal rift.  To help Sheridan and the others set everything 
  up properly, Draal had sent them one of his assistants, a 
  strange little alien named Zathras.  Zathras was more than 
  a little off-putting, talking in something akin to rambling 
  riddles, but he seemed to know what he was doing.  They 
  would need all the help they could get for this project, so he 
  was accepted despite his mannerisms.
  They passed Garibaldi as 
  they entered Sector 14. 
  Sinclair asked Sheridan 
  for a favour; he needed the 
  Captain to order Garibaldi 
  back to the station and not 
  tell the Security Chief that 
  he was on board.  Sheridan 
  did not understand, but 
  he did not understand 
  much of what was going 
  on right now.  He did as 
  the ambassador to Minbar 
  requested.  Sinclair wanted 
  desperately to talk to his 
  old friend, but he knew that 
  if he did, Garibaldi would 
  
  92
  Galaxy of 2260
  expendable; the mission was not.  The only way to save 
  Sheridan was to put time back on track and ﬁ nish what they 
  came all this way to do.
  That was small comfort for Sheridan, who suddenly found 
  himself thrust forward in time to the future.  He was laying 
  on an unfamiliar ﬂ oor in the Imperial Palace on Centauri 
  Prime.  He was kicked in the stomach and then forced onto 
  his feet by several Centauri guards.  In front of him, a much 
  aged and bitter looking Londo sat on the Royal throne.  
  Speaking to him in angry tones, Emperor Mollari told the 
  disoriented and confused Sheridan that he had woken up 
  just in time to die for his ‘crimes’.  In response to Sheridan’s 
  confusion, Londo had him dragged to a window and shown 
  Centauri Prime in ﬂ aming ruins.  The Shadows had been 
  defeated, but their allies had come to his homeworld in 
  retaliation.  Londo sent Sheridan away after telling him this.  
  The next time the Emperor sent for him, Sheridan would be 
  executed.
  The nuclear blast that had ﬂ ung Sheridan through time 
  had also blinded the sensors of Babylon 4.  That gave the 
  White Star enough cover to let it come in close and grapple 
  to the station’s hull.  Ivanova suggested burning their way 
  through and slipping onboard undetected.  Sinclair agreed.  
  He told Delenn that he knew what was coming and that he 
  was not afraid.  Sheridan would be all right, he said to her, 
  and he would be as well.  Marcus, watching from a nearby 
  terminal, was not so sure.  There were questions he did not 
  have answers to, and he did not like where this mission was 
  headed.
  Once inside, Ivanova realised quickly that despite its similar 
  construction, Babylon 4 was not laid out the same as 
  Babylon 5.  Still, she ﬁ gured the design was similar enough 
  to ﬁ nd her way.  They needed to get to the main reactor, but 
  the lack of time meant they would have to split up and try to 
  locate the core as fast as they could.  With Zathras handling 
  all of the toting and mechanical services, the crew of the 
  White Star went their separate ways in very unfamiliar 
  territory.
  In Babylon 4’s Command and Control, the station’s 
  competent crew tried to trace the origin of the explosion 
  that had knocked down her sensors and left it vulnerable to 
  invasion.  The Captain of Babylon 4 knew that the explosion 
  was thermonuclear in origin, but he had no idea why it had 
  been directed against his station.  Until he knew for sure, he 
  wanted all guard patrols doubled.  This was the perfect time 
  for an unknown attacker to try and breach the station’s hull.
  Correctly enough, that was just what Ivanova and the others 
  had done.  Alone with Marcus as her back up, Ivanova was 
  searching for access panels that might lead to the reactor 
  core.  Normally, access panels would be sealed up when a 
  station went operational, but its recent completion meant 
  that a few might still be available.  That would have involved 
  luck, something Marcus did not believe in.  His lack of faith 
  was proven correct when Ivanova was captured by Security 
  personnel.  Marcus managed to avoid being seen, but the 
  Commander was almost taken into custody.  Only a quick 
  battle and a pair of unconscious guards kept the mission 
  from ending before it had begun.
  In the future, Sheridan knelt in his Centauri cell.  The time 
  distortions were back, causing him to ﬂ icker back and forth 
  painfully to his own time.  Before he could fully manifest in 
  the past again, the doors to his cell opened and a woman was 
  pushed in with him.  It was Delenn, looking older and very 
  worn.  She held Sheridan tight, knowing from his stories 
  in the past what was happening to him now.  She did not 
  think they would have much time together, so she told him 
  that their son, David, was safe.  They had accomplished all 
  they had wanted in the Shadow War and created an enduring 
  legacy, but it all came at a terrible price.  He held her close, 
  unsure if he would be lost in time again or dragged back to 
  Londo and executed before that could happen.
  Back on Babylon 4, Sinclair needed a diversion if he and 
  Delenn were going to get past a group of maintenance 
  workers near the reactor.  As he signalled Ivanova to start 
  tampering with the station’s systems via a fortuitously 
  found access panel, Delenn got a haunted look in her eyes.  
  She could somehow sense what was happening to Sheridan 
  and it unsettled her greatly.  Before she could dwell on 
  it, Ivanova simulated a hull breach and the reactor area 
  evacuated.  They would have an hour of uninterrupted time 
  to do what had to be done, so Sinclair drove them to ﬁ nish 
  planting the homing beacon as quickly as possible.
  The guards came for Delenn and Sheridan.  They took them 
  both to a private audience chamber in the Royal Palace 
  and locked the gates behind them as their Emperor had 
  instructed.  Londo was incredibly intoxicated, so much so 
  that he could not stand or even hold his wine goblet.  He told 
  them that they all had their keepers; his was just a little more 
  literal than others.  His death threats to Sheridan before 
  had been an act to placate the thing that wanted him dead, 
  but now that Londo was drunk, he was ﬁ nally in control of 
  
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  Galaxy of 2260
  himself.  Leaning forward, he showed them the creature 
  attached to his neck.  One baleful eye, closed in slumber, 
  rested along the side of his throat.  When it awoke, which 
  it would do soon, it would force Londo to have Sheridan 
  and Delenn executed in retaliation for his victory against 
  the Shadows, but Londo had other plans.  He had secretly 
  prepared a spaceship to take them away from Centauri 
  Prime, but they would have to hurry to reach it before the 
  keeper overcame its alcohol induced stupor and ended their 
  lives and his.  He asked Sheridan to remember his world and 
  someday save Centauri Prime the way he was saving him 
  now.  Then he dismissed them, praying to the Great Maker 
  that they reached their ship safely.
  There would be no escape for Londo Mollari.  He knew that 
  when the keeper awoke and saw his treachery, its tendrils 
  would choke the life from him.  Instead of sacriﬁ cing 
  himself to that fate, he called in an old acquaintance.  He 
  had to be dead before the keeper could alert others in the 
  palace to Sheridan’s escape and there was only one way 
  to accomplish that.  At his behest, a war-scarred G’Kar 
  emerged from the shadows.  Fulﬁ lling the prophecy of his 
  own death that Londo had seen his entire life, he and G’Kar 
  clutched at each other’s throats, strangling the life from one 
  another.
  Once Londo lay dead on the ﬂ oor of the chamber, his old 
  adversary beside him, a third ﬁ gure emerged from the 
  curtains draping the room.  Vir Cotto stepped into the dim 
  light of the throne area, saw Londo dead by his own hand 
  and by that of G’Kar, and knelt beside them both to pick up 
  the Imperial Crown.  Lady Morella’s prophecy had come 
  true.  Londo had given himself over to his greatest fear and 
  been destroyed by it, but perhaps he had gained redemption 
  in the end.  As for Vir, Lady Morella’s vision would hold 
  with that as well.  Londo was dead.  Now Emperor Cotto 
  would take the throne.
  On their way out of the palace, now 
  protected by the death of Londo 
  Mollari, 
  Sheridan 
  was 
  suddenly 
  wracked with the pain of temporal 
  distortion trying to take him back into 
  the past.  Delenn, knowing that they 
  only had seconds, told him to take 
  her words into the past with him.  She 
  told him to remember to savour every 
  moment of his life and above all else, 
  not to go to Z’ha’dum.  Then, he was 
  gone.
  Back on Babylon 4, the time mission 
  was going as quickly as it could.  
  Zathras was busy doing something 
  else, something just as important.  He 
  rigged a pressure suit to use its power 
  supply to bolster a new time stabiliser.  
  His hope was that it would pull Sheridan back, if only for 
  a brief time.  He might well have been as insane as Marcus 
  suspected he was, but Zathras was also a mechanical genius.  
  As Marcus and Ivanova discussed Valen - the Minbari not 
  born of Minbari - and his role in Minbari history, the suit 
  ﬁ lled out and began moving.  Sheridan had returned from 
  being adrift in time.
  He was not likely to remain in this time much longer unless 
  they left the past soon, so attaching the beacon to the central 
  power core of Babylon 4 became an even greater imperative.  
  He met with Sinclair, who was wearing a similar pressure 
  suit for the vacuum walk they would have to take to reach 
  the core, and left with him to get the job done.  Sheridan 
  also saw Delenn brieﬂ y, but while he wanted to tell her 
  everything he had seen in the future, there was no time to 
  do it just then.
  As Sheridan and Sinclair set the time beacon onto the 
  station’s reactor, Ivanova set Babylon 4’s sensors to detect 
  a false power drop and meltdown in its reactor.  The hope 
  was that it would convince the crew to evacuate the station.  
  Instead, the station’s Captain ordered the reactor’s output 
  increased to try and compensate for the loss in energy.  The 
  sudden surge triggered the beacon prematurely and sent 
  the station hurtling through time before anyone was ready.  
  The backlash also cut Sheridan adrift through time again, 
  overwhelming him with tachyon particles.
  The station rematerialised four years into the future.  
  This placed Babylon 4 exactly when it had appeared to 
  Commander Sinclair and Michael Garibaldi in 2258.  
  Unfortunately, the time jump also disrupted the beacon.  
  It would have to be adjusted before the station could get 
  pulled into the past where it needed to go.  Sinclair also 
  called the crew down to where he was.  There had been 
  
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  Galaxy of 2260
  another problem, one he did not want to discuss over their 
  communicators.  
  As Delenn left the White Star to join him, she was caught 
  in a tachyon burst of her own.  She walked through what 
  seemed like a memory, one in which she was watching 
  Sheridan sleep in his quarters on Babylon 5.  In the midst 
  of this peaceful, intimate moment, the doors to his quarters 
  opened.  Whoever was standing there was enough to stun 
  and horrify Delenn, because she dropped an ornament she 
  was holding.  The stress of the visitor also shocked her back 
  to her own time.  According to Zathras, this had been a time 
  ﬂ ash, a vision of the near future brought on by the unstable 
  temporal ﬁ eld they were in.
  Compared to the side effect that had hit Sinclair, the time 
  ﬂ ash was nothing.  He had physically aged forty years.  
  This was in response to the incident in 2258 when he and 
  Garibaldi had been exposed to the original time ﬁ eld around 
  Babylon 4 without any kind of protection.  The closer he got 
  to his own time, the older he would become now, but there 
  was nothing to be done about it.  They had one last chance 
  to get the station back into the past and they could not afford 
  to waste any more time.  Zathras needed tools to make the 
  adjustments to the time beacon, but he did not have them 
  with him.  Ivanova remembered ﬁ nding a workroom while 
  she had been in Babylon 4 earlier.  They headed to that area 
  of the station while Sinclair went into the reactor area again 
  and Marcus stayed aboard the White Star to monitor the 
  tachyon ﬂ uxes.  Only with everyone working together would 
  this last ditch attempt succeed.  While they were working, 
  Lennier detected several ships approaching the station.  This 
  did not surprise Sinclair; he had been wondering when they 
  would arrive.  The ships were his own from the time when 
  he and Garibaldi had led an evacuation ﬂ eet of shuttles to 
  try and pull everyone they could off Babylon 4.  Zathras 
  was going through the workroom Ivanova had led him to 
  when the new ships arrived, bringing station crews out into 
  the hall.  This was bad news for Zathras, as a Security team 
  found him rummaging through their supplies.
  Ivanova, who had been scouting the nearby hallways, 
  evaded capture, but without Zathras, it would take too long 
  to make the needed adjustments to the time ﬁ eld.  She had an 
  idea that might shave some much needed time off the repair 
  – she could make some of the adjustments from Babylon 4’s 
  Command and Control centre.  It would be risky, but if she 
  could get there unseen, it might be the edge they needed to 
  complete the beacon’s recalibration.  The attempt was made 
  harder by there now being two Sinclairs and a Garibaldi on 
  board.  She had a hard enough time trying to stay out of the 
  station crew’s way, but avoiding her own people would be 
  even more difﬁ cult.
  When Ivanova ﬁ nally made it to Command and Control, she 
  found it deserted.  The station’s second in command had 
  rigged the docking bay systems to run the entire evacuation, 
  so there was no longer any need for anyone to be in there.  
  This was a stroke of luck, no matter what Marcus said, 
  and she was happy to capitalise on it.  After overriding the 
  station’s main controls, she began doing her part to get the 
  time beacon stabilised.  In the reactor core, Sinclair got 
  the data he needed from her and, between them, the time 
  jump began to take shape.  Once he was done, he evacuated 
  the core.  Ivanova turned the reactor back on and began 
  siphoning power to the beacon.
  In the central corridor of the station, Zathras escaped from his 
  captors and ran out to meet Sheridan, who had materialised 
  again inside Babylon 4.  Zathras handed him a time anchor 
  and as soon as he had it, Sheridan vanished completely.  
  Zathras knew that Sheridan was back in his proper temporal 
  place and, as the lights all around them dimmed, he knew 
  the time jump was about to take place.  He told the Sinclair 
  and Garibaldi that had come from 
  2258 to leave the station quickly.  
  It was not their destiny to come 
  with Babylon 4 back in time 
  and if they did, it could change 
  history.  A sudden shift in the 
  station caused a support beam to 
  fall after Zathras spoke, pinning 
  him to the deck.  Sinclair did not 
  want to leave him, but Garibaldi 
  dragged him away to get to the 
  escape shuttles.
  Marcus came back into the White 
  Star and found Sheridan lying 
  against the wall with a new time 
  stabiliser.  The ﬁ gure in the blue 
  pressure suit on Babylon 4 had 
  not been him, but if that was the 
  
  95
  Galaxy of 2260
  case, who was it?  The second suit was Sinclair, still drifting 
  outside the station away from the reactor.  He tried to open 
  a communications channel to Garibaldi in the rapidly 
  departing shuttle.  There was so much he wanted to warn his 
  friend about, but the ship was out of range.  All he could do 
  was ﬁ nish what he came here for.  
  Back aboard the station, a ﬁ gure in a blue pressure suit came 
  to rescue Zathras.  When it took off the concealing helmet, 
  it was Delenn.  She had given Sheridan her functioning time 
  stabiliser and taken his place.  Near the White Star, Sinclair 
  was also removing his helmet, watching the shuttles go 
  past in dismay.  Everything was happening just as he had 
  remembered.  President Santiago would be assassinated, his 
  friend would be shot in the back trying to prevent it, and the 
  galaxy would go to war.  He had wanted to do something 
  to warn them all, but it was too late.  Time had run out, and 
  for Sinclair, it was about to do so as well.  In Command and 
  Control, Ivanova has integrated the beacon’s time shifting 
  controls so that the time jump could be run from there.  
  Sinclair offered to set the system off and then join the rest of 
  them back on the White Star, but Marcus saw the lie in his 
  words.  The system was not automatic; whoever used them 
  would be stuck in the past along with Babylon 4.  Sinclair 
  tried to deny it to them, but he could not.  It was the truth, 
  and it was something he had to do himself.
  He had been the one who wrote the letter in Valen’s chest, 
  and the one who had written the letter to Delenn.  He had 
  gone into the past before and he was the one who would 
  have to go into the past now.  If he did not, history would 
  change and everything they had done would be for nothing.  
  Ivanova tried to protest, but his mind was made up.  If he 
  tried to return to his own time, the stress from his temporal 
  distortions would probably kill him.  This was the only 
  choice for him now.
  He had one last thing to say to Delenn and Sheridan in 
  private.  Once they were alone, he asked Zathras why 
  he had kept calling him the One and then also called 
  Sheridan and Delenn the One at other times.  Zathras was 
  not so good at ‘explainings’, but he did so to the best of 
  his ability.  Sheridan, having come from the past was the 
  One That Was.  Delenn, with all her work in the present 
  with the Grey Council and her people was the One Who Is.  
  Lastly, Sheridan was destined to lead the galaxy against the 
  Shadows, making him the One That Would Be.  The Minbari 
  respected the number three; they were the Three Who Were 
  One - The One.
  Zathras was the oldest living caretaker of the Great Machine 
  and at 110 years of age knew things that even Draal did not 
  know yet.  He had seen all three of them and knew their 
  destinies.  He had a destiny as well; he belonged with the 
  One Who Was - Sinclair - in the past.  Sheridan and Delenn 
  had a heartfelt farewell with Sinclair and then left.  The 
  White Star ﬂ ew sombrely away from Babylon 4 as it ﬂ ew 
  through time.
  Safe on the White Star, Delenn told the others what would 
  become of Sinclair while they returned to 2260.  If the 
  Minbari had found a human aboard the station in the past, 
  they never would have trusted it and the war might have 
  been lost.  Just as she had used a technological artefact to 
  transform herself into a semblance of humanity, Sinclair 
  would do so to become a Minbari.  This would make him a 
  Minbari not born of Minbari, fulﬁ lling the title most often 
  attributed to the historical ﬁ gure he was to become – Valen.
  Centuries in the past, Babylon 4 appeared just as it always 
  had.  Minbari came aboard, cautious and suspecting the 
  mammoth station of being some kind of Shadow trick.  They 
  slowly approached the central corridor of the station and 
  found Zathras waiting for them.  He was there to introduce 
  Sinclair, now the Minbari holy ﬁ gure Valen, and a pair of 
  Vorlons ﬂ ying radiantly over their encounter suits.  Valen 
  greeted them in the name of peace and brotherhood, telling 
  them that there was much work ahead of them.  The Great 
  War, which he was destined to win, was about to take a turn 
  for the Light.
  Tachyon Waves and Time 
  Travel
  The principles behind time travel have been known for 
  decades by the time the Great Machine on Epsilon 3 uses 
  its power to make the abduction of Babylon 4 possible.  
  The Minbari are the most advanced ‘younger’ race in this 
  regard, with technology capable of actually manipulating 
  time ﬁ elds, but their abilities do not extend to truly large 
  or unstable rifts like the one located in Sector 14.  Only 
  the immense and ancient knowledge found in the Great 
  Machine can accomplish that and even so, the power drain 
  and difﬁ culty in keeping the time passage stable are nearly 
  incalculable.
  Time travel is effected by passing a stream of tachyons 
  through a dimensionally unstable area of space.  The 
  frequency of the tachyon pulses determines the direction of 
  time travel (past or future) and the intensity of the stream 
  generates the length of the journey.  This is fairly simple to 
  grasp in concept but incredibly dangerous to attempt because 
  of the unstable energy ﬁ eld involved in the process.  The 
  tachyon stream generates a number of wave fronts because 
  of their interaction with the dimension rift.  These wave 
  fronts are essentially uncontrolled time streams, each with 
  their own direction and distance but with no motivational 
  force behind them.  These can have unforeseen side effects, 
  ranging from sending those exposed to them back to periods 
  of their past or forward into their own futures.  This form of 
  time drift (also referred to as being unstuck in time) is very 
  unstable and can snap back to the person’s true present at 
  
  96
  Galaxy of 2260
  any moment.  Another far deadlier side effect is biomorphic 
  time drift – unnatural aging due to the body’s absorption of 
  a standing tachyon wave.  In order to counter such effects, 
  it is possible to generate a benign tachyon state through the 
  use of a time stabiliser (or time anchor).  These suffuse a 
  person with a tachyon wave that constantly resets itself to 
  the user’s true present, keeping them from drifting or aging 
  unnaturally due to exposure to other time ﬁ elds.  In effect, 
  the false tachyon stream of the stabiliser is already affecting 
  the user, preventing other tachyon wave fronts from doing 
  so.
  Babylon 4 – Earth Alliance 
  Diplomatic Station
  Brought online in 2254 after a spate of cost overruns and 
  technical difﬁ culties that left the station almost abandoned 
  during construction many times, Babylon 4 seemed to be a 
  cursed venue from its very beginning.  This curse carried 
  itself to its logical conclusion when, 24 hours after becoming 
  operational, the station’s sensors were blacked out by an 
  unidentiﬁ ed nuclear explosion and its reactor went critical.  
  This was not the end of its problems.  While the station was 
  being evacuated, it was caught in an unexplained tachyon 
  burst and sent forward in time four years to 2258.  Its crew 
  was then evacuated through the efforts of the Commander 
  of Babylon 5, Babylon 4’s successor built three years after 
  its disappearance.  The crew managed to get off Babylon 
  4 before a second tachyon storm plunged it through time 
  again, never to return.
  Unbeknownst to anyone but the Minbari Grey Council, 
  Babylon 4 was moved back through time one thousand years 
  to replace a lost star base at the time of their greatest need.  
  Engaged in a war they could not win against the Shadows, 
  the Minbari found Babylon 4 ﬂ anked by a pair of Vorlon 
  transports.  The station, a gift from a mysterious Minbari of 
  no apparent descent named Valen, 
  marked the turning point in the 
  Great War and allowed the Minbari 
  and their Vorlon allies to strike a 
  telling blow against the darkness, 
  banishing it back to Z’ha’dum for a 
  thousand years.
  In many ways, Babylon 4 was a 
  superior station in terms of size and 
  capacity to Babylon 5.  The latter 
  was built as a last chance project 
  with what funding remained from 
  the Babylon 4 accounts along with a 
  sizeable donation from the Minbari 
  government.  The Earth Alliance 
  had no intention of having a ﬁ fth 
  tragedy wipe out so much effort, 
  so the Babylon 5 design was less 
  ambitious and more centred around the reduced trade that 
  would ﬂ ow through the Epsilon system.  Sector 14 had been 
  a major junction in space, though the temporal instabilities 
  of the region after the disappearance of Babylon 4 forced 
  trafﬁ c to ﬁ nd alternate routes (ironically pushing Babylon 5 
  past its capacity at times).
  Babylon 4 Technical 
  Specifications
  Length:  9,300 metres
  Diameter:  1,100 metres
  Solar Panel Span:  2,200 metres
  Displacement:  3.4 million metric tonnes
  Gravitation:  0g – 1.41g
  Typical Gravitation:  0.9g – 1.35g
  Cargo Capacity:  25,000 metric tonnes per 24 hour period
  Dock Workers:  2,750 (none at time of disappearance)
  Station Personnel:  6,500 (2000 at time of disappearance)
  Transient Population:  500,000 optimal (none at time of  
  disappearance)
  Scenario and Campaign Hooks
  G The concept of time travel is always a difﬁ cult 
  one to work into a campaign.  For it to be done 
  as effectively as seen in the War Without End, the 
  Games Master must set elements of the temporal 
  plot up weeks or months in advance and leave the 
  players wondering as to references, encounters and 
  comments from others until such time as they are 
  ﬁ nally explained through the events of the time 
  travelling scenario.  This can also reach into the 
  future, letting the Games Master set up scenarios 
  with no explanation or connection to each other 
  and have the players thrown into them with only 
  their wits and whatever presents itself to them at 
  that time to work things out.  Time warping is never 
  
  97
  Galaxy of 2260
  easy for the Games Master, and it can be 
  extremely disorienting for players.  This 
  relegates the plot device to an occasional 
  incident or two at best unless the entire 
  campaign is going to be based on time 
  travel.  These can be done, as long as the 
  Games Master and players are all prepared 
  for the confusion and complication they are 
  letting themselves in for.
  G On Minbar, the loss of Ranger One will 
  make life among the Anla’shok a little 
  unstable for a while.  Sinclair had been 
  leading them extremely well as their 
  Entil’zha, but with Rathenn left in charge, 
  the rangers will be unsure of the structure 
  of power and their leadership roles for 
  a while.  They still answer directly to the Grey 
  Council, but with the breaking of that government 
  body, they will come to depend heavily on Rathenn 
  and on themselves for a time.  This may lead to 
  player rangers taking more responsibility upon 
  themselves; this is not necessarily a bad thing if 
  they live up to the ideals of the Anla’shok.  Some 
  will not, leaving others in the organisation to move 
  against these rogue elements.  A story arc could be 
  formed around the internal strife of the Anla’shok 
  and the possible hunts that must be performed 
  to bring rogues down before their secrets can be 
  betrayed to other governments or even the Shadows 
  themselves.  
  Walkabout (November 
  10th, 2260)
  Londo was outraged.  A Narn heavy cruiser was on patrol 
  outside Babylon 5 as part of the Babylon Treaty’s mutual 
  defence pact.  Londo Mollari found this intolerable, noting 
  that his government’s treaty with Earth ensured that all Narn 
  ships were to be turned over to his people immediately.  
  However, Babylon 5 was no longer part of the Earth 
  Alliance, making that treaty non-binding in this area of 
  space.  Garibaldi assured Londo that the cruiser outside 
  would no sooner open ﬁ re on an approaching Centauri 
  vessel than a Narn would slip into the ambassador’s quarters 
  and slit his Centauri throat.  This did not leave Londo feeling 
  in the slightest bit comforted about either possibility.
  Lyta walked into MedLab, slipping out of the way of the 
  facility’s latest emergency patient.  She was looking for 
  Doctor Franklin and became disheartened when she found 
  out that he had taken a personal leave of absence from 
  his role as Chief of Staff.  She just wanted some details 
  about Kosh’s death, having been off the station when it 
  happened.  She knew he was dead, and she would not say 
  anything about it because it needed to be kept a secret, but 
  she wanted to know if anyone had been talking with him or 
  saw him at the time of his demise.  Once she learned from 
  the new temporary Chief Medical Ofﬁ cer that no one had 
  been in contact with Kosh that she knew of, Lyta frowned 
  and departed.
  There was to be an evening meeting of the war council 
  to discuss the ongoing conﬂ ict and the arrival of the new 
  Vorlon ambassador.  Garibaldi told Ivanova of this and was 
  informed that the Vorlon transport was already approaching 
  the docking portal.  She was going to inform the Captain, but 
  that would prove difﬁ cult.  He was taking an extravehicular 
  walk outside the station on the forward cargo stabilisers of 
  the station.  It was a relaxing way to unwind, at least as far as 
  Sheridan was concerned.  As he stood, gazing at the star, the 
  Vorlon Transport deviated from its docking vector and come 
  up beside him.  Patterns on the side of the ship morphed 
  and changed, displaying characters he could not understand.  
  Sheridan only understood one thing about the Vorlons - he 
  would never understand anything about the Vorlons.
  A difﬁ cult test lay ahead for G’Kar.  A war hero of his 
  people, Na’Kal of the cruiser G’Toc, was in his quarters 
  enjoying a wonderful meal of Swedish meatballs.  He noted 
  with some amusement that they were exactly like Breen, a 
  delicacy back on the Narn homeworld.  G’Kar noted that 
  every sentient race seemed to have their own version of 
  the dish; it was a mystery that would never be explained or 
  would leave someone mad if they ever ﬁ gured it out.  The 
  levity vanished as their conversation turned to the state of 
  the Narn military.  Only ten warships were still functional 
  since the war with the Centauri.  Many other vessels were 
  only disabled and they were slowly being repaired through 
  cannibalisation and whatever parts the Narn could ﬁ nd from 
  the markets of other races.  The G’Toc would have been 
  one of those disabled or destroyed ships, but Sheridan’s 
  protection of them at the end of the war had saved them.  
  Now, Na’Kal wanted to know; when would they strike back 
  at Centauri Prime?
  
  98
  Galaxy of 2260
  G’Kar knew the answer to that question, but convincing 
  Na’Kal of the need to set aside their blood feud with the 
  Centauri would not be an easy task.  Knowing that the 
  bitter war leader would not understand the nature of his 
  revelations, G’Kar bought time by saying that they could 
  not strike until the ﬂ eet was at full strength.  For now, he told 
  Na’Kal, the most important thing for any Narn to do was to 
  protect Babylon 5.  If it fell, they all would fall with it.
  In Bay 13, the spot inside Babylon 5 set aside for Kosh’s 
  transport, the new Vorlon vessel had arrived.  Ivanova and 
  Sheridan stood at the entrance to the bay, waiting for the 
  ambassador to come aboard.  Garibaldi was going to join 
  them, but he had learned that Stephen Franklin had not used 
  his quarters in several days.  Sheridan was as worried about 
  Franklin as Garibaldi was, but the Security Chief could free 
  up the time to go look for him.  That was something the 
  Captain did not have the luxury of doing, much as he might 
  have wanted to.
  He was busy attending to affairs of the station, and that 
  included welcoming the new Vorlon aboard.  As per 
  the instructions of the Vorlon government, everyone on 
  Babylon 5 with any reason to interact with the ambassador 
  was to call him by Kosh’s name.  That protected the fragile 
  Babylon Alliance from any disruption that might occur if 
  the other races discovered Kosh’s death.  Only the Babylon 
  5 command staff and a few medical personnel knew the 
  truth.  Sheridan wanted to know what the new ambassador’s 
  real name is.  The Vorlon, a much darker creature with an 
  encounter suit decorated in purple and black, replied only 
  in sounds and gestures.  Sheridan pushed for an answer 
  and received, ‘Kosh.’  Ivanova asked the same question and 
  was told. ‘We are all Kosh.’  One thing was certain – the 
  newcomer was deﬁ nitely a Vorlon.
  Garibaldi managed to catch up with Franklin near the end 
  of the Zocalo.  Franklin had been using his credit chip to 
  buy food and supplies, so Garibaldi simply extrapolated a 
  straight line using those purchases as a guide that the line 
  had led him here.  Franklin was not surprised to see his 
  friend, but he also had no intention of going back to the 
  rest of the station.  He was here on walkabout, an ancient 
  Earth tradition taught by the Foundationist religious sect he 
  belonged to.  According to Foundationism, it was possible to 
  lose one’s self in the world.  When that happened, the only 
  way to heal and become whole again was to simply wander 
  until one eventually caught up to what was lost.  That was 
  walkabout, and that was what Franklin intended to do until 
  he found himself again.  No one was going to talk him out 
  of it, not even a very concerned, very stubborn Michael 
  Garibaldi.
  The new Vorlon ambassador met with Lyta as soon as 
  she could catch up with him on the station.  He was not 
  at all gentle with her, paralysing her with his powers and 
  examining her closely to see if any of Kosh’s essence 
  remained within her.  She had left Babylon 5 on his orders 
  and had not been carrying even a piece of Kosh, something 
  she deeply regretted.  The ambassador, disappointed 
  and angry, let her go and called her a failure.  Lyta was 
  crestfallen, but accepted the blame for Kosh’s loss.  Upset, 
  the Vorlon commanded her to follow him back his quarters.  
  Hesitating for just a moment, Lyta obeyed her new master.
  Later, she met with Sheridan in his quarters.  He was 
  concerned about how she was getting on with the new 
  ambassador and could tell that she was not as content as 
  she had been with Kosh.  She covered for this by saying 
  that the Vorlons had gone centuries without one of their 
  number dying.  They were taking the loss of Kosh very hard 
  – something that did not come as a surprise to Sheridan.  
  He asked her if there were any problems, but Lyta heard 
  the words as if Kosh had said them.  She was startled and 
  turned to face him, but it was only Sheridan standing there.  
  While she was disoriented by the voice, Sheridan revealed 
  that he needed something, something only she could help 
  him with.
  The Dark Star was not just a drinking establishment; it 
  also had the occasional entertainment to offer its 
  patrons.  Franklin arrived at the bar on a special 
  night.  A beautiful woman, Cailyn, was singing 
  on the Dark Star stage and her song entranced 
  him completely.  As people of a dozen different 
  races went about their lives around him, Franklin 
  lost himself in her soulful tones.  The song was 
  hypnotic, but no more so than the woman singing 
  it.  
  While Franklin listened to the music, the 
  command staff gathered in the War Room to 
  discuss the Shadows.  As Garibaldi had uncovered 
  in the Book of G’Quan, the ancient malevolence 
  had a potential weakness - their vessels could 
  not endure telepathic contact.  Because this was 
  
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  potential, not fact, the theory would have to be tested.  He 
  intended to take the White Star out with Lyta Alexander 
  and wait in hyperspace until the Shadows attacked a nearby 
  target.  He would need some heavy ﬁ repower to make this 
  experiment work, so G’Kar conditionally volunteered the 
  G’Toc and Delenn agreed to send along a Sharlin cruiser 
  and Minbari telepaths to back Lyta up if necessary.  None 
  of the other races volunteered any ships, which disappointed 
  the war council but did not surprise them.  Sheridan did not 
  like the risks of that many coming with him, but he was 
  outvoted.  The plan would proceed as outlined.
  The music stopped, the people from the bar departed, and 
  Franklin was left all alone at his table when Cailyn came 
  up to see if he was waiting for someone.  He said he was, 
  and that she had just arrived.  It was a good line, one that 
  convinced her to sit with him and talk for a while.  She had 
  noticed his attention while she was singing and said that she 
  had really enjoyed it.  He told her he was a doctor, something 
  that seemed to amuse her.  She asked his name and cringed 
  when she learned it was Stephen.  An old boyfriend by the 
  same name had torn her heart up once, so she renamed him 
  Steve.  Franklin could live with Steve, especially if it meant 
  Cailyn would stay and talk with him for a while.
  G’Kar had to convince Na’Kal to lend the G’Toc to 
  Sheridan’s experiment.  Na’Kal knew that his ship would 
  be needed as the ﬂ agship for the Narn armada when it came 
  time to seek vengeance against the Centauri, so he refused.  
  G’Kar knew that if the G’Toc did not go, the chances of 
  Sheridan’s returning from his mission were considerably 
  smaller, but Na’Kal was determined.  This was a fool’s 
  mission and he would not commit his ship to it.
  Alone with the Minbari cruiser under Delenn’s command, 
  Sheridan proceeded to Sector 90 by 110 by 47, the site of 
  the last three Shadow attacks, all occurring over the previous 
  week.  Odds were good the 
  Shadows would strike there 
  again, giving him the perfect 
  opportunity to test his theory. 
  He desperately wanted to have 
  a few more ships along, but he 
  would have to go with what he 
  had and hope for the best.  
  That was not good enough 
  for Garibaldi, who visited 
  G’Kar while he was sleeping 
  to return the Book of G’Quan.  
  If G’Kar did not care about it, 
  and judging by the fact that 
  the G’Toc was still outside 
  Babylon 5 he did not, why 
  should a human?  When the 
  G’Toc had come to Babylon 5 
  for repairs, Sheridan risked life and limb to protect it.  The 
  fact that the ship was not willing to do the same now was an 
  insult to Sheridan, to the Alliance, and to everything G’Kar 
  had claimed to believe in.  The Narn could only stand there 
  mutely as Garibaldi left indignantly.  He was right, and 
  G’Kar was shamed to admit it.
  Stephen, or as Cailyn would rather have it, Steve, had 
  returned to her apartment and spent the night after a long 
  conversation about souls, motivations, and their lives.  He 
  was, for a few moments, very happy.  She was a beautiful, 
  sensitive woman and very loving.  As they talked the night 
  away, he remarked about how she could be doing so much 
  better than a tiny apartment and singing in a dive.  She had 
  a wonderful talent, and he wanted to help her any way he 
  could.  Unfortunately, what she wanted was Metazine, 
  a narcotic.  The drug helped her sleep, or so she said.  
  Disturbed, Franklin refused.  Getting Metazine without a 
  prescription was a crime, as was supplying it.  She tried to 
  let it blow over, but the incident bothered him.
  Sheridan’s vessel emerged from hyperspace after getting a 
  reading on a Shadow attack in the vicinity.  They were still 
  underpowered, but he had not come all this way for nothing.  
  Lyta had just ﬁ nished learning from him about the dream 
  he had been having when Kosh woke him up, when a signal 
  from a relay post in the target quadrant caught Lennier’s 
  attention.  They left the Minbari cruiser on standby and 
  rushed to the attack.  Lyta came into line of sight and tried 
  to make contact with the Shadow vessel, but something 
  went dangerously wrong.  She collapsed, screaming at the 
  darkness that was trying to invade her mind.
  Her telepathic contact had gained the ship’s attention.  It 
  changed course and came at the White Star, ready to attack.  
  Sheridan knelt at Lyta’s side and tried to pull the telepath to 
  
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  her feet.  As he did, she reached out and made contact with 
  his hand.  Suddenly, her mind was ﬁ lled with the images of 
  Kosh’s death.  She saw the Shadows tear the Vorlon apart 
  and felt his agony as if it was her own.  Now furious, she got 
  to her feet and focused all of her rage into the Shadow ship.  
  ‘Burn, you bastards,’ she told it as her powers slammed into 
  the deadly vessel.  It stopped.  The power of her will froze 
  the ship in place.  The strain of doing it was enough to make 
  her eyes bleed, but she could keep it up for a few seconds 
  more.  That was all Sheridan needed.  Though the White 
  Star had to take its jump engines ofﬂ ine for the power to 
  do it, the ship’s forward weapon burned straight through 
  the Shadow vessel, ripping it asunder and leaving it to drift 
  dead in space.  The experiment had been a success; Shadow 
  vessels could be stopped by a combination of telepaths and 
  heavy ﬁ repower.
  The Shadows knew about the experiment as well.  Before 
  the ship had been destroyed, it got off a distress call.  Ten 
  minutes before the White Star could build up its jump energy 
  again, four more Shadow cruisers came out of hyperspace.  
  With no other option, Sheridan ran.  The Minbari ship came 
  to their rescue, but with only three telepaths on board, there 
  was no way to stop all of them.  Lyta was exhausted; try as 
  she might, the fourth ship was too much for her.  The White 
  Star could not ﬁ re back and it could not jump.  They were 
  trapped.  
  Just as it seemed the Shadow ship would catch them, 
  another jump point opened and the G’Toc came out.  Its 
  forward batteries opened ﬁ re and pinned the Shadow vessel 
  in place.  The White Star whirled around and together, they 
  blew the black ship into dust.  G’Kar had come, but he was 
  not on the G’Toc.  Instead, he was at the head of a huge 
  ﬂ eet of ships from all of the Non-Aligned Worlds.  Brakiri 
  cruisers, Vree saucers, and tiny Abbai ﬁ ghters came pouring 
  through another jump point behind him.  Seeing this, the 
  three Shadow vessels turned and ﬂ ed into hyperspace.  As 
  victories went, it was one for the entire Alliance to be proud 
  of.
  Back on Babylon 5, Franklin was awakened by the sound of 
  someone hitting the ﬂ oor outside.  It was Cailyn, a vial of 
  Metazine in her hand.  She had stolen his identicard to get 
  some from a local dispensary, then collapsed back in her 
  apartment.  Franklin rushed her to MedLab as quickly as he 
  could and learned the truth about her condition.  She was 
  suffering from terminal neural paralysis and had been for 
  over two years.  The Metazine was just for the pain, but she 
  had not even opened it when she passed out.  Judging by her 
  condition, the beautiful singer had six or seven months left 
  before the ailment killed her.  
  She stayed on Babylon 5 for these two years because singing 
  in Downbelow gave her a purpose again.  She could make 
  people happy and bring them hope; that was worth doing for 
  as long as she had left.  Franklin wanted to send her back to 
  Earth for better treatment than she could get on the station, 
  but she needed to stay.  He bowed to her wishes, and used 
  his connections to make sure she would have everything she 
  needed for as long as she needed it.  It was all he could do 
  for her, but it would be enough.
  Sheridan and Lennier walked with Lyta back onto the 
  station.  Sheridan was worried about Lyta, but the telepath 
  assured him that she was ﬁ ne.  Seeing the new Vorlon near 
  the entrance to the docking bay, she excused herself and 
  went to him.  She did not have a piece of Kosh, but in what 
  she had seen and felt from Sheridan, she suspected that he 
  might.
  Walkabout
  walkabout [woku’bawt] noun
  G a periodic nomadic excursion into the Australian 
  bush made by a native Australian
  G a walking tour
  G to wander through the bush
  G (informal) to be lost or misplaced
  G (informal) to lose one’s concentration
  Stephen Franklin’s excursion into the depths of Babylon 5 
  was an expression of his need to ﬁ nd himself again when 
  his identity had been lost in the stress of his life.  As he told 
  Garibaldi, his work had become so much of what he was 
  that when he looked in the mirror, all he saw any longer was 
  the job.  He was not really a person any longer; he was just 
  Doctor Franklin, Medical Chief of Staff for Babylon 5.  He 
  had reached a fork in the road, mentally speaking, and he had 
  been so distracted by all the things in his life that he went 
  left and the rest of him went right.  He needed to ﬁ nd that 
  part of him, the really important part of him, and that meant 
  leaving the rest of his life behind and just walking until he 
  ‘met himself’.  Then he could sit down and talk with himself 
  about all of the life decisions that had brought ‘them’ to that 
  point, staring at each other as separate people.  Once all the 
  words were exhausted, the real work could commence.  The 
  
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  Galaxy of 2260
  important part of the process could happen then, since all the 
  really important things in life deﬁ ed the concept of words.  
  When that was done, if he was lucky, he could just look 
  up and see himself again.  All of the divergence between 
  the person he was and what the stress of life and work had 
  turned him into would be gone.
  This was not a literal journey, of course.  Walkabout is 
  a metaphor, though it usually did involve a literal walk 
  through the wilderness to achieve, taking time to reﬂ ect 
  on one’s self.  The concept is a valid one, dating back to 
  the aborigines of Australia and their rites of passage.  By 
  divorcing oneself from all that seems important in life and 
  departing on a journey of exploration, a person can get away 
  from what he or she thinks deﬁ nes them.  That only leaves 
  what is inside, which can be a remarkably different person.
  Scenario and Campaign Hooks
  G Sheridan’s telepath experiment will have a 
  galvanising effect on the militaries of the League 
  of Non-Aligned Worlds.  Suddenly, the value of 
  telepaths in all of the races will increase.  While 
  the risk of using such rare and precious talents for 
  war is severe, the necessity of the Shadow War will 
  cause many societies to rethink their policies where 
  telepathy is concerned.  For some, such as the Abbai 
  and the Brakiri, their telepaths will have to adjust 
  to the concept of being front line ﬂ eet soldiers, 
  something they were never permitted to do before.  
  Telepath players will be a valuable commodity and 
  if they are known to any military force, it will be 
  difﬁ cult for them to stay out of the Shadow War.  
  This may pull them and their friends into the War and 
  as much of a military campaign as Games Masters 
  wish to run.  This can have a much darker effect on 
  campaigns as well.  In the Great War a thousand 
  years ago, the Shadows tried to eradicate telepaths 
  wherever they found them.  Now that they know 
  the younger races are aware 
  of their weakness, they will 
  likely increase their efforts to 
  kill telepathic characters.  This 
  can make life very dangerous 
  for telepaths, something Games 
  Masters can use as the basis 
  for scenarios involving bounty 
  hunters and desperate ﬁ ghts to 
  stay alive.
  G Foundationism is one of the 
  Earth Alliance’s more common 
  religions.  As such, players 
  may be adherents to its ideals, 
  and a walkabout could become 
  a story arc or the basis for a 
  protracted scenario.  Players 
  in a Babylon 5 game are encouraged to explore 
  their character motivations.  A walkabout similar to 
  Franklin’s might be exactly the way to frame such 
  an exploration, letting the character see how he or 
  she would react to situations when normal resources 
  and allies are unavailable.  Best suited for solo play, 
  a walkabout scenario could be used to ﬁ ll an evening 
  when no other players can make the scheduled game 
  time or a single player wants to take some time to 
  get to know their character better.  This works out 
  for the Games Master as well; the character traits 
  revealed during a walkabout can be used later in the 
  campaign to tailor events to that character or create 
  plotlines broad enough to interest the other players 
  as well.
  Grey 17 Is Missing 
  (November 21st, 2260)
  Zack Allen, always uncomfortable around large groups 
  of people, was in a place he despised.  He was sitting in 
  a conference room going over applications for telepath 
  positions in the new Alliance.  Since Sheridan had proven 
  the Shadows were vulnerable to telepathy, they needed all 
  the telepaths they could get.  Ivanova and Sheridan hated 
  being this open about recruitment, but their ﬂ edgling alliance 
  did not have time to be subtle.  At least the screening process 
  was working, as Allen proved by ejecting a charlatan looking 
  to get an ‘easy job’ by pretending to be a telepath.
  They were in desperate need of anyone with mental 
  powers, so much so that it occurred to Sheridan to try using 
  Franklin’s telepath underground railroad to locate them.  
  Unfortunately, this presented two problems.  Stephen had 
  proven before his willingness to destroy his own notes 
  to keep them from being misused.  He was also still on 
  walkabout, which made ﬁ nding him difﬁ cult, but not 
  
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  Galaxy of 2260
  impossible.  As Ivanova told Sheridan, people could not just 
  disappear for long on Babylon 5.
  Unfortunately for a maintenance worker in Grey Sector, 
  she was about to be proven wrong.  Station engineering 
  had sent him down here to ﬁ x a dead power relay in Grey 
  16, but all of the wires he could ﬁ nd were still hot.  It took 
  actually crawling half into one of the ﬂ oor access hatches to 
  ﬁ nd the real problem.  Before he could ﬁ x whatever it was 
  he found, there was a sudden pull on his legs.  As the sound 
  of shredding clothes drowned out his screams, the man was 
  dragged below the deck of Grey 16 and disappeared into the 
  darkness below.
  Delenn and Lennier were on Minbar, summoned there at 
  Rathenn’s request.  Lennier went over Sinclair’s chamber 
  in the Anla’shok temple, ﬁ nding only the chest from Valen’s 
  tomb ﬁ lled with what few possessions he cared about.  These 
  included his Battle of the Line medal, his Silver Star for 
  Valour, and his ranger pin with the Isil’zha stone at its heart.  
  Rathenn remarked that Sinclair had seemed like a man only 
  visiting this life, not wanting to be overly burdened by it.  
  Delenn, still distraught over the loss of her friend, looked at 
  Sinclair’s things like lost treasures of a past age.
  They were not just here to take possession of the Entil’zha’s 
  effects.  There was still the matter of who would follow 
  Sinclair into the position of Ranger One, head of the 
  Anla’shok.  Rathenn had been appointed to the role 
  temporarily by Sinclair, but he did not feel comfortable in it.  
  It was not an easy decision for her to make, but Delenn knew 
  that in her heart, she wished to do her friend the honour 
  of picking up where he had left off.  Rathenn felt that the 
  rangers would not rally behind anyone but her, and where 
  she was, they would be.  Faced with that request and the 
  logic behind it, Delenn could not help but accept.
  Garibaldi was in Security Central, examining an old Earth 
  style revolver.  Zack came in to give him a strange report 
  that had come in from Grey Sector involving the missing 
  maintenance man.  He saw the old slugthrower and admired 
  it.  Garibaldi told him that it had belonged to his 
  grandmother back when she worked with the police 
  department in Boston on Earth.  He had been missing 
  Earth since Babylon 5 broke away from it, but the 
  handgun connected him to a solid piece of his past.  
  Zack was interested, but he was not there for a history 
  lesson.  He gave his boss the report about dead power 
  relays and the maintenance man going missing.  It was 
  an oddity, since they found the man’s gear but no sign 
  of him.  Zack offered to take the case, but Garibaldi 
  had been looking for something to do all day.  He hated 
  Grey Sector, since something mysterious was always 
  going wrong in it, but he was up for a good challenge.  
  He likened the area to the Centauri Triangle, but he 
  packed up and left all the same.
  Ivanova went everywhere she could ﬁ nd in Downbelow, 
  drawing a lot of attention because of her uniform.  She had 
  to ﬁ nd Stephen, no matter where he had hidden himself.  She 
  almost missed him, sitting alone in a curtained booth near 
  a lurker bar, but the sharp-eyed Franklin spotted her ﬁ rst.  
  He told her to go away, that he could not do what he had to 
  do with her and Garibaldi following him everywhere, but 
  she did not have a choice.  She had to have his ﬁ les on the 
  telepaths if they still existed.  They did, since Franklin kept 
  a backup in his personal quarters BabCom system.  The ﬁ le 
  was codenamed Harriet, but she could only have them if she 
  swore not to send anyone else after him.  She did not want to 
  make that promise; Franklin was her friend and she thought 
  he would get into trouble down here.  Franklin, shuddering 
  and ill from stim withdrawal, would comply no other way, 
  so she had to make the promise and leave.
  Garibaldi went over the entire Grey Sector incident with one 
  of the Maintenance foremen.  The whole area was mostly 
  industrial, so it was not surprising that no one had seen what 
  happened to the worker.  The access hatch had been covered 
  when an inspection crew came to check on the missing 
  man, so he had obviously ﬁ nished what he had been doing 
  and moved on.  At least, that was how it appeared.  The 
  foreman Garibaldi talked to had examined every one of the 
  29 Grey Sector ﬂ oors personally, but the man was nowhere 
  to be found.  That confused Garibaldi, because the station 
  blueprints showed 30 levels to Grey Sector.  According to 
  the foreman, who had counted them herself several times, 
  there were actually only 29 levels.  The blueprints were 
  mistaken.  Garibaldi did not like ‘mistakes’, so after the 
  foreman left him to continue his investigation, he climbed 
  into a lift and started counting them himself.  He counted 
  the amount of time it took to get to each level, and found a 
  two-second disparity between what appeared to be levels 16 
  and 17.  Somehow, the real level 17 was missing; the lift and 
  ﬂ oor indicators had been altered to hide the errant level.  By 
  forcing the doors, Garibaldi was able to access the ﬂ oor that 
  did not exist.
  
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  Galaxy of 2260
  While he was doing this, Sheridan and Delenn discussed her 
  possible appointment to the role of Ranger One.  He was all 
  for it; she was a natural to replace Sinclair as the Anla’shok’s 
  spiritual mentor and tactical leader.  Natural, perhaps, but 
  Delenn was not sure she would be a popular choice.  She did 
  not say whom she thought might object, but she was sure 
  that she wanted the initiation ceremony held on Babylon 
  5.  The rangers would soon be making a public appearance 
  as their role in the galaxy changed to meet the needs of the 
  Shadow War.  Sheridan accepted that and gave his blessing 
  for the ritual to take place on the station.
  He had to leave to answer Ivanova’s communication about 
  the ﬁ les they needed, but Delenn was not alone.  As he 
  left, another appeared to offer his congratulations.  The 
  newcomer’s tone was not as pleasant as the Captain’s had 
  been.  It was Neroon, a prominent member of the Minbari 
  warrior caste.  He was sworn to stop what his caste saw as a 
  religious zealot, propelled by prophecy into disbanding the 
  council, creating a vacuum of power, and then taking up the 
  reins of power by leading their people at the head of her own 
  private army.  Delenn had no such ambitions, but Neroon 
  did not believe her.  He would do whatever he must to stop 
  Delenn from taking command of the rangers.  If she would 
  not turn over command of the rangers to the warrior caste, 
  she would have to suffer the consequences of that decision.  
  Before their conversation could take an ever-darker turn, 
  Lennier appeared and Neroon vanished.  Delenn knew he 
  would return, and that his reappearance might mean her 
  death.  Later, in her quarters, she made Lennier swear not 
  to tell the Captain of Neroon’s threat.  The Grey Council 
  had been disbanded and all of the old rules were gone.  This 
  meant that a Minbari might well be willing to kill another, 
  something that had not occurred in a thousand years.  Still, 
  she was not willing to bring Sheridan in on what was purely 
  an internal matter of her people.
  Lennier needed to save his mentor, but his love for her 
  and his honour would not let him break his promise.  The 
  only thing he could do was go to Marcus 
  and ask him to intervene.  He needed to 
  prevent a civil war between the castes 
  back on Minbar – something that would 
  happen if any Minbari tried to kill another 
  from a different caste.  It was unthinkable, 
  but Lennier suspected such could actually 
  occur.  That brought him to Marcus, who 
  might be able to delay Neroon long enough 
  for the irrevocable Anla’shok ceremony to 
  conclude.  It would be dangerous.  Neroon 
  was one of the best of the warrior caste and 
  well trained in the art of killing humans, 
  but it had to be done.  Marcus knew the 
  seriousness of the situation and volunteered 
  to do it without hesitation.
  Garibaldi found himself on an abandoned level of Grey 
  Sector strewn with the detritus of years of neglect.  The 
  real level 17 had not been accessed since the station had 
  gone operational, but from the stripped condition of the 
  electronics around him, someone lived down here.  He 
  missed his chance to go back into the lift and with no box 
  on the outside to call it back, he was effectively trapped.  
  He investigated the level a little deeper and found a talking 
  manikin surrounded by junk.  It told him he should not be 
  here, but before he could respond, its eye lit up and ﬁ red 
  a poison dart into his arm.  Garibaldi tried to call for help 
  on his link, but the sleep toxin overwhelmed him before he 
  could get out more than a few words.
  Garibaldi woke up, shrugging off the effects of the toxin 
  groggily.  He was lying where he had fallen, but his link and 
  PPG were missing.  There were lurkers in rags all around 
  him, and a human man wearing glasses standing at a podium 
  nearby.  The man addressed him, calling himself Jeremiah.  
  He rambled about how all of creation could be found in the 
  ‘wonders’ of the human hand.  Garibaldi knew he was in 
  deep trouble, outnumbered and alone.  He really hated Grey 
  Sector, and now he had another reason why.
  Garibaldi listened to Jeremiah ramble about his philosophy, 
  which was strikingly similar to the way the Minbari viewed 
  the universe.  He told the Security Chief that all of life was 
  just pieces of the universe broken up for self examination.  
  The struggle for humanity to understand its own nature was 
  really just the universe exploring its own diversity in some 
  galactic quest for enlightenment.  That, Jeremiah told him, 
  was the only way the ‘door’ would open.  He spoke about it 
  like a metaphysical doorway, but Garibaldi was not so sure.  
  The pressure doors were all welded shut, but there had to be 
  a way to get out of Grey 17.
  While he was searching for escape, others were working 
  towards a gathering.  The assembled Anla’shok prepared 
  a large conference hall for Delenn’s initiation ceremony.  
  
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  Galaxy of 2260
  During the initial preparations, a Minbari approached 
  Lennier and told him where Neroon was staying.  That 
  was all Marcus needed to track him down and intercept the 
  warrior caste Minbari on his way to disrupt the proceedings.  
  The only way he could do that, unfortunately, was to 
  challenge Neroon to the Denn-Shar, a duel to the death.  
  Neroon, also a devotee of the same ﬁ ghting style as Marcus, 
  had no choice but accept and they began to ﬁ ght.  Both had 
  learned the art of the Minbari ﬁ ghting pike from Durhan, 
  the style’s current master. Neroon had the weight of years of 
  experience on his side, having killed 50,000 humans during 
  the Earth/Minbari War.  His style was perfect, but Marcus 
  was determined to stop him from reaching the ceremony, 
  even at the cost of his own life.
  Mortality was on Garibaldi’s mind as well.  He needed to 
  ﬁ nd a way out of Grey 17, even if he had to trick and beat his 
  way out to do it.  After listening to Jeremiah talk about how 
  the universe was still caught up in its design ﬂ aw of killing 
  everything it creates, the Security Chief could not take the 
  prattling any more.  He waited until the preacher ﬁ nished 
  relating the coming of the next big bang, when the universe 
  would ﬁ nally know how to do things perfectly, and then 
  overpowered the guard with him.  He forced Jeremiah to 
  show him the way out of the level, but even though there was 
  a door, Garibaldi had one more little problem to overcome 
  – a zarg.  Zargs were incredibly dangerous aliens, so deadly 
  that it was illegal to trafﬁ c in them anywhere in the Earth 
  Alliance.  They were native to the sector, but the thought 
  of one on Babylon 5 was almost unthinkable.  Knowing 
  that the beast was between him and escape gave Garibaldi 
  the courage to face the zarg.  Thinking quickly, he used a 
  steam pipe and a handful of bullets from his grandmother’s 
  revolver.  The impact of the heat-detonated bullets tore 
  through the creature’s tough hide, killing it and winning his 
  way past to freedom.
  Marcus had not been so fortunate.  As the transfer 
  ceremony reached its conclusion with 
  the presentation of the Entil’zha’s robe 
  to Delenn and the speaking of ancient 
  litanies by Rathenn, Neroon burst 
  into the ceremony and demanded that 
  everything cease.  He hurled down a 
  bloody pike at Delenn’s feet, a sure sign 
  that the human ranger had lost the Denn-
  Shar.  Then, he spoke, and in words of 
  quiet shame declared Delenn Entil’zha.  
  Delenn met with Lennier over Marcus’ 
  bedside in MedLab.  The doctors 
  had been able to stabilise him and it 
  appeared that the ranger would make a 
  full recovery.  Delenn did not think that 
  anyone should have been risked so badly 
  for her sake, but Lennier knew better.  It 
  was the one fact about leading the rangers that Delenn had 
  not fully accepted.  For the dream to live on, some would 
  have to die or be harmed in its defence.  Neroon joined 
  them there, asking to speak to Marcus alone.  Though the 
  ranger was unconscious, Neroon admitted that the death in 
  their duel had been his own.  The fact that a human could 
  be more of a Minbari than he was in the moment of his own 
  death shamed him to his soul.  If such a man could choose 
  to follow Delenn, then he had to accept her eminence as 
  well.  As he turned to leave, Marcus awoke.  He asked him 
  slowly, in words laced with pain, if the next time the warrior 
  caste Minbari needed a revelation, could he possibly ﬁ nd a 
  way to have one that was not so uncomfortable.  In the other 
  room, Lennier and Delenn were bewildered to hear the deep, 
  echoing laughter of a bemused Neroon.
  PPGs versus Slugthrowers
  While the commonly available civilian model of the PPG 
  is only a marginally better weapon than an average ballistic 
  pistol, the latter is not as useful in starship operations.  The 
  solid projectile that a handgun puts out, also known as a 
  slug and the origin of the term ‘slugthrower’ used to denote 
  weapons of this type, can rupture the hull of a spacecraft, 
  causing extreme levels of damage due to depressurisation.  
  As such, EarthForce has moved to only using PPG weaponry 
  aboard its stations and vessels.  To keep regulations even 
  across every level of the military, slugthrowers have been 
  phased out, even on ground installations.
  Ballistic weaponry still exists, though by 2260 they are 
  relegated mostly to antique dealers, private security 
  personnel, and police forces without the budget to upgrade 
  to PPGs.  Ammunition is still available, though it is quickly 
  becoming a speciality market with a limited customer 
  base.  At the current rate of declining usage, projectile 
  weapons will likely become completely obsolete by 2280.  
  Commercial ammunition will no longer be available, and 
  only those with the skills to make their own or who have 
  
  105
  Galaxy of 2260
  stockpiles of previously manufactured bullets will be able 
  to own and operate them with any regularity.  Technology 
  changes and the face of combat must change to match it.
  The Zarg
  The cult of Grey 17 led by Jeremiah believed that the only 
  way to return to the universe as a pure, transcendent being 
  was to be consumed by a perfect predator in an act of 
  succumbing to the predatory nature of reality.  To do this, 
  they would enter an isolated section of the level and be 
  hunted by a zarg, the perfect example of this ‘pure predator’ 
  they spoke of.  Zargs are a dangerous bipedal alien from 
  a planet in the Epsilon sector.  Feral and only marginally 
  sentient, they are deadly hunters and skilled at tracking 
  their prey by means of heat detection and a sensitivity to 
  motion that borders on the preternatural.  While they are not 
  difﬁ cult to kill at range, they are extremely lethal in hand-
  to-hand combat and can rip open a human-sized target with 
  a single swipe of their over-sized talons.
  Medium-size Alien Creature
  Character Level:  7 (42 hit points)
  Initiative:  +7 (+3 Dexterity, +4 Improved Initiative)
  Speed:  30 ft.
  DV:  19 (+9 Reﬂ ex)
  Attacks:  2 Claws +8
  Damage:  Claw 1d6+5 (19-20/x2)
  Special Qualities:  Damage Reduction 5, Predator’s Senses, 
  Razor Talons
  Saves:  Fort +8, Ref +9, Will +1
  Abilities:  Str 20, Dex 17, Con 18, Int 4, Wis 10, Cha 6
  Skills:  Climb +10, Hide +8, Jump +10, Listen +8*, Move 
  Silently +8, Spot +8*
  Feats:  Lightning Reﬂ exes, Weapon Focus (claw)
  * Zargs receive a +4 racial bonus to Listen and Spot 
  checks.
  Predator’s Senses: Zargs can see in any kind of lighting 
  because of infrared sensing structures in their eyes and 
  sensitive light vision.  They are treated as having Darkvision 
  and Blind Sight, both at a range of 60 feet.  These gifts can be 
  temporarily negated by suffering heat damage of any kind.  
  This overloads the zarg’s senses and makes it impossible for 
  the creature to see anything for 2d4 rounds.  Zargs usually 
  retreat if this occurs rather than try to ﬁ ght blindly.  
  Razor Talons: The bone spines that make up the entire 
  end of a zarg’s manipulative ﬁ ngers, extending eight inches 
  beyond them, are incredibly sharp.  Zargs regularly rub 
  them together, making an eerie keening sound that carries 
  for several hundred feet around them in all directions.  This 
  behaviour keeps the talons sharp, improving their critical 
  range to 19-20 when used in combat.  Any strike with a 
  zarg’s talons that successfully inﬂ icts hit point damage 
  also causes massive bleeding that drains the target of an 
  additional hit point of blood every round after each wound.  
  This can quickly leave a victim bleeding to death from a 
  zarg’s assault.  Once a victim drops below 0 hit points, 
  successful stabilisation by any means also stops this 
  bleeding damage.
  Scenario and Campaign Hooks
  G The cult of Grey 17 will have to be cleared out of the 
  area now that the zarg is dead and Garibaldi knows 
  about them.  They may not wish to go, fearing to 
  taint the ‘purity’ they have attained through their 
  self-imposed exile in the forgotten level, but station 
  Security is sure to insist.  The fact that so many 
  rangers are on Babylon 5 at the same time might 
  provide an excellent opportunity for the station’s 
  Security teams and the Anla’shok to work together 
  for a common goal - clearing out Grey 17.  Space 
  is at a premium on Babylon 5, so the addition of 
  a formerly forgotten level, even one in the middle 
  of an industrial area, will be a boon to the station.  
  Players allied on either side can engage in a search 
  and clear style scenario in Grey 17, working against 
  the dug-in zealots who do not want to move.  This 
  will likely lead to combat, especially as the cultists 
  have access to at least one PPG, but a diplomatic 
  solution might be found if the players wish to try 
  that avenue. Players wanting to try a lurker character 
  could introduce them in this scenario as former 
  members of the cult.
  G The situation between the castes on Minbar will only 
  grow more broken and distant after the appointment 
  of Delenn as the leader of the Anla’shok.  The 
  warrior caste had been willing to let Sinclair lead 
  the rangers because he was a human and not fated 
  to do so for long.  Their desire to command the 
  Anla’shok has now been denied, something that 
  will not sit well with their leaders.  While Neroon 
  may have seen the wisdom in Delenn becoming the 
  new Entil’zha, others in his caste will not show the 
  same understanding.  Players of the warrior caste 
  will have to ﬁ nd their own path in this troubled time, 
  while Minbari players of other castes may have 
  to deal with reprisals from the warriors up to and 
  possibly including attack as the tensions between 
  them grow over the coming weeks.  
  G The rangers have now gathered on Babylon 5 for the 
  ﬁ rst time as a whole.  While not every member of the 
  Anla’shok was present, many of them attended the 
  initiation ceremony and were seen by other races for 
  the ﬁ rst time.  This will lead to a period of revelation 
  among other groups as the Anla’shok partakes of 
  an inadvertent public appearance.  Games Masters 
  looking to bring rangers into their games as either 
  plot devices or as a player choice can choose this 
  
  106
  Galaxy of 2260
  Londo did not have the same sense of propriety.  In his 
  quarters, Mollari informed Vir Cotto that he had decided 
  to no longer tolerate the Narn’s interference.  As the only 
  remaining member of the Narn government still free, his 
  presence had been a constant insult to the might of the 
  Centauri.  As long as G’Kar was on Babylon 5, he was under 
  Sheridan’s protection of sanctuary.  Fortunately for Londo, 
  he had a plan that would lead G’Kar back to Narn where 
  he could be captured and executed for his crimes.  Much to 
  Vir’s dismay, Londo’s plan involved his help as well.
  Ivanova had a duty to attend to that she was not looking 
  forward to.  Several dignitaries from Earth Alliance 
  churches were coming to the station for a much needed 
  revival of faith and hope, something she did approve of, but 
  she had to be the one to welcome them all into the same 
  room.  Reverend William A. Dexter of the True Gospel 
  Mission Baptist Church was the ﬁ rst to arrive, followed 
  quickly by Rabbi Meyer, Chong of the Buddhist Sect, and 
  the Muslim Rashid Abdul.  They all seemed to enjoy sniping 
  at each other verbally, but while they did not seem to take 
  any true offence at it, the chatter gave Commander Ivanova 
  a headache from the noise.
  Delenn found Sheridan in the War Room, right where 
  Ivanova said he had been for nearly two days straight.  The 
  Captain, a tactical genius, was struggling to discover the 
  logical reason behind the seemingly random attacks by the 
  Shadows lately.  The attacks were tactically sound once 
  they occurred, but they seemed to happen without reason 
  or pattern, something he could not understand.  Delenn was 
  not concerned with that; the Shadows would be defeated.  
  She had faith in that.  What she did not have faith in was 
  Sheridan’s ability to take care of himself while he planned 
  the war all alone.  Knowing that he would need help, she had 
  committed him to having dinner with her and the religious 
  leaders that evening.  She made him promise her that he 
  would come by tricking him into a tangle of Minbari honour.  
  Delenn did not ﬁ ght fair when it came to those she cared for.  
  He agreed reluctantly, but it was enough for the concerned 
  new Entil’zha.
  Vir came to tell Londo as soon as he found out – Lord 
  Refa had arrived on Babylon 5.  Mollari already knew this; 
  indeed, he had been planning for the visit.  Refa had brought 
  Minister Virini with him, under protest, because the feud 
  that had been brewing between Londo’s family and Refa’s 
  was threatening the stability of the Royal Court.  Londo 
  seemed rather unconcerned, and while he was headed to a 
  meeting with them, he had another task for Vir to take care 
  of.  He needed Vir to pass on information to G’Kar about 
  his former aide Na’Toth.  According to this lie, Na’Toth 
  had been captured and kept in a cell on Narn, deep in the 
  tunnels under their capital city.  Vir knew this was a trap for 
  G’Kar, and initially refused to do it, but Londo maliciously 
  explained how badly it would go for him and his family back 
  time to do so, with new players of the Anla’shok 
  staying behind after the ceremony concludes or 
  coming into contact with other players and following 
  them on adventures of their own making.  The 
  rangers will also have revealed themselves openly to 
  their enemies, who may now take a greater interest 
  in their activities.  For good or ill, the existence of 
  the Anla’shok can no longer be kept a secret in the 
  campaign, assuming Babylon 5 plays any part in it.
  And the Rock Cried 
  Out, No Hiding Place 
  (December 7th, 2260)
  It was Z minus 14 days, two weeks before the face of the 
  Shadow War and the lives of everyone aboard Babylon 5 
  would change forever.  Garibaldi was busy shipping out 
  telepaths to the races that had signed the Babylon Treaty.  
  The telepaths would serve aboard the ships of those races, 
  acting as their only chance against the Shadows in the 
  battles to come.  Sheridan had been down in the War Room 
  for days, hardly leaving even to sleep or eat, and though 
  he did not show it much, the fatigue was getting to him.  
  Franklin was still on walkabout, and Ivanova hoped he could 
  ﬁ nd peace soon and return to his post in MedLab.  Though 
  she did not share their beliefs, the Commander was glad 
  Brother Theo and his monks were aboard.  Their faith was a 
  beacon in these dark times, giving hope to the thousands that 
  had none.  She found him annoying and yet very comforting, 
  a description she could apply to someone else on Babylon 
  5 – G’Kar.
  G’Kar had decided that every telepath shipped to the other 
  races would be given a Narn bodyguard.  Ivanova did not 
  see the need, but G’Kar did and his will was ﬁ nal.  As a full 
  member of the war council he had the right to make that 
  decision, and though Ivanova could try to override him, she 
  chose not to.  G’Kar was right; his people had sacriﬁ ced 
  much to protect them and if this was what he wanted for his 
  people, who was she to stand in his way?
  
  107
  Galaxy of 2260
  on Centauri Prime if he did not comply.  Practically in tears, 
  Vir agreed and set off to regretfully do Mollari’s dark deed.  
  Once G’Kar heard even the rumour that Na’Toth might be 
  alive, he would surely leave and, using his capable contacts, 
  ﬁ nd a way to reach his homeworld.  There, Londo’s forces 
  would capture him and deal with the thorn in Mollari’s side 
  once and for all.
  Lord Refa saw Minister Virini to his quarters and apologised 
  for how small and cramped they were compared to his rooms 
  back on Centauri Prime.  Virini certainly did not approve of 
  the décor, but he was here to deal with the division between 
  two of the Court’s oldest houses.  Refa accused Londo, who 
  was not present, of no longer being suited to life back on 
  Centauri Prime, but the Emperor was undecided in who 
  he would favour.  Virini’s word could swing the balance of 
  Cartagia’s opinion, but he was not yet certain who he would 
  give that word to as of yet.  Once Mollari arrived, Refa left 
  the room without another word.
  Londo agreed that the feud had to end.  The endless 
  accusations of poison and murder served no useful purpose 
  in the Royal Court.  Unlike Refa, he was willing to let actions 
  do what words could not.  Vir arrived, letting him know that 
  G’Kar had gained the information that would lure him to 
  Narn.  That accomplished, he assured Virini that he would 
  be handling a problem that had been a source of constant 
  embarrassment for the Emperor and the Court.  Londo and 
  Vir took their leave, though the young aide stopped him a 
  few yards from the suite to complain about how petty this 
  all was.  Londo assured Vir that he would understand things 
  soon enough.  They left, but Vir had let enough about the 
  plan with G’Kar slip accidentally that a guard at Virini’s 
  quarters overhead the basics of the plan.  As Londo and Vir 
  departed, the guard turned and left his post in a hurry.
  At dinner, the true purpose behind the religious convention 
  on Babylon 5 was revealed.  With ISN providing nothing 
  but propaganda for President Clark, Sheridan and the 
  others could not get reliable reports about what was going 
  on back on Earth.  The religious leaders had 
  taken it upon themselves to gather all the real 
  news from resistance leaders and government 
  ﬁ gures and bring it to Babylon 5.  Brother Theo 
  had organised the whole affair, but everyone 
  did their share of the work.  On Earth, ISN 
  had declared Babylon 5 a home to pirates and 
  criminals working to subvert EarthGov, but even 
  if the network had been right, Reverend Dexter 
  and the others were willing to take that chance to 
  do their part for truth and freedom.  
  In Security, G’Kar needed to ask a favour from 
  Garibaldi.  Once before, Garibaldi had used his 
  connections to get a message to Narn.  Now he 
  needed the Security Chief to get a package there 
  – a roughly G’Kar sized package.  Garibaldi 
  knew that if G’Kar was caught, he would certainly be 
  captured and killed, but the Narn’s stubborn mind was made 
  up.  Seeing as he could not change G’Kar’s mind, he told 
  him he would see what he could do.  They both knew that 
  one way or another, Garibaldi would accomplish the task 
  and G’Kar was grateful to him for it.
  Vir walked back to his quarters alone.  He was sullen over 
  what he had done to G’Kar, but that was nothing compared 
  to the trouble he was about to face.  At the silent command 
  of a Centaurum guard in the lift with him, several humans 
  rushed Vir and dragged him kicking and screaming into a 
  dark apartment in Green Sector.  There, illuminated by a 
  single lamp, Refa informed him that unless he revealed 
  Londo’s plans, he would not leave the room alive.  Vir, a 
  very loyal soul, would not break under Refa’s pressure, 
  but the canny courtier had other ways to get what he 
  wanted.  Under the piercing gaze of a Centauri telepath, Vir 
  unwillingly revealed everything about G’Kar, Na’Toth, and 
  the waiting troops on Narn.
  Later that night, while Vir languished as a prisoner waiting 
  for Refa to ﬁ nish his business with Londo, Reverend Dexter 
  found Sheridan sitting alone in a dark room of his own.  
  Sheridan was worried about all the stress that had been piled 
  up on him, but he was not willing to share any of that burden 
  with others, especially Delenn.  The Reverend could see that 
  Delenn loved Sheridan very much, and he urged Sheridan 
  to let her help him.  It was not just for him, Dexter told him 
  – it was for both of them.  God created Eve for Adam not 
  because he wanted her, but because he needed her.  There 
  was a lesson in that.  Dexter had served as a chaplain in the 
  Earth/Minbari War and he had seen a lot of ofﬁ cers there 
  that reminded him of Sheridan.  They were good people, 
  just like him, but they were so worried all the time that no 
  one wanted to burden them further.  The conversation made 
  Sheridan uncomfortable, but he knew Reverend Dexter was 
  right.  His ‘worry tank’, as Dexter called it, was full and 
  
  108
  Galaxy of 2260
  there was only one person on the station he trusted and loved 
  enough to help him empty it.
  G’Kar arrived on Narn; word of his arrival had spread to the 
  resistance and they were there to meet him.  He looked out 
  over the ruins of his beloved world and wept for the past.  
  The buildings of their cities were in ruins and it would take 
  years for all the particulate matter to come down out of the 
  sky.  The days and nights were colder than ever before and 
  nearly all life on the surface had choked itself to death.  Narn 
  was dead and would stay that way for decades.  But Na’Toth 
  was not dead and G’Kar was determined to ﬁ nd her no 
  matter what the risk.  He gathered a force of his people and 
  led them into the Kha’Ri tunnels to ﬁ nd her hidden cell.
  Elsewhere on Narn, Lord Drigo of the Centauri Royal Court 
  was preparing a replica of the inner chambers of the Palace 
  back on Centauri Prime for the Emperor’s eminent arrival.  
  Refa, who had just arrived by the ﬂ eet’s fastest ship, needed 
  seven of his best guards to accompany him into the tunnels 
  under the city.  He intended to capture G’Kar himself and 
  make a gift of the last of the Kha’Ri to Emperor Cartagia 
  along with Londo Mollari’s head on a silver plate.  The feud 
  between their houses was certain to end soon – in blood.
  In the War Room, Delenn and Sheridan ﬁ nally broke the 
  riddle of the Shadows’ seemingly random attacks.  They 
  were driving the refugees from each attack into one area 
  in the centre of the sector.  That area had been purposely 
  left untouched, concentrating a huge number of desperate 
  survivors with nowhere to run.  The attacks were as much 
  about terror as territory.  When the Shadows did ﬁ nally get 
  around to striking that part of space, the effects would be 
  demoralising.  The fact that Sheridan could appreciate the 
  tactical value of such a horrible manoeuvre and that it had 
  happened so many times in Earth’s past concerned Delenn 
  greatly, but she had to agree with his assessment.
  Londo freed Vir himself, punching out 
  the guard left to watch him.  Vir was 
  grateful for the rescue, but he knew he 
  had given up too much information. 
  That inadvertent betrayal was already 
  taking shape on Narn where Refa and 
  his borrowed guards were stalking 
  G’Kar’s troops through the shadows of 
  the resistance’s underground tunnels.  As 
  G’Kar neared his goal, Refa came out of 
  hiding and aimed a Centauri gun at the 
  last surviving member of the Kha’Ri.  His 
  trap was in place, or was it?
  ‘Hello, Refa. If you are 
  seeing this message, 
  it is because in a very 
  few minutes you will be dead.’
  Londo
  On Narn, instead of looking hunted, G’Kar returned Refa’s 
  gaze with the look of a hunter.  He took a small hologram 
  generator and played the image it held for the Centauri 
  noble.  It was Londo, who revealed that the whole incident 
  had been staged for his beneﬁ t.  The men with Refa were 
  actually loyal to Drigo, who was loyal to House Mollari.  
  They would no longer assist him.  To buy G’Kar’s help, he 
  had bartered the lives of thousands of Narn, but the price 
  had been worth it.  Here, in these tunnels, Refa would die.  
  It was a ﬁ tting thanks for the life of Londo’s beloved Adira 
  and the agony Refa had brought to Centauri Prime in the 
  course of his own ambition.  With those words, the Centauri 
  Troops withdrew and the Narn descended on the terriﬁ ed 
  noble.  He ﬂ ed, as fast as he could run, but the Narn were 
  everywhere.  They had rage of their own to pay Refa with, 
  all the hostility that had come with the death of their world 
  by his orders.  He had organised the mass driver bombing of 
  Narn, a fact they would never forget.  G’Kar made sure they 
  left his head intact and placed a data crystal in Refa’s pocket 
  to be found later, but the noble’s life was theirs.  As G’Kar 
  watched impassively, they took that life with all the fury in 
  their hearts. 
  On Babylon 5, Reverend Dexter held a much needed prayer 
  service.  He talked about who the true enemy was for all 
  of them, alien and human alike.  It was fear, because fear 
  drove them against other, and hate, because hate would 
  turn against them and destroy them in the end.  The whole 
  chapel, even the Minbari among them, stood up and sang 
  a spiritual entitled, ‘No Hiding Place’.  It was hauntingly 
  appropriate, given that it was being sung at the same time 
  Refa was being beaten to death on Narn.
  
  109
  Galaxy of 2260
  Londo met with Minister Virini, handing him the crystal 
  found on Refa’s horribly broken corpse.  The crystal was 
  stained completely red, a testament to the violence of his 
  death.  It contained valuable information that would have 
  been useful to the Narn resistance.   It appears, he told the 
  Minister, that Refa had been on Narn trying to play them off 
  the Centauri.  Virini had a hard time believing that, but in the 
  face of all the evidence and no living Refa to dispute it, he 
  had to accept it as the truth.  The feud was over and, as Refa 
  had suspected, it ended in blood.  Of course Vir was furious 
  at being used in this way, but such things would pass.  Vir 
  was young and naive; Londo was old and cynical.
  Delenn knew Sheridan needed hope, and she had just the 
  thing to give it to him.  She took him in the White Star that 
  night to a hidden location in Minbari space.  There, the 
  worker caste had been toiling day and night to ﬁ nish the ﬁ rst 
  wave of ships for their army.  He looked out among the stars 
  and saw dozens upon dozens of White Stars, all identical to 
  the ship he was in – the White Star was never intended to be 
  unique; the rangers under his command would pilot them.  
  It was hope, but more than that, it was a real chance against 
  the Shadows.  His heart swelled to see them all and in the 
  emotion of the moment, he swept Delenn into his arms for 
  their ﬁ rst true kiss.
  Scenario and Campaign Hooks
  G All over the galaxy, the plight of resistance ﬁ ghters 
  grows worse during this time.  From the pressures 
  of President Clark’s campaign of misinformation 
  and terror to the crushing might of the Centauri 
  forces occupying Narn, those who ﬁ ght for freedom 
  are having trouble even staying alive, much less 
  winning any kind of victory over their oppressors.  
  For campaigns set in this era with that kind of 
  theme, things should become harder and more 
  dangerous at this point – making it seem like all 
  could be lost with the next desperate battle.  This 
  is the dark before the storm, with the raging winds 
  of change coming right behind.  New enemies may 
  appear and old allies might get swept aside by 
  the force of the players’ opponents.  One of the 
  themes of Babylon 5 is that the heroes always 
  win, but the war is never really over.  Sometimes 
  the odds seem insurmountable, and good has to 
  strive with all its might to forge on.  As long as 
  a Games Master remembers that there should 
  always be a glimmer of hope, however slight, in 
  any situation, a campaign will always capture the 
  spirit of Babylon 5.
  G 
  The greatest weapon in any war is 
  information and an entire campaign or story 
  arc could be dedicated to players ﬁ nding ways 
  to gather news during the height of Clark’s 
  crackdown on information sources in 2260.  
  Players could ﬁ nd good roles for themselves 
  in this epic struggle fought with computers 
  and cameras instead of PPGs, against data banks 
  and security tapes instead of soldiers.  Of course, 
  there would still be room for plenty of action in a 
  campaign of this nature, since the media is never 
  censored unless someone has something to hide.  
  Some of the reporters working for ISN before 
  Clark’s takeover of their studio might still be alive, 
  doing what they can to get the truth to anyone who 
  will listen.  Conversely, a darker plotline might 
  involve EarthForce soldiers and agents dealing 
  with rogue news hounds before they can release 
  damning information about the truth behind Clark’s 
  assassination complicity and his dealings with the 
  Shadows.
  G Political games, especially those set in the Royal 
  Court of Emperor Cartagia on Centauri Prime, will 
  be rampant after the events of this episode.  For 
  players of Centauri nobles, the turbulent waters that 
  are Imperial politics will get a little more placid 
  following the death of Refa and the discrediting 
  of his family, but not much.  Instead of a feud to 
  deal with, there will be the massive groundswell 
  of support going over to House Mollari and the 
  
  110
  Galaxy of 2260
  constant battles between families dedicated to the 
  Republic’s war efforts as guided by the Shadows 
  and those concerned with their homeworld’s 
  security.  Somewhere between these two extremes 
  is Emperor Cartagia, whose inﬂ uence through his 
  direct supporters can swing the tide of any political 
  debate, if it is courted properly.  As time goes on, 
  Cartagia will become more erratic, but for now 
  he can be a valuable ally if treated carefully and a 
  dangerous opponent if mishandled.
  Shadow Dancing 
  (December 14th, 2260)
  Though the representatives of the League of Non-Aligned 
  Worlds did not know it yet, only seven days remained before 
  history would be made on the distant world of Z’ha’dum.  
  They were in the Council Chamber, deliberating Babylon 
  5’s most serious request of them to date.  The war council 
  had a target in mind – a mission that would take the war to 
  the Shadows – but to strike effectively they would need a 
  vast number of ships.  The League worlds were hesitant to 
  dedicate that many ships to the cause, since doing so meant 
  weakening their own defences around their homeworlds.  It 
  was a serious consideration, but the Minbari were willing 
  to contribute several cruisers and the ﬂ eet of White Stars 
  that none of them knew about yet.  The decision was a hard 
  one for each government, but Delenn hoped they would not 
  take long to choose.
  Ivanova was in her quarters, in a private meeting with 
  Sheridan and Marcus.  For two months, refugees from 
  all the League worlds hit had been ﬂ ooding into Sector 
  83 just as the Shadows seemed to want them to do.  Since 
  the numbers of ﬂ eeing ships had declined drastically in the 
  last few days, it was the Captain’s guess that the Shadows 
  would strike soon, possible within the day.  The only 
  way for the Alliance to strike the Shadows when they did 
  attack would be to get a warning as soon as the dark aliens 
  appeared out of hyperspace.  That meant having a single 
  ship in the area of conﬂ ict to provide that warning.
  It was up to Ivanova and Marcus to man that ship, the 
  ﬁ rst White Star, and give the ﬂ eet the signal they needed 
  to move in on the Shadows.  They were not to engage the 
  enemy, since their role was as a ﬁ rst warning only, and 
  neither had any illusions of their chances.  Even with the 
  fastest ship in the Alliance, they only had a 50% chance of 
  making it back from this battle alive.
  After the Drazi ambassador gave Delenn the approval 
  of the League to go ahead with her ﬂ eet plans, she told 
  Sheridan to send the White Star on to Sector 83.  He did so, 
  sending with Marcus and the Commander an old Egyptian 
  blessing to speed them on their way.  As they headed off 
  into hyperspace, Ivanova relayed it to the ranger.  ‘May 
  God stand between you and harm,’ she told him, ‘in all the 
  empty places where you must walk.’  It was a comforting 
  thought, especially as they very well might be on their way 
  to a swift and certain demise.
  Zack Allen caught up with Garibaldi on his way back to 
  the Security ofﬁ ce.  Zack noticed that his boss seemed 
  more depressed than usual.  Garibaldi was concerned 
  about Franklin; his friend was not back from walkabout 
  yet.  Zack was right when 
  he said that Franklin needed 
  to get his head on straight 
  and no one could do that for 
  him, but Garibaldi was still 
  worried.  He had walked 
  away from a lot of things 
  in his life that he should not 
  have, and he had a feeling 
  that Franklin was one of 
  them.  Still, there was not 
  much he could do for his 
  friend now, wherever he had 
  ended up in the station.
  The where for Stephen 
  Franklin was Downbelow 
  in the area’s largest market, 
  
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  Galaxy of 2260
  and Garibaldi had been right about him being in trouble.  
  Still suffering from withdrawal from stims, he was sitting 
  alone in a room full of people.  A couple and their daughter, 
  touring the station from Earth, discussed the political 
  situation back home as they passed him.  The woman of 
  the group, a domineering sort with a very low opinion of 
  other people, said that according to President Clark, the 
  homeless were a result of social problems, not economic 
  ones.  It was obvious propaganda, but some apparently 
  believed the lies.  Franklin knew the truth, but he also knew 
  the futility of trying to explain it to people like her.
  The White Star had spent a day in Sector 83, and still no 
  sign of the Shadows.  Ivanova and Marcus were taking 4 
  hour turns at the helm of the ship, watching for any sign 
  of the enemy.  Ivanova came in to the barracks to relieve 
  Marcus for his turn, and he ran a weapons check for the 
  ship verbally before he left.  She commented on his ﬂ uency 
  with the Minbari language.  He offered to teach it to her, 
  but she did not think it would take less than a year to learn 
  the tongue.  He asked her how much older she would be in 
  a year if she did not learn Minbari – an argument she had 
  no counter for.  He informed her in Adrenato that she was 
  the most beautiful woman he had ever seen, but lied when 
  asked for an explanation and told her that it was a simple 
  greeting.  He then left her to try and get some sleep on one 
  of the barracks’s oddly angled beds.  That was, sadly, a 
  losing proposition that ended with her in the ﬂ oor instead.
  On Babylon 5, Delenn brought Sheridan the latest ship 
  reports from the League militaries.  They were all holding 
  back the bulk of their forces, showing that they did not 
  have much faith in this strike succeeding.  He needed more 
  ships, but these would have to do.  It was taking all of their 
  political pull just to keep the ships 
  that had been volunteered, so getting 
  more was likely a lost cause.  Sheridan 
  was on his way to the Trigati, a newly 
  commissioned Sharlin cruiser, with 
  Delenn to rendezvous with the ﬂ eet 
  outside Sector 83.
  Sheridan did not like the thought of 
  Delenn being with him, but that was 
  what she wished.  She also wanted 
  to come back with him afterward 
  and spend the night together in the 
  Minbari tradition of Three Nights. 
  This meant that the female watched 
  the male sleep, waiting for his true 
  self to be revealed to her as the 
  mask he wore during the day faded away.  If she liked 
  what she saw, she would stay for two more nights.  If 
  she did not, she would leave and they went their separate 
  ways.  The thought of it made Sheridan nervous, but he 
  knew that getting involved with a Minbari would have its 
  complications.
  In the darkest tunnels of Downbelow, Franklin heard a 
  scufﬂ e going on.  He went down to investigate and came 
  across two people beating up a third, all of them human.  
  The two wanted the bag the other was holding, and they 
  were roughing him up pretty badly.  Franklin tried to stop 
  them, but was pinned to a wall and stabbed in the gut for 
  his trouble.  As he sat against the bulkhead bleeding, the 
  man he had rescued scurried past him.  The bag was full of 
  drugs and if he called for Security, he would be arrested.  
  He abandoned Franklin to his wound, leaving him for dead 
  in the shadows of the station.
  Just as Ivanova had ﬁ nished making a bed for herself out of 
  the triangular pillows from the reclining palettes, Marcus 
  called her to the bridge.  The White Star had picked up 
  a small Shadow vessel of unknown conﬁ guration coming 
  into the sector.  It was a scout ship, very similar to the White 
  Star in function, and as soon as the moon they were hiding 
  behind moved out of eclipse with them, it would detect 
  their presence.  No sooner was this said than it happened, 
  and they were revealed to the enemy.  Before it could get 
  off much of a signal, Ivanova had its transmissions jammed 
  and tried to catch it before it could ﬂ ee.  It was a desperate 
  chance, but if it warned the Shadow ﬂ eet, all of this would 
  be for nothing.
  
  112
  Galaxy of 2260
  On the Trigati, Sheridan and Delenn headed to the ship’s 
  Tactical Centre, a chamber at the heart of the ship where 
  holographic displays allowed military leaders of the 
  Minbari to guide battles using massive images of the 
  various ships involved and many different angles of view.  
  It was an amazing sight, especially as they had multiple 
  cruisers at their disposal, each with a telepath aboard to 
  help slow the Shadow vessels they would be engaging as 
  soon as they got the signal to proceed from Ivanova.
  In Downbelow, Stephen Franklin had received his wish.  
  He was going into shock from blood loss and although 
  he had managed to drag himself from the spot where he 
  had been stabbed down the corridor, he was at the base of 
  a ladder leading into the rest of the station and he did not 
  have the strength of will to climb it in spite of his agony.  It 
  was now, at the probable end of his life, that Franklin met 
  himself at last.  He saw a vision of himself in full uniform, 
  sitting at the top of the ladder staring down at him.  If he 
  wanted to talk, it would have to be quick; he was not likely 
  to survive much longer.
  Ivanova and Marcus were in the same predicament as they 
  chased the Shadow scout through Sector 83.  They opened 
  ﬁ re, knowing that they could not afford to let the ship get 
  away.  They sliced off several of its manoeuvring legs with 
  their weapons, but the thing turned around and rammed 
  them.  The White Star survived the impact, but it damaged 
  their engines and took their jump drive ofﬂ ine.  That was 
  the least of their problems.  The scout had done its job; a 
  massive ﬂ eet of Shadow vessels began to manifest from 
  hyperspace less than 5,000 kilometres from their position.  
  If they signalled the ﬂ eet, 
  it would alert the ﬂ eet to 
  their presence, but if they 
  did not, the Shadows might 
  move on to attack the ﬂ eet 
  in 
  hyperspace 
  without 
  warning.  Marcus was quite 
  happy with the idea of living 
  forever, but he was willing 
  to do his part for the cause.  
  He sent the alert signal to 
  the ﬂ eet, and then braced 
  for some desperate evasive 
  manoeuvring.  They could 
  not outrun the Shadows, but 
  they could still dodge.
  ‘I was defining myself by what 
  I wasn’t instead of by what 
  I was...When I did that I was 
  missing the moments.’ 
  Dr. Stephen Franklin 
  Franklin’s hallucination kept talking to him while he sat 
  bleeding to death at the base of the Downbelow ladder, 
  and from what he was saying, Franklin did not like himself 
  very much.  All of his life, he had run away whenever 
  things got too tough.  He could not face his father, so he 
  left home to go to medical school.  He did not have the 
  patience for a long internship, so he went hitchhiking on 
  starships to trade his medical skills for passage.  In the 
  Earth/Minbari War, he had run away again by burning 
  his notes on Minbari physiology.  His walkabout was just 
  another example of running away from everything, and if 
  dying was more important than getting up and ﬁ ghting for 
  what he believed in, his hallucination urged him to get on 
  with it.  He did not care one way or the other any more.  
  Franklin was merciless with himself, but the berating 
  talk did accomplish something.  It broke him out of his 
  shock and made him angry – angry enough to get up off 
  the ﬂ oor and crawl his way over to the ladder.  Fighting 
  every moment just to stay conscious through the pain, his 
  hallucination yelled at him to keep going while he chanted 
  again and again that he wanted to live his life again.  To 
  do that, he would have to make it up the ladder and out 
  into an open corridor.  To live at all, he would have to stay 
  conscious long enough to get help.  Several excruciating 
  minutes later, he tumbled out of a hallway into the 
  marketplace, covered in blood and barely alive.  
  
  113
  Galaxy of 2260
  Ivanova and Marcus did not have 
  to dodge for long.  The ﬂ eet had 
  received their signal and arrived 
  just in time to save them.  It was 
  a huge armada, the largest ever 
  collected from multiple races in the 
  history of Earth or the Non-Aligned 
  Worlds and they would need every 
  ship.  The Shadows had positioned 
  escort vessels such as ﬁ ghters and 
  scouts to put distance between the 
  Alliance’s telepaths and their capital 
  ships.  The Alliance ﬁ ghters, mostly 
  Starfuries, Nial and Frazi class 
  ships, were commanded to clear a 
  path through these so their cruisers 
  could get close enough to the main 
  Shadow ﬂ eet to be of some use.  
  Sheridan gave orders from the Tactical Centre, watching 
  the battle unfold all around him.  He guided the medium 
  class ships like the Drazi Sunhawks to provide cover 
  for the ﬁ ghters.  The rest of his ﬂ eet was given orders to 
  break and attack.  A tight cluster was just an easy target 
  for the Shadows with their scything energy beams, so 
  Sheridan dispersed the bulk of his resources.  This made 
  the Shadows come to him and minimised the effectiveness 
  of their screening ships.  It was a gamble, but they had no 
  other chance.  The Shadows were manoeuvrable and fast, 
  but Sheridan understood their tactics now.  Every time 
  they tried to outﬂ ank him, he had a wave of ships ready 
  to cover it.  When they cut off part of his defensive line, 
  he pulled other lines around to engage the attackers.  It 
  took every ship he had, and many of them were torn apart 
  by the terrible weapons of the Shadows, but after a long, 
  exhausting battle over several hours, what few Shadow 
  ships remained pulled back into Hyperspace and ﬂ ed.  It 
  had been costly, but the Alliance had won their ﬁ rst major 
  victory.  Battered and bloodied, the survivors headed 
  home.
  It was a ﬁ ght all the way from Downbelow to MedLab to 
  keep Franklin alive.  He was in a critical condition, and 
  the medical technicians who treated him thought it was a 
  miracle he could have walked as far as he did.  They worked 
  around the clock to treat his injuries, but he was by far not 
  their only patient.  The shuttles carrying the injured from 
  the battle in Sector 83 had arrived.  Most of the people on 
  them were suffering from radiation burns and concussions, 
  but they all needed help and they needed it immediately. 
  Sheridan was worried about the pilots, but he shared 
  Garibaldi’s greater concern.  Now that the Shadows knew 
  they could be hurt, even if the exchange rate was one of 
  their ships for every two in the Alliance ﬂ eet, it would 
  not be long before they decided to bring the ﬁ ght right 
  up to Babylon 5’s proverbial doorstep.  In the depths of 
  hyperspace at that very moment, a single Shadow vessel 
  travelled through hyperspace, intent on doing just that.  
  From its depths, a strange triangular shuttlecraft emerged 
  and headed off on its own.  The Shadows would be coming 
  to Babylon 5 soon enough, but not with an armada.
  Garibaldi sat up with his friend for as long as he could.  
  Whenever he would fall asleep, one of the doctors would 
  ﬁ nd him a corner to rest in since all of their beds were 
  ﬁ lled with the wounded and the dying.  It took more than 
  a day, but Franklin ﬁ nally woke up.  With his typical luck, 
  Garibaldi lost a 30 credit bet since he had been sure his old 
  friend would come out of his coma before this.  Still, it was 
  good just to see Franklin awake.  That meant he would pull 
  through the stabbing, even if it still hurt.  Franklin needed 
  to rest, so Garibaldi left him with a warning never to do 
  this to him again.  It was touching, knowing how much 
  someone cared about him, but as Franklin looked out 
  from his bed at all the pilots and crew injured in the rest 
  of MedLab, he saw just what his ‘revelation’ had cost the 
  people he was not out there helping.
  In his ofﬁ ce with Ivanova and Delenn, Sheridan recalled 
  the dream images Kosh sent him a year before.  Ever since 
  the Vorlon died, he had been remembering them with 
  greater frequency.  He remembered Ivanova’s asking if he 
  knew who she was, and calling him the ‘hand’.  Garibaldi 
  
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  Galaxy of 2260
  had been in them as well, saying that the man in-between 
  was looking for him.  Sheridan disliked looking to signs 
  and omens for ideas about how to proceed, but if the man 
  in-between was his equal but opposite number among the 
  Shadows as Delenn and Ivanova suggested, that person was 
  sure to be coming soon.  They had just handed the Shadows 
  a defeat and that would not likely be forgotten easily.
  In MedLab, as soon as Franklin could sit up he was 
  directing the place again.  He was not ofﬁ cially back, but 
  he could not just lay down and do nothing.  Sheridan had 
  heard that he was up and about, so he came to MedLab 
  to offer him his position as Chief Medical Ofﬁ cer again.  
  Franklin knew he wanted the role and he knew that this 
  time, he could do a much better job than before.  The stims 
  had helped him do more work, but what he really needed 
  to do was better work.  It was a hard lesson, but he had 
  learned it well.
  In Sheridan’s quarters, the ritual of Three Nights had 
  begun.  Delenn stood beside his bed, watching his true face 
  emerge while he slept.  From her smile, she obviously liked 
  what she saw.  She walked around his quarters and looked 
  at the many memories of his life back home.  She picked up 
  a snow globe with a lighthouse in it and shook it, delighting 
  in the little coloured pieces of glitter that ﬂ ickered inside 
  it.  Just then, the door to Sheridan’s quarters opened and a 
  woman walked in.  It was Anna Sheridan, John Sheridan’s 
  supposedly dead wife.  The snow globe fell from Delenn’s 
  hands and shattered.  
  The Alliance Armada
  The Battle of Sector 83 showed the League of Non-Aligned 
  Worlds that Sheridan’s leadership and their own people, in 
  combination with trained telepaths, could score a military 
  victory of their own against the Shadows without the help 
  of the Vorlons.  This last element was critical.  Not only did 
  the Vorlons not offer their aid in the battle, but they were 
  not even approached before the desperate battle took place.  
  Even when Sheridan did not think he would have enough 
  ships to pull off the offensive, he did not go to the new 
  Vorlon ambassador and request assistance.  The reasons 
  for not doing so were two-fold.  The ﬁ rst was Sheridan’s 
  awareness of what the last round of aid from the Vorlons 
  had cost.  He was unwilling to expose the new Kosh to 
  the same fate as his predecessor.  The other reason was 
  even more important; the Alliance needed a victory they 
  could call their own.  While the Vorlons had vastly superior 
  technology, the League Worlds could not depend on them 
  and Sheridan had no wish to perpetuate any military 
  arrangement that did so.
  Instead, he built up a ﬂ eet of ships from the member worlds 
  of the League and supplemented them with his own wave of 
  White Stars and Minbari cruisers.  The latter were crewed 
  by the worker and religious castes of the Minbari only, as 
  the warrior caste was still refusing to ﬁ ght in the Shadow 
  War.  This reticence was costly, as the Alliance desperately 
  needed the aid of those trained ﬂ eet soldiers, but it could 
  not be helped.  Instead, Sheridan planned around what he 
  did have – a small portion of the total military force of 
  several younger races.  Between the Drazi, the Brakiri, 
  and the Vree, he had a strong battery of medium-to-large 
  cruisers, and with every ship he could glean from the 
  dismantled military of the Narn, he had ﬁ ghters and heavy 
  cruiser support in the form of the G’Toc.
  The ﬂ eet that descended on the Shadows in Sector 83 
  was the largest assembly of ships from separate galactic 
  militaries in the history of any race involved, and while the 
  victory they tore from the stars that day was a costly one, 
  it was inspiring to learn that the Shadows were vulnerable 
  to a coalition of mutual defence among them all.  It cost 
  two ships from the Alliance Armada for every one Shadow 
  vessel they destroyed, but the gain in morale was worth the 
  sacriﬁ ce.
  Scenario and Campaign Hooks
  G For any campaign focusing on the military battles 
  of this time period, the Battle of Sector 83 is not 
  to be missed.  Games Masters can run the players 
  through a small arc of the battle, concerning them 
  just with their continual ﬁ eld of vision and the 
  targets that come across it in a rolling combat 
  that lasts until the Shadows ﬂ ee the area at a 
  predetermined point.  Alternately, the entirety of 
  the battle could be played out over the course of 
  what might be several nights of battle.  In this 
  case, the players might take the role of different 
  commanders, ordering small sub-ﬂ eets in battle 
  and ﬁ ghting until the Shadows are brought down 
  to a certain number of vessels and retreat.  Either 
  way, the Battle of Sector 83 offers the chance for a 
  number of combat scenarios and non-stop action.  If 
  a Games Master prefers, smaller reciprocal battles 
  in the area could be fought instead.  The bulk of the 
  Shadows’ ﬂ eet hit Sector 83, but that is not to say 
  that other engagements were not also being fought 
  at the same time.  Players might be responsible 
  
  115
  Galaxy of 2260
  for ensuring that these lesser engagements were 
  dealt with quickly before they could endanger the 
  success of the primary Alliance mission. 
  G For Anla’shok players, this period marks the ﬁ rst 
  assignment of White Stars among their order.  
  Unless there is a good reason for them not to 
  receive one to command, every active ranger will 
  be assigned a White Star to lead in the Battle of 
  Sector 83.  Games Masters can then either recall 
  the ship for repairs or reassignment if having a 
  White Star in the hands of the players does not ﬁ t 
  into their current campaign or make adjustments to 
  accommodate its presence.  In any case, the White 
  Stars will become synonymous with the rangers 
  for a time, though not every member of the order 
  will remain in command of one after the Battle 
  of Sector 83.  Many will return to their espionage 
  and intelligence gathering roles, while others 
  will be needed to handle missions that would be 
  compromised by a high proﬁ le ship like the White 
  Star.  In any case, rangers will not own their White 
  Star vessels any more than EarthForce commanders 
  own their warships.
  G The fallout of the Battle of Sector 83 will be felt 
  throughout the known galaxy.  From wounded pilots 
  and crew ﬂ ooding every major starbase and outpost 
  in the League of Non-Aligned Worlds to mercenary 
  forces being contracted as fast as their rates can be 
  paid to bolster the defences of alien homeworlds, 
  opportunities abound for players to get involved at 
  some level with the war effort.  Players on Babylon 
  5 will have a hard time not getting swept into the 
  war in whatever 
  way their skills 
  best suit them to 
  active duty, while 
  those in other parts 
  of the galaxy will 
  have to travel a 
  long way to not at 
  least hear about the 
  conﬂ ict.  Centauri 
  characters 
  will 
  have an especially 
  hard time at this 
  point in history; 
  their 
  homeworld 
  is still considered 
  part of the Babylon 
  5 Security Council 
  but none of their ships aided the Alliance Armada 
  in Sector 83.  This will not go unnoticed, but for 
  now none of the League Worlds will take them to 
  task for it.  Individual Centauri players might catch 
  some unofﬁ cial repercussions in the form of angry 
  pilots talking in bars or ofﬁ cers passing them in the 
  hall and calling them cowards.  
  Z’ha’dum (December 
  21st, 2260)
  Delenn watched in horror as Anna Sheridan walked into the 
  Captain’s quarters, interrupting her ritual of Three Nights 
  with John.  Sheridan came out of his room, awakened by 
  Anna’s voice but not believing what he saw.  Embarrassed 
  and ﬂ ustered, Delenn ﬂ ed the chamber almost in tears.  
  John Sheridan wanted to go after her, but Anna stopped 
  him.  This was a moment that should just be between them.  
  She was sorry that it had been ﬁ ve long years since she had 
  
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  Galaxy of 2260
  seen him, but there had been no way to get any word to him 
  on Babylon 5.  She had been completely out of touch.  She 
  also made it sound like Delenn had known where she was, 
  though Anna did not say that directly.  She knew that John 
  would have questions and that he did not understand any 
  of what was going on.  She had all the answers he wanted, 
  and would take any test he liked to determine her identity 
  as his wife.  The only thing she asked was that to get his 
  questions answered, he would have to come with her.  He 
  asked where he had to go, but he already knew the answer.  
  Anna wanted him to come back with her to Z’ha’dum.
  ‘Humans have a saying: What’s 
  past is prologue...Minbari also 
  have a saying: What’s past is 
  also, sometimes, the future.’ 
  Delenn 
  In one of the cargo bays aboard Babylon 5, Ivanova was 
  inspecting G’Kar’s and the Gaim’s latest contribution to 
  the war effort.  Early in their history as a spacefaring race, 
  the Gaim used nuclear devices as part of their spaceship 
  weapons complement.  Now, they were delivering the 
  remainder of their stockpile to the Alliance.  Ivanova 
  considered the possibility of using these to mine an area 
  of space the next time they learned where the Shadows 
  would be striking.  G’Kar was certain the 600 megaton 
  devices would make a most satisfying boom when they 
  were detonated.
  Down in MedLab, Anna was undergoing a complete suite 
  of comprehensive physical examinations.  She seemed in 
  good spirits about the whole affair, smiling and waving to 
  Captain Sheridan as she endured the endless tests.  Franklin 
  came to him with the test results as soon as he had them 
  all.  Her dental records and DNA sequences all conﬁ rmed 
  that she was Anna Sheridan, his wife.  Sheridan could not 
  believe it.  He had forced himself to make a new life and 
  accept her death so recently that her return had everything 
  in his world upside down.  Franklin had noticed some 
  epidermal scarring on the base of her neck, but it would 
  take a few more tests to conﬁ rm what that was.  Sheridan 
  authorised them; he had to know.
  He needed answers, and he could think of only one person 
  to get them from – Delenn.  In the old war council room, he 
  questioned her about Anna.  Delenn and Kosh had assured 
  him that those aboard the Icarus that had not served the 
  Shadows had been killed; they knew that beyond question.  
  Sheridan could not believe his wife would have served the 
  Shadows, so that left only two options; he was wrong or he 
  had been lied to.  He could not bear to believe either, but 
  one of them was the truth.  Delenn tried to make him believe 
  she was telling the truth, and he wanted to.  It just was not 
  that easy.  He still loved Anna, and had been ﬁ ghting off 
  that love every day he was with Delenn.  He loved her 
  too and wanted to build a life for them together, but this 
  changed everything.  Delenn could not have permitted him 
  to go to Z’ha’dum after the hope that Anna was alive, so 
  she and Kosh had hidden the fact that she might possibly be 
  alive and working for the Shadows from him.  He crumpled 
  into a chair, unwilling to accept any part of this.  It hurt him 
  deeply, and that hurt Delenn as well.  
  Pain was a consistent theme for everyone on Babylon 5 that 
  night, but others had their own way of coping with it.  While 
  John and Delenn suffered in the depths of his confusion 
  and her guilt, Londo Mollari sought another drink at the 
  Dark Star.  He was drinking heavily 
  because of some bad news from his 
  homeworld.  He shared the news 
  with Vir when his aide came to see 
  him – he had been promoted to the 
  position of Advisor to the Emperor 
  on Matters of Planetary Security.  Vir 
  thought this would be good news, 
  but Londo knew better.  It was a 
  leash, not a reward, and it had come 
  because people on Centauri Prime 
  were afraid of him and his associates, 
  the Shadows.  Almost as if coming 
  when called, a business acquaintance 
  of Mr. Morden’s walked up to the 
  table where Londo was seated and 
  
  117
  Galaxy of 2260
  delivered a warning to him.  If Londo valued his life, he 
  would leave the station at once.  The man seemed very 
  sincere, and urged him to hurry.  Londo knew that tone, 
  and he knew the look in the man’s eyes.  Whatever was 
  about to happen to Babylon 5 would not be pleasant at all.  
  He might leave as the instructions had directed, but ﬁ rst he 
  was going to have another drink.
  In Sheridan’s quarters, Anna was looking over her wedding 
  photos on John’s shelves as if she was seeing them for the 
  ﬁ rst time.  Her look of confusion became a warm smile 
  when she heard Captain Sheridan enter the room behind 
  her.  He wanted to know what she had been doing on 
  Z’ha’dum all this time.  Anna could only say that it was 
  important work, but promised him all the answers he was 
  wanted if he would go with her to Z’ha’dum.  He suspected 
  a trap, but she assured him that he would be safe.  The 
  Shadows just wanted to talk, or so she told him.  All the 
  Shadows desired was a chance to tell their side of the story.  
  If he would not go, there was no threat involved.  The 
  Shadows were not making an ultimatum; they only wanted 
  him to talk with them and hear what they had to say.  If he 
  would not come, Anna would go back without him.  John 
  Sheridan did not believe that for a moment, but he needed 
  answers and it became increasingly clear that Anna did not 
  have them and neither did Delenn.  He was only going to 
  get the truth if he went with Anna to Z’ha’dum.  Before he 
  left, he had one condition – he wanted the truth about what 
  had happened with the Icarus on Z’ha’dum.  The story Anna 
  told him went back several years to the discovery of the 
  ﬁ rst Shadow ship on Mars by Interplanetary Expeditions.  
  When they dug it partially out of the red soil and exposed 
  it to daylight, the ship had sent out a coded transmission.  
  IPX worked quickly under 
  the orders of EarthForce New 
  Technologies Division.  They 
  analysed the half-buried ship, 
  took pieces of it to study, and 
  planted a homing device inside. 
  When the second ship came 
  for it three days later, the two 
  vessels left a beacon trail that 
  IPX could follow all the way 
  to the outer rim of the galaxy. 
  That was where Anna had 
  become involved at the request 
  of the Icarus’ Captain and lead 
  researcher for Interplanetary 
  Expeditions, Doctor Chang.  He 
  had requested her speciﬁ cally 
  because of her extensive skills 
  in alien linguistics and archaeology.  It had been the ﬁ nd of 
  a lifetime, but it would also be her last.  She had been there 
  ever since, working for the Shadows that they had awakened 
  with their arrival.  The destruction of the Icarus had been an 
  accident, not some attack by the aliens.  They did not even 
  call themselves the Shadows.  The real name of the race 
  was an unpronounceable word ten thousand letters long.  
  The aliens were approachable, and their technology would 
  change Earth forever.  With what Anna and the others had 
  discovered on Z’ha’dum, the Earth Alliance could have 
  energy and vehicles a thousand years more advanced than 
  anything it might have developed on its own.
  According to Anna, Delenn, Kosh, and the Minbari had 
  been misleading him for years.  It was time he came 
  to Z’ha’dum and learned the truth.  He was obviously 
  concerned by exactly what the truth meant any more, but 
  he agreed with her.  It was time.  He would come with 
  her to Z’ha’dum and see what the Shadows considered 
  the truth.  It pleased Anna to hear that, but Sheridan was 
  nowhere near happy.  Still, this all gave him an opportunity 
  to accomplish something that no one else could do.  He 
  was not about to let the chance pass him by.  To do it, he 
  would need help, and there was one person on the station 
  he would depend on to handle any job, no matter how 
  sensitive or bizarre without fail.  He asked Garibaldi to 
  have all the White Star crew brought aboard for Identicard 
  processing and entrance to the station’s records.  That left 
  the White Star abandoned and on auto-pilot, but it could 
  handle that for a few hours.  He also gave the Security 
  Chief a data crystal with a few additional tasks on it.  They 
  were conﬁ dential, and when Garibaldi saw what they were, 
  he understood why.  Sheridan appealed to him to just do 
  
  118
  Galaxy of 2260
  them, to not ask why, and to ‘talk about the weather’ if they 
  had been accomplished.  Garibaldi agreed, but he was not 
  at all happy about what his Captain wanted him to do.
  In his quarters later, Sheridan stood alone and prepared 
  himself for the journey ahead.  He tucked away a hidden 
  PPG pistol and stared into the mirror, trying to build 
  up the courage for what he knew he had to do.  For a 
  moment, Kosh was standing behind him, warning him 
  in the Vorlon’s raspy voice, ‘If you go to Z’ha’dum, you 
  will die.’  When Sheridan turned around, there was no one 
  there.  Knowing that it might have been nerves but thinking 
  it could be more, he moved to his BabCom unit.  He had a 
  message for Delenn, but he needed her to see it only after 
  he left with Anna.
  Sheridan left with Anna, quietly making his way to the 
  landing bay.  A shuttle waited for them there to take them 
  to the White Star.  Garibaldi was there too.  He informed 
  the Captain that according to a weather report from Earth, 
  winter had come late but it was ﬁ nally snowing in New 
  York.  That was the prearranged signal Sheridan had been 
  hoping for.  He said farewell to Garibaldi, calling him 
  Michael and shaking his hand as if he might never see him 
  again.  Garibaldi did the same, a troubled expression far 
  deeper than the he normally wore on his face.  They went 
  aboard the White Star and Sheridan activated its controls.  
  He had been watching the crew handle it whenever they had 
  gone out and as long as they did not run into any problems, 
  he could get them where they were going.  Anna assured 
  him that the Shadows offered safe passage, so they set off 
  for their destination.  Anna was smiling, but John Sheridan 
  was inwardly worried. 
  Their next stop was 
  Z’ha’dum – the planet 
  where he was destined 
  to meet his destiny.
  Because the Shadows 
  believed 
  that 
  they 
  would 
  all 
  die 
  if 
  anything 
  remotely 
  Vorlon ever touched 
  the 
  surface 
  of 
  Z’ha’dum, 
  Sheridan 
  agreed to take an Earth 
  Alliance shuttle down 
  to the surface to the 
  planet.  The White 
  Star was based on a 
  mixture of Minbari and Vorlon technology, so the aliens 
  would not allow him to bring it down for a landing on its 
  own.  When they arrived, they did as he had promised; 
  the shuttle landed safely and the two of them walked to a 
  hidden entrance near the same ruins Anna had discovered 
  here ﬁ ve years ago.  But there was a problem with Anna, 
  and Sheridan knew it.  Franklin discovered he had gone 
  with Anna, and he told Ivanova what it was.  From the 
  medical tests he had done on Carolyn Sanderson, Bester’s 
  lover and one of the telepaths they had rescued from the 
  Shadows, he had determined that the abrasions on Anna’s 
  neck were exactly the same kind as the ones he had found 
  on her.  The Anna Sheridan that had come to Babylon 5 
  had previously been a living core for one of their ships.  No 
  matter what or who she pretended to be now, there was no 
  way the mind in that woman could possibly be Anna’s.
  Whatever she was, Anna led Sheridan into the heart of 
  the Shadow complex.  There, in a lavish and comfortable 
  looking sitting room, two other people were waiting to meet 
  with him.  One of them he already knew – Mr. Morden.  
  Anna handed Sheridan’s PPG to him, and Morden tucked 
  it away in his belt.  The other man was older and walked 
  with a bit of a limp.  He introduced himself as Justin, 
  and invited Sheridan to sit and have some tea with them.  
  ‘Justin’ explained that there was a group of people on Earth 
  that made all of the decisions involving people’s lives that 
  happened transparently, such as the length of a workday 
  or the handling of currency.  He was with them, but he 
  belonged to a different department.  Justin did not explain 
  himself further, but he did ask Sheridan to sit down before 
  
  119
  Galaxy of 2260
  humans wanted it to be.  There had originally been a 
  balance between the Shadows and the Vorlons, but the 
  latter race had drawn together the aid of other races and 
  created telepaths to use as cannon fodder for the current 
  war.  The Shadows had enlisted the aid of the Psi Corps 
  to help balance out that advantage, and now the only thing 
  standing in the way of victory was John Sheridan himself.  
  They offered him the ultimatum he had been waiting for.  
  He could either work for them, or they would remove his 
  ability to wage the war.
  As Justin said these words, the truth in them began 
  manifesting all around Babylon 5.  Dozens of Shadow 
  cruisers and hundreds of ﬁ ghters shimmered darkly into 
  view, all well within ﬁ ring range.  The station’s defences 
  scrambled to cover them all, but the ﬂ eet surrounding 
  Babylon 5 was just too vast.  They had not opened ﬁ re 
  yet, but when they did, the station would certainly be torn 
  apart.
  ‘You’re important. You’re what 
  they call a nexus. You turn one 
  way and a whole world has a 
  tendency to go the same way.’ 
  Justin 
  The Shadow ships were waiting to see how the 
  conversation between their agents and Sheridan went back 
  on Z’ha’dum.  Mr. Morden commended Sheridan on his 
  ability to bring the galaxy together to ﬁ ght the Shadows.  
  It was a commendable effort, but totally against what the 
  Shadows wanted.  Every time they began their conﬂ icts, 
  there was always someone like him who tried to organise 
  the tea got cold.  The Shadows were very keen to tell him 
  their side of the galactic story and since he was here, what 
  better time than the present?  
  As John was sitting down, Delenn discovered his message 
  back on Babylon 5.  In the message, Sheridan told her that 
  when she heard it, he would be on Z’ha’dum with Anna.  
  What he wanted more than anything was to stay alive 
  and be with Delenn, but this was about more than what 
  he wanted.  In the future, he had seen the fall of Centauri 
  Prime and been warned not to go to Z’ha’dum.  He had 
  been wondering since that if perhaps by going there, he 
  could alter that future and end the Shadow War.  He might 
  be able to save a lot of lives, and if there was even the 
  slightest chance of doing that, he had to try.
  Justin gave Sheridan a history lesson about the Vorlons 
  and the Shadows.  A million years in the past, there had 
  been forces in the galaxy too vast to comprehend.  While 
  most of them moved on to other parts of the universe, two 
  had stayed behind to shepherd the other, less advanced 
  races.  Both wanted to help the other races grow and 
  evolve, but they had completely different philosophies 
  on how to accomplish it.  The Vorlons were like parents, 
  Justin said.  They had a strict idea of how evolved races 
  should act and needed the younger races to obey that code.  
  They set rules and boundaries, helping others evolve by 
  teaching order and discipline.  The Shadows believed that 
  growth only came through conﬂ ict.  Kick over an anthill 
  and the ants scurry around, lost for a while, but the hill is 
  rebuilt stronger and more efﬁ cient than before.  War and 
  opposition were tools to the Shadows, strengthening the 
  survivors of each battle and culling away those too weak to 
  evolve in the ﬁ rst place.  It was 
  a compelling argument.  As 
  Mr. Morden argued, the entire 
  history of the human race 
  was replete with thousands of 
  years of wars, but because of 
  them sonnets had been written 
  and, great advancements had 
  been achieved.  The Shadows 
  considered the human race to 
  be one of great promise and 
  with their support, humanity 
  could come out of this war 
  on the top of the anthill. 
  They would be the ﬁ rst to 
  rebuild, and the galaxy could 
  be remade in whatever image 
  
  120
  Galaxy of 2260
  the other races the way Sheridan had.  They could not 
  just kill him; that had been tried before.  It only created 
  martyrs, and those were just as bad.  They needed him on 
  their side, one way or the other.  Sheridan knew what the 
  ‘other’ way was.  He knew that Anna had been placed in 
  one of the Shadows’ vessels and though they pulled her out 
  as soon as they realised who she was and what she meant 
  to Sheridan, a person who has been the central processing 
  unit of a Shadow ship is never quite the same again.  Justin 
  talked about this as if he had experience of the same thing, 
  but he also knew that people did what the Shadows told 
  them to do, just like Sheridan would.  Unfortunately for 
  the Shadows, Sheridan had plans of his own.  As the door 
  behind him opened and a Shadow moved into the room, 
  Sheridan pulled his hidden PPG and opened ﬁ re.  A few 
  minutes later, he was crawling along the wall to a balcony 
  overlooking the entire vast Shadow city, all hidden under 
  a dome of glass.  He was bleeding and wounded, almost 
  dead, but he had made it this far.  He just had one last thing 
  to do.  He used his link to signal the White Star above him 
  for one last ﬂ ight.  His link also sent a coded signal to the 
  surprise the ship had in its hold.
  The secret project he had assigned Garibaldi had been to 
  secrete two of the Gaim fusion devices aboard the White 
  Star and rig them for remote detonation.  With nowhere to 
  run and Anna behind him, Sheridan stood on the ledge of 
  the balcony and called down his wrath on the whole city.  
  As Anna tried to convince him to come back with her, the 
  White Star began its descent.  She told him that she could 
  love him just as much as the real Anna ever could.  He 
  had heard enough.  As the White Star shattered through 
  the dome above him, Kosh’s voice echoed in his mind.  
  ‘Jump!’ 
  Without questioning, he did so.  John Sheridan, the Captain 
  of Babylon 5 and the leader of the Alliance against the 
  Shadows plummeted to the bottom of the building and 
  down into a dark shaft at the heart of the Shadow city.  
  As he disappeared into the darkness, he brought blinding, 
  cleansing light to the rest of the city above.  The blast from 
  the two bombs ripped apart the White Star and levelled 
  everything for dozens of miles in every direction.  The 
  main city of Z’ha’dum vanished in a blast of thermonuclear 
  ﬁ re.
  On Babylon 5, Sheridan’s decision impacted more lives 
  than he could know.  In Delenn’s quarters, she played the 
  last of his transmission.  Before he said goodbye, he told 
  her that he loved her.  Delenn collapsed in tears even as 
  Ivanova’s latent telepathic link with her friend and Captain 
  told her with absolute certainty than John Sheridan was 
  gone.  The Shadows ﬂ ed from around Babylon 5, running 
  home to discover why all communication had suddenly 
  ceased.  Before they left, they took something with them.  
  Alone in his Starfury, Michael Garibaldi was engulfed by a 
  Shadow ship and carried away.
  That moment marked a sudden and unexpected pause in 
  the Shadow War.  The Darkness pulled back to its places 
  of power to cope, mourn, and prepare, while the forces of 
  Light did much the same.  No one knew when the next 
  battle would take place, or even if there would be another 
  conﬂ ict.  The war had paused, at least for the moment, and 
  while there would certainly be more to do in the coming 
  days, the year 2260 ended not in ﬁ re, but in silence.
  Scenario and Campaign Hooks
  G The end of 2260 marks a distinctly low-key time in 
  the ongoing struggle between the Babylon Alliance 
  and the Shadows.  Even in campaigns where 
  the Shadow War is not the main focus, the 
  impact of lessened hostilities should be felt.  
  Trade will, for a short time, be safe again, 
  and planets that were cut off because of 
  the military placement of the Shadows can 
  be accessed again and either evacuated or 
  shored up for the rest of the war to come. 
  Players in the last days of 2260 should feel 
  the entire galaxy ‘hold its breath’, so to 
  speak, as no one in any position of power 
  knows exactly where they stand.  Games 
  Masters can use this time to run scenarios 
  not related to the rest of their campaigns as 
  a why of highlighting how outside the norm 
  
  121
  Galaxy of 2260
  this period of time seems.  While the major action 
  of the Shadow War is yet to come, none of that will 
  happen for a little while, giving players a chance to 
  move around in the meantime and do anything they 
  have the means to accomplish.
  G The nuclear devices of the Gaim being delivered 
  to Babylon 5 by G’Kar are a major statement for 
  both that race and the Narn who brought them to 
  the station.  The fact that the Gaim were willing 
  to disarm themselves says a lot about the trust 
  they hold in the ability of the Babylon Alliance to 
  fulﬁ l their mandate of mutual protection.  G’Kar’s 
  providing them to Babylon 5 instead of keeping 
  them for his own use against the Centauri shows 
  his devotion to the Alliance and his understanding 
  that the Shadows are the true threat in the galaxy.  
  Games Masters can use both of these attitudes as 
  scenario hooks involving the Alliance.  Enemies of 
  the Gaim may decide to try and capitalise on their 
  disarmament by moving against them behind the 
  scenes.  G’Kar’s legend and status among his own 
  people has already begun to rise, and players may 
  get swept up in that legend either by serving him 
  directly as Narn or allying themselves with those 
  who do so.  G’Kar’s efforts among the other races 
  can provide ways for players to connect with the 
  greater plotline of the Shadow War and all of the 
  lesser plots that support it.
  G On Earth, the destruction of the Shadow city under 
  Z’ha’dum’s ruins will provide a sudden relief from 
  President Clark’s allies among that dark race.  The 
  Shadows will be recalling all of their agents across 
  the galaxy to re-examine how to deploy them and 
  how best to continue the war.  Throughout the Earth 
  Alliance, opponents to Clark’s oppression will 
  ﬁ nally have the chance to act without the watchful 
  eye of Shadow-supported spies tracking their every 
  move.  This freedom to act will not last long, but 
  every advance the forces of revolution can make in 
  this time will bring them closer to freedom when 
  the Shadows return more oppressive than ever.  To 
  a lesser extent, this opportunity will also extend to 
  the Centauri, though Emperor Cartagia’s allies and 
  hidden forces will make plotting among the Court’s 
  nobles a little more difﬁ cult to conduct in safety.
  G The Babylon Alliance will take a serious blow to 
  morale by what will be seen in a few days as the 
  death of Sheridan.  While the Babylon 5 command 
  staff will try to hide his disappearance from the 
  others, the loss of Garibaldi to the Shadows will 
  keep them from having the security and espionage 
  experience needed to mask this information 
  effectively.  Players involved in the war at this 
  level will have to deal with the loss of Sheridan’s 
  leadership in their own way, while Games Masters 
  should show the allied alien militaries starting to 
  come apart at the seams.  This degeneration will 
  occur slowly, but the strain will be visible in a lack 
  of co-operation, confused orders due to ineffective 
  communications, and losses in the allied ﬂ eet as the 
  League worlds begin pulling their forces back to 
  protect themselves at the expense of Babylon 5.
  
  122
  Rules Additions
  Rules 
  Additions
  This chapter introduces new rules systems that Games 
  Masters may choose to add to their sessions of the Babylon 
  5 roleplaying game.  They expand and enhance those of the 
  main rulebook and while none are essential to run a game, 
  they will add a new dimension to scenarios if the choice is 
  made to include them.
  In addition to new rules and variant methods of handling 
  certain situations that may arise in a game, this chapter 
  also includes new races and prestige classes.  Players may 
  adopt any of these for their characters or Games Masters 
  may use them to ﬂ esh out the personalities within their own 
  scenarios and story arcs.
  Death of Personality
  This much debated procedure has become relatively 
  commonplace on Earth by the year 2260, though few 
  alien races have even heard of it, much less implemented 
  something similar.  Considered the human alternative to 
  the death sentence, it is the default punishment in cases of 
  murder or heinous acts of criminal malice.  Only treason 
  still carries the death penalty under EarthGov law any 
  longer, that sentence carried out on terrestrial bodies by 
  lethal injection and by exposure to vacuum (‘spacing’) in 
  space.
  The death of personality is a lengthy procedure that requires 
  the victim to be thoroughly scanned by a licensed Psi 
  Corps telepath beforehand.  Few Psi Corps telepaths make 
  a regular practice of this, mostly because the memories and 
  mind of a convicted killer are usually so appaling that they 
  leave a lasting echo in the thoughts of the telepath scanning 
  them.  The stress is such that some telepaths refuse to ever 
  do so again (such as Talia Winters, Babylon 5’s second 
  commercial telepath, following a death of personality scan 
  on Mars).  Psi Corps fully endorses the death of personality 
  program, however, and always ensures that a telepath is 
  available to perform the needed scan.
  Once the scan is completed, the subject of the procedure 
  is taken to a medical facility and administered a powerful 
  soporiﬁ c agent.  This forces the subject into a deep, 
  dreamless sleep that they, or at least their personality, will 
  never awaken from.  A neural alteration device is then 
  placed over the subject’s face and interfaces with their 
  thoughts via the optic nerves.  The device resembles a 
  cybernetic neural net and operates in much the same way, 
  except that instead of making its subject recall memories, it 
  seeks them out and erases the neural pathways containing 
  them.  
  The process takes more than a day, and the body of the 
  subject has to be placed on life support in order to keep 
  from going into shock or suffering from ﬂ uid deprivation.  
  The subject has no form of motor control and during the 
  last few hours of the process must have his autonomic 
  functions performed mechanically.  
  Once the mind is emptied, the subject is scanned a second 
  time by the same telepath who performed the ﬁ rst procedure.  
  This is considerably less harrowing, and is usually referred 
  to in telepath parlance as ‘listening for an echo’ due to the 
  empty state of the subject’s mind.  Assuming this scan 
  goes well, the mind is then telepathically kept open and 
  receptive to the next step of the process.  The telepath is not 
  physically required for what comes next, but many stay to 
  monitor the procedure in any case.
  The neural alteration device is then used to upload a 
  carefully selected set of false memories into the subject.  
  These are typically taken from volunteers who offer their 
  memories as a public service, but are also often fabricated 
  using the latest in behavioural psychology and neural 
  pathing technology.  The memories have some basic skills 
  associated with them, and the subject is left with a deep 
  and abiding desire to enter some form of civic duty as 
  their vocation.  A third and ﬁ nal telepathic scan ensures 
  that no trace of the original being remains and that the new 
  personality has taken hold of the mind successfully.
  The subject is now a completely new person, programmed 
  to serve in society and generally very docile.  They are 
  moved to an interim facility for anywhere from one week 
  to six months for vocational training and then assigned to 
  some private sector where they will not inadvertently come 
  into contact with anyone from their past.  
  For game purposes, the death of personality can simply 
  be assumed to occur correctly, but if it should become 
  important from a rules stand point, detailed guidelines for 
  performing a death of personality can be found below.  
  G Step One – The Scan: The subject is exposed to 
  a deep scan, which must be performed by a single 
  telepath without aid.  Every ten minutes, the victim 
  may make a will save as if resisting the power, but 
  each failure (which may be intentional if the subject 
  does not choose to resist) results in the target losing 
  one point of Wisdom.  When the target’s Wisdom 
  score reaches 3, the mind scan is complete and the 
  subject is left in the proper state of mind for the 
  process to continue.  The risk to the telepath is 
  signiﬁ cant; every successful save inﬂ icts one point 
  of subdual damage on the telepath and forces him  
  
  123
  Rules Additions
  to make a Will save against a DC equal to 5 plus 
  the target’s Charisma attribute.  Failure leaves the 
  telepath with echoes of the target’s mind and an 
  irrational phobia against ever performing a scan of 
  this nature again.  It will not prevent the telepath 
  from doing so if pressed, but this aversion should 
  be considered during game play in the future.
  G Step Two – The Sundering: The victim is then 
  subjected to a powerful sleep agent (poison; DC 24, 
  initial damage 1d3 Constitution, secondary damage 
  unconsciousness).  Once under its effects, a neural 
  alteration device (see the Equipment chapter) 
  erases the subject’s memories so thoroughly 
  that they no longer exist for the conscious or 
  subconscious mind.  This takes 24 hours plus one 
  hour for every year of age over 20 and every point 
  of Will save the victim has remaining after the 
  penalty for a Wisdom of 3 has been applied (this 
  cannot reduce the time required, only increase it).  
  If the victim can somehow make a Will saving 
  throw at a DC 22 at the end of this time, the neural 
  alteration device fails, the subject regains his  lost 
  Wisdom points, and the entire death by personality 
  process must begin again.  The victim gets to make 
  a new Fortitude save against the sleep toxin as well; 
  success allows him  to regain consciousness.
  G Step Three – The Rebirth: The victim undergoing 
  this stage of the death of personality has each of 
  his  class levels replaced with levels in the worker 
  character class.  All skill points are recalculated 
  and half of them are spent immediately in any 
  combination the Games Master chooses to allocate 
  them.  Hit points are rerolled and recalculated as 
  well, which may result in a  total above or below 
  what the subject originally had.  Once this is 
  ﬁ nished, the neural 
  alteration device is 
  removed 
  and 
  the 
  subject 
  is 
  scanned 
  again.  This process 
  only ever fails on a 
  natural roll of 1 on 
  a d20, though there 
  is 
  usually 
  nothing 
  stopping the procedure 
  from 
  starting 
  over 
  at Step Three until 
  it is complete.  A 
  victim who is not 
  successfully ‘reborn’ 
  effectively 
  is 
  a 
  mindless 
  corpse 
  sustainable only on 
  life support until the 
  process ﬁ nishes.  
  G Step Four – Rehabilitation: The newly reborn 
  character is moved to a vocational training centre 
  and taught basic and/or advanced work skills.  This 
  takes 1d4 days per remaining unspent skill point 
  from Step Three and is also under the direct control 
  of the Games Master.  During Rehabilitation, there 
  is a very slim chance of true reversion.  Once each 
  week, the subject rolls a d20.  On a 1, there is a 
  chance of ‘memory recursion’.  The character has 
  a dream that night of something from his  past.  In 
  the morning, the character rolls another d20.  On 
  a second 1, the dream is remembered (and may 
  inﬂ uence some skill point selections or other 
  behaviour, as the Games Master wishes); otherwise 
  it is completely forgotten.  If the subject ever 
  remembers three dreams during Rehabilitation, 
  the personality erasure fails and the subject regains 
  his  mind once again.  (This has never been known 
  to occur in the history of the death by personality 
  programme, though Psi Corp may be aware of its 
  possibility.)
  G Step Five – Reintegration: The subject is 
  pronounced graduated from the program and sent 
  one last time to be scanned by a psychological 
  expert at Psi Corps.  This scan is a routine check 
  to see how the implanted personality is settling in 
  and also forms the ﬁ nal and most important link in 
  the process.  At the end of this scan, the subject is 
  ‘locked’.  This procedure forms a powerful bond 
  inside the subject’s mind, ensuring that the old 
  mind can never again reassert itself.  This process 
  cannot be resisted, but if the subject has managed 
  to regain his  mind, it cannot work in the ﬁ rst 
  place.  The ‘lock’ makes the mind very resistant to 
  scanning afterward, but this is a side effect rather 
  
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  Rules Additions
  than the goal of the procedure.  In 
  game terms, the character gains a 
  virtual Resist Scan feat, but must 
  have been successfully subjected 
  to the death of personality process.  
  If the character ever regains his  
  former memories, the free feat is 
  lost immediately.
  Breaking the Death 
  of Personality
  The penalty for any human telepath 
  attempting this is the death of personality 
  applied to them instead, a fate worse than 
  death where most of them are concerned 
  as it will not only lead to a loss of any rank 
  or telepathic powers they might possess 
  but also means a life spent taking Sleepers to suppress their 
  gift.  Thus, only alien telepaths are generally ever available 
  to try and bring forth the erased but still organically 
  available neural patterns that make up deep memory.
  This requires a brief but intense period of telepathic contact 
  with the subject.  The telepath doing so must have both 
  the Deep Scan and Nerve Stimulation powers and must 
  succeed at using the former while in direct physical contact.  
  The latter power is not actually used during the breaking 
  of a death by personality procedure, but knowledge of 
  how to manipulate nerves and mental impulses is vital to 
  succeeding at unlocking repressed memory.  The telepathy 
  check for this process is 30, and cannot even be attempted 
  by anything less than a 6th level telepath regardless of their 
  Telepathy skill check.  
  Once the check is made, the inevitable erosion of the false 
  personality begins.  The lost memories come ﬂ ooding 
  back in images, dreams, and hallucinations.  This takes 
  1d3 days, though intelligent characters may ﬁ gure out 
  what is happening to them much sooner than this.  Even 
  once the old memories have fully returned, the resulting 
  character (who has now regained all former character 
  levels, replacing levels of worker to do so, and retained any 
  that have been earned since) is generally a combination 
  of the person they were and what the process made them 
  afterward.  How this is dealt with in-game is excellent 
  material for roleplaying.
  Telepathic Target 
  Acquisition
  In hyperspace, the rules for range involving telepathic 
  powers change as noted on page 103 of the main rulebook.  
  This alteration gives line of sight powers an effectively 
  unlimited range; if the telepath can see his target, it can 
  be affected by that kind of power.  Since the power of 
  Surface Scan can be used at line of sight, hyperspace 
  offers an intriguing possibility for telepaths – they can use 
  their telepathy to locate targets in hyperspace that normal 
  instrumentation cannot.
  This is a well kept secret from both the public and from 
  military forces, at least where humans are concerned.  
  The Psi Corps is not a military organisation, though they 
  do have ties to EarthForce, and their relative value in 
  comparison with the average pilot or soldier makes placing 
  them on the front lines of any war extremely risky.  Even 
  so, Psi Corps telepaths with any experience in hyperspace 
  know this secret and can use it to their advantage during 
  spaceship combat in the wild reaches of hyperspace when 
  sensors and tracking computers fail them.
  When a telepath uses the Acquire Target or Sensors actions 
  in hyperspace, he or she may choose to use Surface Scan 
  instead of his ship’s instruments.  This uses the telepath’s 
  Telepathy check against the target vessel’s Stealth score.  
  Because having some familiarity with space combat and 
  travel are helpful in  making determinations about enemy 
  vessels and their relative locations, this check gains 
  a +2 synergy bonus if the telepath has the Spacecraft 
  Proﬁ ciency feat and an additional +2 synergy bonus for 5 
  or more ranks in the Technical (space travel) skill.  
  When doing this as a sensor action, the telepath follows 
  all of the rules laid out for making a sensor check on page 
  73 of the main rulebook.  The ship’s sensor bonus does 
  not apply, as the interference of hyperspace makes the 
  instruments less than helpful in determining the location of 
  other spacecraft.  When the telepath is trying to acquire a 
  target, the rules for that action apply as well but a telepath 
  can choose to maintain a successful acquisition for as 
  many rounds as he wishes, treating future rounds as if he 
  
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  Rules Additions
  had used the Acquire Target as a free action.  If the telepath 
  wishes to choose a different ship for this action, it must be 
  rolled again as a standard action.
  In neither case does the target vessel’s speed modiﬁ er have 
  any bearing on the Telepathy check or its Stealth score.  
  Telepathy is not affected by the speed of the target as the 
  telepath is searching for minds, not the silhouette of a 
  moving ship.  Automated vessels with no living creatures 
  aboard are immune to this ability, and if a ship is crewed 
  entirely by telepaths, the pilot attempting to locate them 
  with Surface Scan must ﬁ rst overcome their Will saves to 
  resist the power.  Even one failure to resist the scan will 
  reveal a ship’s location to the telepath looking for it.
  Using Babylon 4
  The Babylon 4 diplomatic station is too large to be 
  represented as a spacecraft as detailed in Chapters 3 and 4 
  of the main rulebook.  Its use in a tactical situation would 
  be limited to scenarios involving the last Great War one 
  thousand years before the time of Babylon 5.  The Shadows 
  would certainly have a keen interest in destroying it since 
  Babylon 4 was brought in as a replacement for the Minbari 
  starbase the forces of darkness had just annihilated.  
  Actually destroying Babylon 4 would be extremely 
  difﬁ cult.  However, it is certainly possible for an attacking 
  spacecraft to cause serious damage and even breach the 
  hull.  Though automatic pressure doors would close to 
  minimise the affects, and repair crews be assigned to patch 
  the damage, the loss of life and facilities would certainly be 
  noticeable to residents on board.
  Damaging the Station
  Every section of Babylon 4 is assumed to have Damage 
  Reduction 20 and 250 hit points.  Once this damage has 
  been scored, an area of the hull will be breached.  However, 
  Command and Control can close blast doors to protect the 
  station’s most vital systems, such as the Observation dome 
  itself, Docking Portal and fusion reactor, increasing the 
  Damage Reduction score to 25 in these locations.  
  
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  Rules Additions
  Sensors
  Boosted by the navigational network, the XP-5 tracking 
  units on board Babylon 4 grant Command and Control a 
  Sensor score of +4.
  The Defence Grid
  The Earth Alliance was well aware of the hazards an 
  outpost may face when situated in the midst of sometimes 
  hostile alien governments in neutral territory.  The Defence 
  Grid of Babylon 4 is therefore a formidable deterrent to 
  any would-be attackers and while it does not have the 
  capability to take on a major warship, few are willing to 
  try their luck.
  As most weapons are mounted on the rotating sections 
  of the station (the motion of which is automatically 
  compensated for by the targeting systems), Babylon 4 is 
  assumed to be able to ﬁ re those listed below into multiple 
  facings simultaneously.  For example, an attacking cruiser 
  in the left ﬁ re arc could be ﬁ red upon by ten particle beams 
  in the same round as another cruiser in the right ﬁ re arc 
  was ﬁ red upon by another eight particle beams.  However, 
  Babylon 4 does not have a front or rear ﬁ re arc, instead 
  using the ﬁ re arcs shown on the diagram below.
  The Defence Grid on board Babylon 4 in 2254 had the 
  following weaponry.
  G Two quad-linked Particle Beams;  Attack +2 
  (targeting computer);  Damage 10+3d10;  Critical 
  20;  Range 3
  G Ten Particle Beams;  Attack +2 (targeting 
  computer);  Damage 5+2d10;  Critical 20;  Range 
  3
  G Four Mk I Interceptors;  Attack +3 (targeting 
  computer);  Damage 15+2d10;  Critical 20;  Range 
  1;  Rapid Fire
  After the ﬁ rst four months of the Great War once battle was 
  joined with the Shadows, the Minbari completely upgraded 
  the station’s defence grid.  Using the heavily armed nature 
  of Babylon 4 as a model, they implemented the following 
  weapons in each arc.
  G Ten Neutron Lasers;  4 Front, 4 Rear, 2 Left, 2 
  Right;  Attack +5 (targeting computer);  Damage 
  150+5d10;  Critical 18-20;  Range 8
  G Five Fusion Cannon;  3 Front, 2 Rear;  Attack +5 
  (targeting computer);  Damage 10+3d10;  Critical 
  18-20;  Range 2
  G Electro-Pulse Gun;  Boresight;  Attack +5 (targeting 
  computer);  Damage special; Range max. 1
  G Four Mk I Interceptors;  Attack +3 (targeting 
  computer);  Damage 15+2d10;  Critical 20;  Range 
  1;  Rapid Fire
  Spacecraft Complement
  Babylon 4 has the following spacecraft permanently 
  assigned to it, either kept within docking bays, the Cobra 
  Bays, or parked in a safe orbit at a distance from the 
  station.
  40 Starfuries divided into Alpha, Delta, Gamma and 
  reserve squadrons (none of these were onboard when the 
  station vanished from 2254)
  12 Heavy Shuttles
  10 Cargo Loaders
  50 Maintenance Bots
  25 Maintenance Pods
  After the Minbari took possession of Babylon 4, these 
  vehicles were replaced with Minbari equivalents where 
  necessary.  The Cobra bays were reconﬁ gured to hold 36 
  Nial heavy ﬁ ghters, 9 of which were on patrol around the 
  station in three squadrons of three at all times.
  The Shadow Heart 
  Template
  Shadow technology is primarily of an organic nature, like 
  that of many of the older races of the galaxy.  Their deadliest 
  vessels are biological constructs with weapons and ﬂ ight 
  capabilities that come from their alien physiology, but their 
  systems require a neural system capable of processing 
  the overwhelming amount of information their operation 
  requires.  To handle this vast amount of data, all Shadow 
  vessels larger than their ﬁ ghters have a living, sentient 
  creature at their core.  These beings are slaved to the ship, 
  staying there for the rest of their lives unless their Shadow 
  masters ﬁ nd some other use for them.
  To make a sentient being compatible with the alien 
  consciousness of a Shadow vessel, the Shadows have 
  to alter their neural pathways and implant several small 
  devices throughout their brains and bodies.  These act 
  as links to the ship and can process a wide spectrum of 
  electronic information.  The implants also carry a recorded 
  set of mental instructions - a form of primitive but 
  overwhelming artiﬁ cial Shadow intelligence that guides 
  the sentient in the use of the technologies he or she comes 
  into contact with.
  Typically, Shadow Hearts are kept in suspended animation 
  until they can be brought into physical contact with a 
  Shadow vessel.   Those that are brought out of their 
  
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  Rules Additions
  cryogenic sleep early seek out and merge with the ﬁ rst 
  electronic system they come into contact with, riding any 
  links that system might have until they are in control of 
  whatever might be connected to it.  In this way, a Shadow 
  Heart could conceivably take over an entire spacecraft 
  or station if given enough time and access to do so.  
  Unfortunately, Shadow Hearts are programmed to handle 
  the components and systems of a Shadow vessel and 
  usually act erratically when merged with something else.  
  This takes the form of insane, typically violent behaviour 
  and renders the vessel they have taken over ineffective and 
  erratic.
  Shadow Hearts are not intended for players and are poor 
  choices for their use in any case because of their lack of 
  physical control over their actions.  It is possible that over 
  time or with external modiﬁ cation, a Shadow Heart might 
  learn to control his  abilities.  The abilities imparted by 
  their Shadow implants would make such characters very 
  powerful, though they will always retain a special set of 
  vulnerabilities brought about by their condition as well.  
  Games Masters should consider the ramiﬁ cations of 
  allowing this template for player use very carefully before 
  doing so.
  This template may be added to any sentient being.  Telepathic 
  creatures can take this template, but they must make a 
  Fortitude saving throw (DC 15) at the time of implantation 
  or die from the shock if the procedure.  Alterations in 
  the template when applied to a telepath are noted in the 
  description.
  Hit Points: As host.
  Speed: As host.
  DV: Shadow Hearts are rarely 
  mobile, 
  as 
  their 
  physical 
  reactions have been mostly 
  supplanted by the machines 
  inside them.  All Shadow 
  Hearts suffer a -2 to their 
  Defence Value because of 
  this decline in their bodily 
  mobility.
  Damage: As host.
  Special Attacks: A Shadow 
  Heart retains all of its previous 
  special attacks unless that 
  attack came from a previous 
  biological 
  or 
  cybernetic 
  implant 
  (see 
  the 
  Shadow 
  Implantation Special Quality 
  below).  In addition, a Shadow 
  Heart gains the special attacks listed below:
  Electrical Surge: Shadow Hearts with physical access to a 
  power source of sufﬁ cient capacity can channel electricity 
  through their bodies and use it as a ranged or melee weapon. 
  As a ranged attack, Electrical Surge has a maximum range 
  of 30 feet and inﬂ icts 3d6 damage (electric) with a critical 
  score of x3.  When used in melee, Electrical Surge is a melee 
  attack that inﬂ icts 3d6 damage (electric) with a critical score 
  of x3.  To use this power, the Shadow Heart must be within 
  30 feet of a power outlet or heavy generator; batteries and 
  power cells are insufﬁ cient to charge this attack.  Electrical 
  Surge is a full round action, taking the place of he Shadow 
  Heart’s normal attack and/or movement in a round.
  Engulf: A Shadow Heart can subsume any electronic device 
  it can touch.  This takes one minute per device and pulls 
  it apart into its component pieces if at all possible.  The 
  pieces of the machine become part of the cocoon of wiring 
  and parts that surround the Shadow Heart and he or she 
  gains access to its functions.  Engulf requires a Technical 
  (electronics) check with a DC of 10 for simple devices 
  (calculators, clocks, etc.), 20 for moderate devices (hand 
  computers, medical or scientiﬁ c scanning equipment), or 30 
  for complex devices (spacecraft controls, supercomputers). 
  If Engulf fails, it can be used again without penalty until the 
  check succeeds.  This takes one full minute for each attempt.  
  Sentient machines gain a Will save to resist Engulf; the DC 
  is 15 + the Shadow Heart’s Charisma modiﬁ er (if positive). 
  When a successfully engulfed device is linked through a 
  network or by physical connections to another device, the 
  Shadow Heart will automatically attempt to Engulf the next 
  device in the chain unless he or she is under physical attack.  
  Engulf will keep going from linked system to linked system 
  until it brings everything electronic around the Shadow 
  Heart under control.
  
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  Rules Additions
  Special Qualities: A Shadow Heart retains all of the host’s 
  special qualities and gains the following additional ones.
  Cocoon: A Shadow Heart that has used its Engulf power 
  at least once on a machine of medium or larger size builds 
  a cocoon of wiring and components around itself.  These 
  are necessary to maintain their control of the machines they 
  have subsumed.  The cocoons also offer a level of physical 
  protection, granting a DR of 4 and immunity to electrical 
  attacks.  Cocoons also render the Shadow Heart immobile.  
  It takes a full round for a Shadow Heart to disengage itself 
  from a cocoon and be able to move around, but this rarely 
  occurs once a cocoon has been created.
  Fast Healing: Because of their critical nature as the heart of 
  Shadow vessels, Shadow Hearts have several small devices 
  implanted along their bones and organs to facilitate rapid 
  healing.  A Shadow Heart constantly heals 1 hit point every 
  round when wounded.  While this ability does not provide 
  for the reattachment of lost limbs, it will restore critically 
  damaged or even missing organs.
  Never Alone: The Shadow intelligence implanted in a 
  Shadow Heart’s brain constantly talks to him, updating 
  current environmental information and keeping contact with 
  every device under the Shadow Heart’s command.  This 
  generally drives the Shadow Heart completely insane and 
  renders them docile and compliant in the Face of any direct 
  command from a Shadow or one of their accepted allies. 
  A character with at least 5 levels in the Shadow Agent 
  prestige class can command a Shadow Heart merely by 
  speaking with them and being within line of sight.  Shadow 
  Hearts may never make Will saves where Shadows, Shadow 
  technology, or Shadow Agents are concerned.
  Shadow Implantation: A Shadow Heart gains his  abilities 
  because of the implantation of cybernetic devices throughout 
  the body.  These are atavistic implants, driving out or 
  rendering dormant any other machines the creature might 
  have installed unless they are also of Shadow manufacture. 
  Any creature implanted with Shadow devices suffers from 
  Telepathic Vulnerability as noted below.
  Telepathic Vulnerability: Shadow technology does not react 
  well to the presence of telepathy.  Telepaths may use the 
  Jamming ability to automatically stun a Shadow 
  Heart, as detailed on p142 (using the Shadow 
  Heart’s own Will save).  Telepaths who acquire this 
  template lose access to all of their powers except 
  the following.  They retain Sense Telepathy, Mind 
  Shield (and use of this power does allow the Shadow 
  Heart to make a Will save against unwanted contact 
  and telepathic manipulation), and Danger Sense.  
  Telepathic Sense:  Because of their vulnerability to 
  telepathy, Shadow Hearts can detect the presence of 
  a telepath within 100 kilometres.  This is usually 
  enough to make them hostile, but Shadow Hearts 
  are also aware of their weakness where the talent 
  is concerned and often choose ﬂ ight rather than 
  direct confrontation.  This ability offers no more 
  information than that at least one telepath in within 
  its range of effect.
  Saves:  Base saves are the same as the host, applying a +2 
  to Fortitude saves.
  Abilities: A Shadow Heart gains a +2 bonus to its 
  Intelligence and Constitution scores.
  Skills: As host, plus Technical becomes an automatic class 
  skill.
  Feats: As host.  Shadow Hearts gain Skill Focus (technical 
  - electronics) as a bonus feat in addition to any others they 
  might have.  
  Prestige Classes
  The following prestige classes are available to players and 
  the Games Master’s characters.
  The Anla’shok Ranger
  It is easy to see a ranger as a warrior or a secret agent, 
  since they certainly ﬁ t both descriptions and will be called 
  upon during their lives to act as both many times. However, 
  thinking of them in such limiting terms fails to grasp the 
  truth of what it means to be Anla’shok. Dealing with the 
  misconceptions many of the Younger Races have about 
  these shadowy ﬁ gures can shed light on the truth of these 
  elite men and women - ‘those who walk in the dark places 
  no one will enter’.
  The rangers are not soldiers. They may be called upon 
  to ﬁ ght, to defend, to attack and even to die, but they are 
  not soldiers. A soldier is a being whose true purpose is 
  to engage in conﬂ ict. A ranger’s purpose is to act in all 
  ways for the goal of seeing that conﬂ ict does not occur. 
  Soldiers exist for war, while the rangers exist to ensure that 
  wars never start. The sad truth remains that many times, 
  avoiding a war means ﬁ ghting any number of smaller 
  battles, but such is often the price of peace. 
  
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  Rules Additions
  The rangers are not spies. Though the 
  distinction is a ﬁ ne one, the rangers do not serve 
  as spies in the strictest sense of the word. Spies 
  exist to gather other people’s secrets and ensure 
  that they are never revealed without good cause. 
  The rangers gather the truth, wherever it might 
  be hidden, and bring it into the light for all to 
  see. The only people who need fear the ‘spying’ 
  of the rangers are those who cannot bear to have 
  their secrets exposed to the light of day. Spies 
  walk in the shadows and live to remain hidden; 
  rangers walk hidden and live to return to the 
  light.
  The rangers are not alien. This has not always 
  been true. Once the Anla’shok were strictly the 
  secret hand of Valen; specially trained Minbari 
  who worked tirelessly to see that, when the 
  time of prophecy was at hand and the Great 
  War returned to threaten the galaxy, their people would be 
  ready. In many ways, they failed in this mission. Slowly, 
  over time and not without great unrest within the rangers 
  themselves, the organisation opened its doors to the 
  humans some members of the Religious caste believed 
  were the other half of the Minbari race. 
  There are of course many truths that can be stated about 
  the rangers, though these will vary depending on who is 
  asked about them. Even among the upper ranks of those 
  governments that have dealings with the Anla’shok, little 
  is known. The rangers serve as couriers, messengers, 
  guardians and agents. They can be called upon to learn 
  hidden truths and to protect the innocent. When their 
  deaths serve the needs of the Anla’shok, they will gladly 
  sacriﬁ ce themselves; however, they will never throw their 
  lives away needlessly.
  It is not easy to become a member of the Anla’shok, and 
  those who do are a breed apart. Driven by honour and 
  idealism, the rangers have no room in their ranks for 
  the jaded, the callous or the undisciplined. Founded on 
  Minbari beliefs, fuelled by the twin human passions of 
  building a brighter future and striving for what is right, the 
  rangers are a singular organisation whose members can be 
  justly proud of the burnished pin they wear and the ﬁ ghting 
  pike that rests at their side – a symbol of their willingness 
  to bend when they can and break what they must.
  The road to becoming a ranger has a single difﬁ cult step; 
  ﬁ nding the road in the ﬁ rst place. There is no clear way to 
  joining the Anla’shok. The organisation does not actively 
  recruit new members, preferring to handle such things in a 
  Minbari way – those who are meant to join will ﬁ nd a way 
  to do so. In truth, existing rangers who see their potential 
  or believe that the path is right for them to walk bring most 
  new rangers into the fold. The tradition of mentoring a new 
  ranger is a sacred trust among the Anla’shok and those who 
  do so may earn great honour in a gifted pupil or face grave 
  loss if their ward fails to live up to the exacting standards 
  set by Valen a thousand years in the past.
  Training to become a ranger is, in truth, harder than ﬁ nding 
  a way to be accepted for teaching at all. Many long hours 
  of meditation, soul searching and religious memorisation 
  face a prospective ranger; these lessons may seem pointless 
  to those not of Minbari birth, but they are at the cornerstone 
  of the ranger’s organisation. 
  As the Vorlons are said to believe, it is not enough that the 
  right person do the right thing. They must also do it for 
  the right reason, otherwise the work is tainted at its source 
  and no good can come of it. The spiritual beliefs of the 
  rangers may not be shared by all of its members, but they 
  must at least be actively studied; no ranger graduates from 
  their training ignorant of the standard for purity that the 
  Anla’shok demand.
  The trials and tests do not cease once a potential ranger 
  becomes fully accepted into the fold and given his garb 
  and equipment of station. If anything, the real education 
  of the Anla’shok begins at that point. Orders are given 
  with no explanation because those who give them have 
  no time or ability to explain. Threats with no name hound 
  the Anla’shok for things done in the present, the past and 
  the future. Plagues ravage whole worlds, aliens with no 
  names seek their destruction without pause or chance of 
  peace and the only reward they can expect for their hard 
  work and devotion is another desperate day of survival 
  and a new mission in the morning. So, why then would 
  any sane being wish to be a ranger? Why would anyone 
  with good sense endure so much anguish for so little glory 
  
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  Rules Additions
  or gratitude? Those are questions many potential rangers 
  ask themselves during their arduous training. Those who 
  cannot ﬁ nd an answer that satisﬁ es them are given leave 
  and blessing to pursue other callings.
  Additional Hit Points: 2.
  Requirements
  To qualify to become an Anla’shok ranger, a character must 
  fulﬁ l all the following criteria.
  Race: Human or Minbari.
  Special: Must be accepted by the Anla’shok for training.  
  In game terms, the Games Master must approve any player 
  wishing to take levels in the Anla’shok ranger prestige 
  class. Rangers accepted by the Anla’shok during campaign 
  play will be unavailable for at least six months of intensive 
  training; Games Masters are encouraged not to make 
  special allowances for these characters during play during 
  this time as the Anla’shok is a commitment, and part of that 
  commitment is the willingness to be out of play for as long 
  as it takes to train for their new life.
  Character Level: The masters of the Anla’shok need 
  to see commitment to a person’s path in life before they 
  will accept the candidate for training. No character may 
  take this prestige class unless they are of at least 5th level, 
  three or more levels of which must be in a single class. 
  Characters who jump around from vocation to vocation are 
  not considered disciplined and dependable enough to be 
  made part of the holy trust that is the Anla’shok.
  Telepaths: The Anla’shok are extremely hesitant to place 
  telepaths in the kinds of situations that the rangers must 
  deal with. Not only are telepaths vulnerable to many of 
  the alien threats that the rangers must be ever vigilant 
  against but few telepathic characters come without mental 
  or personal baggage of their own (loyalty to the Centauri 
  Emperor, Psi Corps, etc…). As such, a Games Master must 
  personally approve any character with telepathic ability 
  (be it levels in the class or the Latent Telepath feat) and is 
  strongly encouraged to reject any such potential candidate. 
  Only the most extreme of circumstances should allow a 
  telepath to become a ranger.
  Advancement Restriction: Rangers only advance in this 
  class by acting like rangers and maintaining a level of 
  commitment to the Anla’shok and their duties as rangers. 
  The Games Master must authorise a character to take 
  additional levels of this prestige class, granting them only 
  if the majority of the experience points earned since the 
  character’s last level increase were gained in a manner 
  consistent with the behaviour and responsibilities of the 
  Anla’shok. If a level of advancement is not approved by 
  the Games Master when a new character level is earned, 
  it must be taken in another class of the player’s or the 
  Games Master’s choosing instead.
  Class Skills
  The Anla’shok ranger’s class skills (and the key ability 
  for each skill) are Bluff (Cha), Computer Use
  (Int), Concentration (Con), Diplomacy (Cha), Gather 
  Information (Cha), Intimidate (Cha), Hide (Dex), Listen 
  (Wis), Knowledge (any) (Int), Move Silently (Dex), 
  Pilot (Dex), Profession (any) (Wis), Search (Int), Sense 
  Motive (Wis), Speak Language (none), Spot (Wis) and 
  Technical (any) (Int).
  Skill points at each level: 6 + Int modiﬁ er.
  Class Features
  All of the following are class features of the Anla’shok 
  ranger prestige class.
  Garb of Honour: All rangers receive, as part of 
  a ceremony that lasts for two full days after their 
  graduation from the months of training they endure, 
  three things that, by their nature, mark him as a true 
  member of the Anla’shok. These are their ranger robes, 
  
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  Rules Additions
  a Denn’bok (Minbari ﬁ ghting pike) and a 
  special pin forged of white hot metal on 
  Minbar and cooled in three ceremonial 
  bowls. These items are a mark of the respect 
  the Anla’shok has for their dedication and a 
  token representing the sacred bond between 
  them and their order.
  These items may never be sold without 
  deep and lasting shame befalling the ranger 
  doing so, though one or more of them might 
  be loaned or bartered if the situation forcing 
  the act were truly desperate enough to 
  warrant such a thing. If any of these items 
  are destroyed, the Anla’shok will replace 
  them free of charge but the ranger will be 
  expected to travel to the city of Tuzanor on 
  Minbar to receive them. Lost items are the 
  responsibility of the ranger, who should do all within his 
  power to track them down as soon as  responsibilities and 
  circumstances allow.
  Places Unseen: Rangers are expected to be able to hold 
  their own in virtually any situation. As such, they are 
  trained in ancient ﬁ ghting arts, including the use of the 
  Denn’bok, and then educated in many ways to
  avoid having to use those skills. At the ﬁ rst level of the 
  Anla’shok ranger prestige class, a character receives the 
  Exotic Weapon Proﬁ ciency (Denn’bok) and Improved 
  Unarmed Strike feats for free to reﬂ ect their enhanced 
  talents in combat. To show their education in the arts of 
  stealth, they gain a +1 competence bonus to all Hide and 
  Move Silently checks.
  Fearless: Rangers become quickly inured to the dark 
  places where no one dares to go. Their mandate takes
  them into situations that would freeze the blood of hardened 
  soldiers and make even brave men weep in
  fright. At 2nd level, the ranger becomes immune to any 
  mundane situation that would normally require him to 
  make a Will saving throw or suffer any effects of fear or 
  terror. A ranger has a job to do and he does it, no matter 
  how suicidal or fearsome it might be.
  The Application of Terror: As part of a ranger’s 
  psychological training, he is taught both how to master 
  his own fear and how to heighten it in others. Using this 
  technique, a ranger can attempt to ‘attack’ a foe’s mind 
  through carefully manipulated events, words and actions. 
  Application of Terror takes one hour per character level of 
  the opponent being fought to set up, and the ranger must 
  have control over the area where the battle will take place 
  and at least passing knowledge of the foe itself. This limits 
  the ability to only the most controlled of circumstances, 
  such as a duelling ground or an ambush planned in 
  advance.
  Once the area is arranged and the time is spent in reﬂ ection 
  and preparation, the opponent will suffer the ranger’s 
  Wisdom modiﬁ er (if positive) as a penalty to all attack rolls 
  and skill checks while engaged in combat with the ranger 
  who initiated Application of Terror. An opponent is always 
  free to surrender or ﬂ ee but while the battle continues, the 
  penalty to attack rolls and skill checks remains. Application 
  of Terror is in-depth and mentally exhausting enough that it 
  can only be performed once per day and can only beneﬁ t a 
  single character once per day.
  If the target opponent for an Application of Terror is in a 
  starship or commands troops directly, the penalty from this 
  ability affects any equipment, vehicle or characters under 
  his command. This makes the Application of Terror a very 
  potent, if seldom used, ability and one of the most important 
  weapons in a ranger’s arsenal. The Games Master is the 
  ﬁ nal arbiter over what constitutes an acceptable use of this 
  ability and how many individuals it can affect through its 
  use against a ‘commander’.
  Die for the One: Rangers do not fear death, or at least 
  that is what is taught in the academies of Tuzanor. By the 
  time a character reaches 3rd level in this prestige class, 
  he has likely faced death many times and begun to truly 
  understand that it is not a thing to be terriﬁ ed of. Only 
  a death without meaning and without honour is to be 
  avoided; a life spent for a cause is something to take pride 
  in. Rangers of this level gain the ability to push themselves 
  far beyond their normal limits when their own deaths are 
  imminent. Once a ranger with this ability reaches 0 hit 
  points, he may continue to act without penalty (though 
  one hit point is still lost each round as normal) until death 
  occurs at –10 hit points.
  
  132
  Rules Additions
  Once this ability is used, a ranger cannot stabilise and gains 
  no Constitution bonus for others attempting to
  stabilise him. He is literally burning his life force away in 
  order to continue ﬁ ghting for what he believes in. A ranger 
  can choose to not use this ability when he reaches 0 or 
  fewer hit points, but this choice must be made immediately 
  upon suffering the damage that brings him to this point. If 
  a ranger chooses not to use this talent so he can stabilise 
  normally, he cannot then choose to invoke Die for the 
  One and act until he ﬁ rst reaches a positive number of hit 
  points.
  Bonus Feat: At 3rd, 5th, 7th, and 9th level, the ranger 
  gains a bonus feat. This feat may be freely chosen from any 
  the character normally meets the requirements for. Rangers 
  are highly trained individuals, capable of many feats that 
  set them apart from more mundane individuals. However, 
  ranger training is also exceptionally diverse, allowing 
  members to ﬁ nd their own talents and specialisations.
  A Ranger’s Authority: Rangers have contacts and allies 
  scattered among the stars, each one cultivated carefully 
  and used in secret whenever possible. At 4th level, a ranger 
  becomes privy to this support network. Trusted more than 
  lower level members of the Anla’shok, the ranger can 
  always ﬁ nd aid in the form of 1d5 x 100 credits, a ticket 
  on a transport to any neighbouring planet or system or a 
  small size or smaller weapon of any type available in the 
  surrounding area no matter where he is. This ability is 
  subject to temporary revocation if it is abused; contacts are 
  not servants and should never be treated as such. It takes no 
  less than one hour to use A Ranger’s Authority.
  In addition, unless the Games Master has a reason to 
  deny the character this boon, the ranger will have reached 
  sufﬁ cient rank to be granted command of his own ship. A 
  4th level ranger will be provided with a crew and vessel 
  of appropriate type and capabilities for the campaign; 
  the Games Master is in full control of how far this perk 
  extends, though it is common in times of war after the 
  Earth Year 2260 for the ranger to be given command of a 
  White Star.
  Denn’bok:  At 4th and 8th level, the continued training a 
  ranger receives with a Minbari ﬁ ghting pike increases the 
  amount of damage he can inﬂ ict with it in combat.  In the 
  hands of a skilled ranger, a denn’bok becomes more than 
  just an extending metal staff; it is the focus for all of their 
  The Anla’shok Ranger
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +1
  +0
  +1
  +1
  Garb of Honour, Places Unseen
  2
  +2
  +0
  +2
  +2
  Fearless, The Applications of Terror
  3
  +3
  +1
  +3
  +3
  Die for the One, Bonus Feat
  4
  +4
  +1
  +3
  +3
  A Ranger’s Authority, Denn’bok 
  (1d8)
  5
  +5
  +1
  +4
  +4
  Live for the One, Bonus Feat
  6
  +6
  +2
  +5
  +5
  Between the Darkness and the Light
  7
  +7
  +2
  +6
  +6
  Bonus Feat
  8
  +8
  +2
  +6
  +6
  Standing on the Bridge, Denn’bok 
  (1d10)
  9
  +9
  +3
  +7
  +7
  Bonus Feat
  10
  +10
  +3
  +8
  +8
  Heart of Isil’zha
  
  133
  Rules Additions
  martial training and becomes capable of striking deadly 
  blows with blinding speed.  At 4th level, a denn’bok inﬂ icts 
  1d8 damage with a successful attack instead of 1d6.  At 8th 
  level, this improves to 1d10.
  Live for the One: Any ranger can proclaim the creed 
  and vow of the Anla’shok but most of them never really 
  consider the implications of what those words really mean. 
  The best and brightest of the rangers recognise that death 
  is one way to serve the One and the cause of the Anla’shok 
  but it is by no means the only way. A 5th level ranger has 
  taken this revelation to heart and, while he may have come 
  to this realisation early in his career, he can now ﬁ nally put 
  his insight to use.
  A ranger with this ability can stabilise normally while 
  using Die for the One, granting his Constitution modiﬁ er 
  as normal to Medical checks made to stabilise him, and 
  can spend a permanent Constitution point to automatically 
  succeed at a reroll of a failed stabilisation check at -9 
  hit points. 5th level rangers are very hard to kill; their 
  dedication to the One and all they care for keeps them 
  going long after others would have given up the ﬁ ght.
  Between the Darkness and the Light: Rangers are 
  asked to do some very dangerous things, often with no 
  promise or possibility of support form outside forces.  
  As such, they are expected to be self-sufﬁ cient and may 
  be placed in situations where only their personal skills 
  stand between success and failure.  Rangers are given a 
  wide variety of skills to train in, but every member of the 
  Anla’shok exhibits their own aptitude during the course of 
  that training.  At 6th level, a ranger may chose from one 
  of the following options.  Once made, this choice cannot 
  be changed and the ranger gains the beneﬁ t of the chosen 
  ability.
  Security Systems (Agent class 
  feature), 
  Improved 
  Diplomacy 
  (Diplomat class feature), Lurker’s 
  Knowledge 
  (Lurker 
  class 
  feature), Rallying Call (Ofﬁ cer 
  class feature), Primary Area of 
  Study (Scientist class feature), or 
  Weapons Training (Soldier class 
  ability).  If any of these skills 
  accrue beneﬁ ts or improve over a 
  number of levels, they do not do so 
  for the ranger, providing only what 
  beneﬁ t they might grant at their 
  basic level.
  Standing on the Bridge: Rangers 
  are a stubborn lot, and that deﬁ ant 
  streak is cultivated in higher level 
  rangers with training that allows 
  them to endure even the greatest of hardships and still 
  persevere.  This level of endurance training extends into 
  every discipline, from the physical to the purely mental, 
  with each lesson designed to bring out the true nature 
  of a ranger under the most stressful of situations.  Very 
  few manage to pass these tests, but those that do achieve 
  something great within themselves.  
  Once per day, a ranger of 8th level can automatically 
  succeed at a single failed saving throw.  The effort involved 
  inﬂ icts one point of subdual damage on the ranger for each 
  point the saving throw was missed by.  
  Heart of Isil’zha: At this level, a ranger reaches the 
  pinnacle of Anla’shok training and has passed every test 
  of ability and character set forth by Valen and the many 
  that have been added to the regimen in a thousand years.  
  While not every member of the Anla’shok’s leadership 
  council has 10 levels in this prestige class, any 10th level 
  Anla’Shok ranger has the right to join the council, ruling 
  the organisation alongside them from their headquarters in 
  Tuzanor on Minbar.  
  This level of authority comes with its own rewards; when a 
  Heart of Isil’zha (the honoriﬁ c given to a 10th level ranger) 
  goes out on ﬁ eld work, he or she can effectively take 
  anything she needs from the combined resources of the 
  Anla’shok and the Minbari Federation.  This is effectively 
  a more wide-reaching form of the ranger’s Authority 
  class feature, but with fewer limits.  If a Heart of Isil’zha 
  believes that a fully crewed Sharlin cruiser with an escort 
  ﬂ ight of White Stars is required for a given mission, they 
  are typically given over to his command without question.
  Denn’bok: One of the traditional exotic weapons of 
  the Minbari is the Minbari ﬁ ghting pike, or denn’bok.  
  
  134
  Rules Additions
  The denn’bok is a collapsible quarterstaff composed of 
  mnemonic ferricite that expands from a six-inch grip to 
  over ﬁ ve feet.  Anla’shok Instructor Durhan is considered 
  the modern master of this weapon and is currently training 
  both Minbari and deserving humans in the City of Sorrows 
  on Minbar. Very few are produced yearly; most pikes are 
  passed from one generation to the other.  Fighting pikes 
  rarely fall into the hands of non-Minbari.  Some pikes do 
  end up on the black market, often fetching 5,000 credits or 
  more.  The listed price in the chart below is what legitimate 
  owners outside of the Anla’shok can expect to pay for a 
  replacement.
  Rules Expansion – The 
  Denn’Bok
  While the denn’bok is effectively a quarterstaff, the fact 
  that there are very few people in the year 2260 trained 
  in such a weapon (as noted by the lack of it from the 
  standard weapons list in the Main Rulebook) places it 
  ﬁ rmly in the realm of an exotic weapon.  Its ease of use 
  as a bludgeoning weapon, however, means that even 
  individuals not speciﬁ cally trained in its use should be able 
  to wield it with some degree of skill in combat.
  If a character does not 
  have the Exotic Weapon 
  Proﬁ ciency (denn’bok) feat, 
  a denn’bok acts as a club and 
  cannot be used as a double 
  weapon.  This simulates that 
  while anyone should be able 
  to strike at an enemy with 
  an extended ﬁ ghting pike, 
  it takes a certain degree of 
  trained skill to use it to its 
  fullest potential.
  Ranger’s Robes: Following 
  the Minbari custom that 
  things 
  should 
  be 
  both 
  beautiful 
  and 
  functional 
  whenever 
  possible, 
  the 
  ﬂ owing nature of a ranger’s 
  traditional clothing makes 
  them almost seem to ﬂ ow 
  by themselves when the 
  wearer moves.  The materials a ranger’s robes are made 
  of resemble the same ballistic and energy resistant weaves 
  that the Minbari warrior caste use.  These robes can 
  blunt the impact of a weapon enough to save a ranger’s 
  life without being so obvious and bulky that they might 
  cause an altercation by making the wearer appear heavily 
  armoured.  Their cut and design also help a ranger move 
  unheard when he walks, imparting a +1 equipment bonus 
  to Move Silently checks.
  Item
  Cost
  Weight
  DR
  Ranger’s Robes
  n/a
  8 lb.
  2
  The Prophetess
  Certain forms of telepathy, namely the gift of clairvoyance, 
  are more common among the Centauri in their females.  
  While male Centauri can be very effective and powerful 
  telepaths, the females of the species seem to have a 
  predisposition for the various forms of ‘sight’ that the 
  talent can produce.  While the most notable of these are the 
  telepaths trained from birth in groups to serve the Emperor 
  Weapon
  Cost
  Damage
  Area of 
  Effect
  Critical
  Ammo
  Range 
  Increment
  Size
  Weight
  Type
  Melee Weapons
  Denn’bok (double weapon)
  950 cr.
  1d8/1d8
  19-20/x2
  -
  -
  Special 
  1.5 lb
  Bludgeoning
  
  135
  Rules Additions
  directly, there is another blessing that a few rare female 
  Centauri can manifest - prophecy.
  While prophetic powers are very potent and all Centauri 
  recognise the value inherent in any female with the gift, 
  few seers are appreciated in their lifetimes.  Prophecy rarely 
  touches on the good things that can happen in life, centring 
  more often on war, death and disaster.  The Centauri, who 
  normally prefer to avoid life’s unpleasantries in pursuit 
  of pleasure and personal ediﬁ cation, have a hard time 
  accepting a prophetess in their midst and only those who 
  are truly high ranking for some other reason ever achieve 
  any kind of fame or glory.  Even then, this usually comes 
  from noble birth or a political marriage rather than from 
  any public acclaim involving their powers.
  Episode References:  Signs and Portents, Point of No 
  Return.
  Additional Hit Points:  1.
  Requirements
  To qualify to become a Prophetess, a character must fulﬁ l 
  all the following criteria.
  Race:  Centauri.
  Gender: Female.
  Skills:  Concentration 6 ranks, Telepathy 8 ranks.
  Feats:  Ability Focus (danger sense).
  P-Rating:  P8 or higher.
  Class Skills
  The Prophetess’ class skills (and the key ability for each 
  skill) are Bluff (Cha), Computer Use (Int), Concentration 
  (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge 
  (politics) (Int), Knowledge (telepathy) (Int), Listen (Wis), 
  Sense Motive (Wis), Spot (Wis), and Telepathy (Cha).
  Skill points at each level:  4 + Int modiﬁ er.
  Class Features
  All of the following are class features of the 
  Prophetess prestige class.
  Flashes of Tragedy: When a prophetess ﬁ rst 
  begins to hone her foretelling abilities, they 
  are still raw and unfocused.  Unable to make 
  the visions come when she wishes them, a 
  prophetess must simply hope that fate will speak 
  through her when it has something that needs to 
  be said.  This class ability works like Dire Fate 
  below, but occurs only when the prophetess is 
  touching someone, making skin to skin contact, and only 
  has a small chance of actually happening.  
  Every time the prophetess touches someone in this manner, 
  she must make a Telepathy check.  The DC for this check 
  is 5 + the Charisma modiﬁ er and level of the character 
  touched.  If this check is failed, the prophetess immediately 
  has a vision as described under the Dire Fate power.  If 
  the check succeeds, the prophetess does not have a vision, 
  even if she wants to have one.  This check is only made 
  once every 24 hours per individual touched, regardless of 
  how many times the prophetess makes contact with a given 
  subject during that time.  
  Because the power of prophecy has little to do with the 
  mind of the person been touched, the -4 penalty normally 
  applied to Telepathy checks involving aliens does not come 
  into play for any of the prophetess’ class abilities.  Also, the 
  stress of enduring a prophetic vision inﬂ icts 1d6 points of 
  subdual damage on the prophetess, causing some to faint 
  from the exertion forced upon them by their newfound 
  powers.
  Dire Fate: The core of a prophetess’ powers, Dire Fate is 
  the glimpse she can make into a subject’s future.  When 
  Dire Fate is gained at the 2nd level, it becomes controllable 
  enough for her to actively use.  This is a different check 
  from that of Flashes of Tragedy, which must still be rolled 
  for every time a prophetess makes contact with a living, 
  sentient being.  When a prophetess willingly uses Dire 
  Fate, she touches the subject with both hands and meditates 
  for ﬁ ve full minutes.  Both the prophetess and the subject 
  must remain perfectly still during this time.  Any loss of 
  contact or verbal communication will ruin the attempt and 
  force the prophetess to begin again.  A Telepathy check 
  (DC 25) is required for success, and any attempt will inﬂ ict 
  2d6 points of subdual damage.
  
  136
  Rules Additions
  This power requires a great deal of forethought on the 
  Games Master’s part, as the true fate of any character 
  is typically undecided and only comes out during game 
  play.  The Games Master is encouraged to be vague and 
  imprecise with anything this power can reveal, leaving 
  both seer and subject to wonder what the meaning of the 
  vision might be.  At the same time, this power should in 
  some way be useful, offering at least a valuable clue how 
  the subject might avoid some upcoming disaster or prepare 
  for a campaign plotline about to emerge.
  Avoidance: As a side effect of the prophetess’ emerging 
  precognition, she is rarely ever in danger.  This Avoidance 
  is not generally under the seer’s control, occurring at 
  a subconscious level.  The prophetess simply chooses 
  to avoid a certain section of the ﬂ oor, for example, not 
  actually knowing that it has been weakened by age and 
  will collapse.  This is treated as a +1 circumstance bonus to 
  all saving throws the prophetess must make.  
  If an allied or neutral character is within 5 feet of the 
  prophetess when a ranged attack would strike her 
  successfully, there is a 50% chance that character will take 
  the blow instead.  This ability is also constant and not under 
  the control of the prophetess.  This particular quirk of the 
  power of prophecy among Centauri women have rightfully 
  given them a reputation for not being safe to be near.  
  Unlike her other powers, this one does not inﬂ ict subdual 
  damage on the prophetess when it comes into play.
  Divination: Eventually, the constant exposure to fate and 
  the destinies of others opens a prophetess’ eyes to the 
  future in a way that focuses on places and events as well as 
  people.  Once a prophetess gains the power of Divination, 
  she no longer needs to make contact with a person to 
  receive visions.  Once per day, she can choose to divine 
  a prophecy involving a person, place, or object, even if 
  the subject of her ability is light years away.  This power 
  requires a Telepathy check as with Dire Fate, but the DC is 
  s set value as determined by the following chart:
  Subject is:
  Telepathy DC:
  A living or recently deceased being
  15
  A physical location (planet, city, 
  starship, etc.)
  20
  An object (royal jewels, weapon, 
  clothing)
  25
  Associated with the prophetess in some 
  way (subject involves the Centauri, 
  has been held by her in the past, the 
  prophecy involves her in some way, etc.)
  -5
  Involved in epic or extremely sweeping 
  events (a war, a plague, or a turning 
  point in history)
  -5
  Only known to the prophetess by a name 
  or a written or verbal description
  +5
  True Seer: The height of the prophetic arts, the power of 
  a True Seer is incredible and terrifying to behold.  While a 
  prophetess at this level can still accidentally read the future 
  of someone she touches, the chance of doing so becomes 
  very slim due to her increased control over her skills.  Any 
  time a failed Telepathy check would result in an accidental 
  reading, she may reroll the check.  
  In addition to this, a 5th level prophetess becomes immune 
  to the subdual damage normally associated with her 
  powers.  Divination is still somewhat draining, inﬂ icting 
  1 point of subdual damage, but Dire Fate and Flashes 
  of Tragedy can be used freely.  These powers are also 
  considerably clearer for a True Seer to use, allowing her 
  to get a better idea of what her visions mean.  This is still 
  under the Games Master’s control, but the clues given by 
  any prophecy made by a True Seer should be somewhat 
  easier to interpret.  They may be vague and confusing, but 
  a True Seer’s prophecy can be a powerful glimpse of the 
  future.  
  The last advantage given by this level of power is an 
  additional +1 to saving throws as granted by the Avoidance 
  class feature, for a total circumstance bonus of +2 to any 
  saving throw the prophetess might have to make.
  The Prophetess
  Level
  Base Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +0
  +0
  +2
  Flashes of Tragedy
  2
  +1
  +0
  +0
  +3
  Dire Fate
  3
  +1
  +1
  +1
  +3
  Avoidance
  4
  +2
  +1
  +1
  +4
  Divination
  5
  +2
  +1
  +1
  +4
  True Seer
  
  137
  Equipment
  Equipment 
  and Vehicles
  Technological development continues at a high pace 
  throughout the galaxy, as every race tries to gain a 
  commercial, scientiﬁ c and military edge over its rivals.  The 
  Earth year 2260 saw many governments begin gearing up for 
  wide-ranging conﬂ icts, driving the need for new weapons, 
  spacecraft and technologies, all of which opportune players 
  can take advantage of if they know where to look.
  This chapter details new equipment and vehicles that become 
  available in 2260, greatly expanding the options players and 
  Games Masters have when developing their characters.
  Bomb Sweepers:  These small, handheld units are based 
  on medical technology used to detect toxins and airborne 
  pathogens.  Bomb sweepers are used to detect the aerosol 
  emissions that most forms of explosive give off, using these 
  to track the location of a hidden device.  While these items 
  are more effective in a vacuum, they can be set to factor out 
  background gases and can be used in any kind of atmosphere.  
  A character with a bomb sweeper adds a +4 circumstance 
  modiﬁ er to Technical checks when trying to locate an 
  explosive device of any kind in a vacuum.  This bonus drops 
  to +2 in an atmosphere and may be reduced to +1 or even 
  negated entirely if the surroundings are sufﬁ ciently polluted 
  or disruptive.  Bomb sweepers have a range of 100 feet but 
  cannot penetrate walls or doors, making their effective range 
  often much shorter.
  Neural Alteration Device:  A related machine to the 
  insidious cybernetic neural net, this government-sanctioned 
  device is used for the difﬁ cult process known as the death 
  of personality.  Considerably lighter and cheaper due to its 
  legal construction and extremely focused functionality, this 
  device targets the memory centres of the subject and either 
  erases them entirely or overlays them with a new matrix of 
  experiences and thoughts, depending on the setting used.  A 
  neural alteration device requires a well trained technician to 
  operate; the person using such a device must have at least 5 
  ranks in each of the following skills, Knowledge (psychology), 
  Medical, and Technical (electronics).  A second character can 
  provide the ranks of Technical (electronics) as an assistant 
  but the primary operator must have the ﬁ rst two at the proper 
  levels in order to use the machine correctly.
  Screamer:  A sonic security system installed in key locations 
  of Babylon 5 and other high proﬁ le EarthForce vessels and 
  stations, the screamer generates a high-pitched disorienting 
  pulse of constant aural vibrations.  This pulse disrupts the 
  inner ear’s ability to maintain balance and can incapacitate 
  anyone caught in its area of effect.  A screamer system is 
  usually installed as part of a station or vessel’s public address 
  system but smaller units do exist.  These smaller screamers are 
  portable, though they require a Technical (electronics) check 
  (DC 15) and ﬁ ve minutes to set up.  Full size units can affect 
  a single room of any size while portable Screamers can be set 
  to affect any area up to 100 square feet.
  Victims of a screamer system have to make a Fortitude saving 
  throw or be completely incapacitated.  They are not technically 
  unconscious, but they cannot take any action and are treated 
  as ﬂ atfooted against any form of attack.  The DC for this save 
  is 18 for an installed system, 15 for a portable one, and must 
  be made every round the victim remains in the area of effect 
  regardless of the result of any previous save.
  Rumours abound of a black market version of the screamer 
  that actually inﬂ icts sonic damage on anyone within its area 
  of effect.  This device, called a shrieker, would be extremely 
  illegal if it existed at all, and would only be found in a portable 
  variety.  Shriekers inﬂ ict 1 point of lethal sonic damage on any 
  target in its area of effect in addition to the effects listed above, 
  ignoring any Damage Reduction.  Ear protection (such as the 
  stillpiece listed below) will limit the damage to one point 
  every three rounds but cannot negate it entirely.
  Stillpiece: A small electronic earpiece that generates a counter 
  harmonic wave capable of negating the effects of a Screamer 
  sonic defence system, the stillpiece is a metal earplug with a 
  loop attached over the back of the ear and a single red light to 
  indicate its operation.  When active, the stillpiece imposes a -1 
  circumstance penalty to all Listen checks but renders the user 
  immune to the effects of any sonic based weapon such as the 
  screamer.  Stillpieces are standard issue to all command and 
  security forces on EarthForce stations and vessels.  Earth law 
  prohibits their ownership or sale in any other regard.
  Syntheplast:  A chemical duplicate of blood, it is often kept 
  on hand in medical centres and as part of ﬁ eld surgical kits as 
  a blood substitute.  Used only in emergencies, its application 
  causes the loss of –1 Constitution due to anomalies in its 
  chemical make up.  This Constitution loss cannot be healed 
  by any normal means and will only fade after 30 days (when 
  the body replaces the false blood with real) or after a full 
  transfusion.  Its major advantage is its ease of creation, being 
  simple to synthesise for virtually any alien species and cheap 
  to mass produce.  Using syntheplast grants a +1 circumstance 
  bonus for Medical checks made for long-term care if the 
  Games Master rules that having an appropriate type of blood 
  on hand would do so.
  Syntheplast also has an unpleasant secondary market; that 
  of fake blood for dramatisations and practical jokes.  When 
  mixed with a chemical catalyst, syntheplast only lasts for 
  2d10 minutes after exposure to open air.  After this time, 
  it breaks up into a set of inert gases and vanishes entirely.  
  Only a detailed chemical analysis can detect the presence of 
  syntheplast after it breaks up in this way.
  
  138
  Equipment
  General Equipment
  Item
  Cost
  Weight
  Bomb Sweeper
  1,250 cr.
  3 lb.
  Neural Alteration Device
  450,000 cr.
  18 lb.
  Screamer, Installed (DC 18)
  55,000 cr.
  n/a
  Screamer, Portable (DC 15)
  35,000 cr.
  28 lb.
  Shrieker
  67,000 cr.
  32 lb.
  Stillpiece
  450 cr.
  n/a
  Syntheplast
  50 cr./pint
  .5 lb./pint
  Spacecraft and 
  Conventional Vehicles
  The spacecraft and vehicles detailed below are new designs 
  that appear during 2260.  In many cases, these vessels may 
  have been in development and even limited service several 
  years before but it is only now, during The Point of No Return, 
  that they see widespread use.  Games Masters are free to 
  introduce them earlier but should ensure they never become 
  commonplace until 2260.
  Centauri Blockade Mines
  An excellent point defence satellite used by the Centauri in 
  large numbers as a form of unmanned planetary blockade, 
  these stationary automated gun platforms can be coded to ﬁ re 
  on any vessel not transmitting the proper security clearance.  
  With advanced logic processors capable of recognising ship 
  silhouettes in ﬂ ight, Centauri blockade mines can tell the 
  difference between an alien vessel trying to fool it with a false 
  code and an actual Centauri ship of the ﬂ eet.  As such, these 
  autonomous satellites are used with great conﬁ dence by the 
  Republic navy and have an excellent service record.
  Large Spacecraft; hp 25; DV 8 (-2 size); DR 10; Spd 0 (can 
  maintain their orbit with micro-thrusters but cannot move); 
  Acc 0; Dec 0; Han +0; Sensor +5; Stealth 14; SQ -; Cargo 
  None.
  Weapons:
  4 Twin-linked Particle Guns; Front, Left, Right, Rear; Attack 
  +4 (targeting computer); Damage 3d8; Critical 20; Range 1
  Drazi Sky Serpent
  A massive ﬁ ghter too large to efﬁ ciently be carried in a 
  hanger bay, the Sky Serpent is one of the largest ﬁ ghters ever 
  designed by any military and is practically its own class of 
  vessel.  These super-heavy ﬁ ghters are not common, as their 
  high proﬁ le nature makes them important targets once they 
  are deployed.  The Sky Serpent carries a remarkable amount 
  of armour plating and ﬁ repower, even considering their size, 
  and while they are not very manoeuvrable, they more than 
  make up for their lack of combat agility in sheer destructive 
  capability.
  Gargantuan Spacecraft;  hp 65; DV 11 (-4 size, +5 agility);  
  DR 10;  Spd 32;  Acc 6;  Dec 4;  Han +3;  Sensor +3;  Stealth 
  10;  SQ Atmospheric Capable;  Cargo 1,000 lb.;  2 pilots, 1 
  gunner
  Weapons:
  2 Particle Beams;  2 Boresight;  Attack +3 (targeting 
  computer);  Damage 10+3d10;  Critical 20;  Range 2
  Drazi Strikehawk 
  Battlecarrier
  While the Sunhawk is undoubtedly the most common 
  battlecruiser in the Drazi Freehold’s military, they do have 
  alternate conﬁ gurations of the design to deal with the many 
  combat situations they have to deal with as a major power in 
  the League of Non-Aligned Worlds.  The Strikehawk variant 
  of the Sunhawk matches the aggressive nature of the Sunhawk 
  perfectly, acting as a heavily armed carrier for a Sky Serpent 
  super heavy ﬁ ghter and then remaining in its deployment zone 
  to act as full ﬁ re support.  While no longer a common design, 
  the Strikehawk existed in considerable numbers at one time 
  and the few that remain in their current military armada are 
  treated with great respect.
  Colossal II Spacecraft;  hp 380;  DV 9* (-10 size, +9 agility);  
  DR 13;  Spd -;  Acc 5;  Dec 3;  Han +3;  Sensor +4;  Stealth 
  
  139
  Equipment
  10;  Cargo 16,000 lb.;  2 Ofﬁ cers, 4 Pilots, 5 Sensor Operators, 
  4 Crewmen
  * Once the Sky Serpent has been deployed, the vehicle’s 
  agility bonus improves to +10, raising its Defence Value to 
  10.
  Weapons:
  Particle Cutter;  Boresight;  Attack +3 (targeting computer);  
  Damage 25+5d6;  Critical 20;  Range 3
  Particle Blaster; Boresight;  Attack +3 (targeting computer);  
  Damage 25+2d10;  Critical 20;  Range 3
  Particle Beam;  Boresight;  Attack +3 (targeting computer);  
  Damage 10+3d10;  Critical 20;  Range 2
  Craft (1):
  1 Sky Serpent
  Minbari 
  Passenger 
  Liner
  In the more open relations 
  between the Minbari and 
  other races that came after 
  the 
  Earth/Minbari 
  War, 
  some 
  members 
  of 
  that 
  normally 
  introspective 
  and isolationistic race had 
  a desire to see other star 
  systems outside their own 
  Federation.  To accommodate 
  this 
  need, 
  several 
  inter-
  system craft were outﬁ tted 
  for longer range voyages 
  and 
  reconﬁ gured 
  into 
  passenger ships capable of 
  taking Minbari from their 
  own worlds to distant vistas 
  such as Babylon 5 and the 
  homeworlds of far ﬂ ung 
  races never before seen by 
  their people.  In keeping with 
  the philosophy of deadly beauty, a Minbari passenger liner is 
  both aesthetically pleasing to look at and carries an impressive 
  array of weapons for a civilian spacecraft.
  Gargantuan Spacecraft; hp 55; DV 12 (-4 size, +6 agility); 
  DR 6; Spd 40; Acc 10; Dec 10; Han +6; Sensor +10; Stealth 
  34; SQ Artiﬁ cial Gravity, Atmospheric Capable, Long-
  Ranged, Minbari Flight Computer; Cargo 400 lb.; 3 Pilots, 
  30 Passenger
  Weapons:
  Tri-linked Light Fusion Cannon; Boresight; Attack +3 
  (targeting computer); Damage 3d8; Critical 18-20; Range 1
  Light Fusion Cannon; Aft; Attack +3 (targeting computer); 
  Damage 3d8; Critical 18-20; Range 1
  Shadow Cruiser 
  Fearless and unstoppable, there is no ship among the younger 
  races that can stand against a Shadow vessel in open combat. 
  Fast, agile and possessing weapons of enormous destructive 
  power, a Shadow cruiser is capable of literally slicing an 
  enemy apart. The construction and operation of these ships 
  remains a mystery though speculation remains that they are 
  based on a similar biotechnology as Vorlon craft. 
  Colossal III Spacecraft; hp 800; DV 14 (-12 size, +16 agility); 
  DR 35; Spd 30; Acc 6; Dec 6; Han +6; Sensor +15; Stealth 
  20; SQ Atmospheric Capable, Grapple*, Shadow Fighters, 
  Shadow Jump, Shadow Ship; Cargo 0 lb.; 0 Crewmen 
  * Shadow cruisers can only initiate grapple attempts against 
  Huge or smaller spacecraft. When a Shadow cruiser succeeds 
  in a grapple check, it automatically draws the vessel into 
  
  140
  Equipment
  its hull and cannot grapple any other ships until the ﬁ rst 
  one is expelled.  Any ship grappled in this way shuts down 
  completely and cannot attempt to break the grapple.  
  Weapons: 
  Shadow Energy Beam; Turret; Attack +0; Damage 300+5d100; 
  Critical special; Range 7 
  Jump Point Disruptor; Turret; Attack +0; Damage special; 
  Critical none; Range 1 
  Craft (8): 
  8 Shadow Fighters 
  Shadow Fighter 
  As relentless as the larger ships, Shadow ﬁ ghters are the 
  nightmare of any pilot among the younger races. Fast and 
  agile, these ﬁ ghters have a lethal pulse weapon that blasts 
  any similar-sized enemy apart and waves of these craft can 
  even overwhelm capital ships. Shadow ﬁ ghters are usually 
  encountered in large battles when unleashed by the larger 
  ships though occasionally they are used as scouts and patrol 
  craft, guarding systems from prying eyes while their masters 
  prepare their plans of chaos. 
  Huge Spacecraft; hp 30; DV 18 (-2 size, +10 agility); DR 
  4; Spd 45; Acc 15; Dec 15; Han +10; Sensor +20; Stealth 
  22; SQ Atmospheric Capable , Shadow Ship; Cargo 0 lb.; 0 
  Crewmen 
  Weapons: 
  Shadow Energy Pulse; Boresight; Attack +0; Damage 
  30+3d10; Critical special; Range 2 
  Shadow Scout
  Frighteningly swift and the deadliest ship of its size in the 
  galaxy, Shadow scouts are the ﬁ rst wave of reconnaissance 
  for the dark armada.  These ships can use their sensors across 
  the confusing and disruptive energy ﬁ elds of hyperspace 
  without any degradation of effect and have specially designed 
  capabilities for scouting into normal space without having to 
  leave the safety of hyperspace to do so.  Shadow scouts do not 
  often engage in combat.  They are fully capable of doing so, 
  but their ability to reconnoitre an area and communicate their 
  ﬁ ndings to larger, combat-dedicated Shadow vessels make 
  them too valuable to commit to any serious ﬁ reﬁ ght.
  Gargantuan Spacecraft; hp 200; DV 18 (-4 size, +12 agility); 
  DR 20; Spd 40; Acc 10; Dec 10; Han +8; Sensor +25*; 
  Stealth 21; SQ Atmospheric Capable, Shadow Jump, Shadow 
  Sensors, Shadow Ship; Cargo 0 lb.; 0 Crewmen 
  Weapons: 
  Shadow Energy Pulse; Turret; Attack +0; Damage 20+2d10; 
  Critical special; Range 3; Rapid Fire
  Shadow Shuttle
  These craft do not often see use because the Shadows rarely 
  transport their agents in any vessel identiﬁ able as one of their 
  own.  These shuttles are actually built by one of the Shadows’ 
  mysterious ally races and consigned to those rare instances 
  where one of their agents need to be taken to a distant 
  location under the safety of a Shadow cruiser.  The design of 
  a Shadow shuttle allows it to be easily engulfed by a cruiser 
  and then released without damage when it comes within safe 
  hyperspace range of its destination.
  Huge Spacecraft;  hp 30; DV 18 (-2 size, +10 agility);  DR 6;  
  Spd -;  Acc 8;  Dec 4;  Han +5;  Sensor +2;  Stealth 18;  SQ 
  Artiﬁ cial Gravity, Atmospheric Capable;  Cargo 100 lb.;  1 
  Pilot, 1 Passenger
  Weapons:
  2 Light Particle Guns;  Boresight, Aft;  Attack +4 (targeting 
  computer);  Damage 2d10;  Critical 20;  Range 1
  Shadow Technology 
  Shadows use the following special rules for their spacecraft. 
  Jump Point Disruptor: To the cost of their enemies, it has 
  been discovered Shadow ships are capable of unleashing a 
  ball of energy that, when aimed at a jump point, will disrupt 
  the vortex with fatal consequences for any ship attempting to 
  
  141
  Equipment
  enter it. A Shadow ship may ﬁ re its jump point disruptor at any 
  jump point within range (note, this must be a ship-generated 
  jump point – jumpgates are too stable to overcome in this 
  way). A jump point is considered to be a stationary object 
  with DV 10. If the Shadow successfully strikes the jump point, 
  it will become disrupted, collapsing within 1d3 rounds. Any 
  ship attempting to enter the jump point, or any ship that has 
  entered within the last round, will be automatically destroyed, 
  regardless of its size. 
  Shadow Energy Beam: The energy beams used by Shadow 
  ships are incredibly destructive, fully capable of slicing even 
  an Omega destroyer in two. If successful in striking a target, 
  they will always deal 1d3 critical hits (determined randomly 
  as normal) in addition to normal damage. All Shadow energy 
  beams also ignore a target’s Damage Reduction score.  
  Shadow ﬁ ghters emit a pulse of energy that automatically 
  inﬂ icts a single critical in addition to normal damage. 
  Shadow Energy Pulse: A smaller and less powerful version 
  of the energy beams used by larger Shadow vessels, the pulse 
  is still capable of causing considerable damage. If successful 
  in striking a target, it will always deal a critical hit (determined 
  randomly as normal) in addition to normal damage. 
  Shadow Fighters: Shadow Ships can deploy their ﬁ ghters 
  in the normal fashion, as detailed on page 89 of the main 
  rulebook. However, they can also be shot from the Shadow 
  Ship in a compact mass, blasting apart to instantly engage the 
  enemy at a pre-determined range. All eight Shadow Fighters 
  may be deployed up to 8 squares away from the Shadow Ship, 
  at any facing they choose. 
  Shadow Jump: The Shadows are masters of hyperspace and 
  their larger ships can move in and out of real space at will with 
  total accuracy, seeming to shimmer in and out of existence. 
  Shadow Jump allows a ship to automatically enter or leave 
  hyperspace as a free action, with no check required. No jump 
  point is created and only the ship itself and any smaller craft it 
  carries can enter or leave hyperspace in this way. In addition 
  to this, the consciousness of a Shadow ship exists in both real 
  space and hyperspace simultaneously. This allows them to sit 
  in hyperspace while watching the corresponding location in 
  real space for enemies. It is this ability above all others that 
  makes Shadow vessels lethal in preparing ambushes. Shadow 
  ships follow their own paths through hyperspace and can do 
  so with 100% accuracy – they never need make checks while 
  navigating through hyperspace.  The Shadow Jump ability can 
  only be used once per round, allowing the Shadow vessel to 
  either manifest from hyperspace or disappear into it as a free 
  
  142
  Equipment
  action.  A Shadow vessel cannot come out of hyperspace and 
  return to it during the same round.
  Shadow Sensors: When using its sensors for any purpose, a 
  Shadow scout may reroll a failed result once per round.  This 
  may be against an individual ship only, allowing it to try a 
  second Acquire Target check or pinpoint a ship that its initial 
  sensor sweep may have missed due to a high Stealth score.  
  If a Shadow scout successfully acquires a target, all Shadow 
  ships within 100 squares of the Shadow scout (including the 
  scout itself) gain a +4 to attack rolls against it.
  Shadow Ship: The vessels of the Shadows are less actual 
  spacecraft and more like living creatures in their own right. 
  To this end, they follow some special rules in addition to 
  those normally used for spacecraft. All Shadow vessels are 
  assumed to have a base attack bonus of +15 and 15 ranks in 
  the skills Pilot and Technical (electronics and space travel). 
  Shadow Ships are also capable of refracting a great deal of 
  damage away from themselves, often leaving only the kinetic 
  energy of an attack to be absorbed by their hull. Every attack 
  against a Shadow Ship has its damage halved, though normal 
  damage is dealt by collisions. The ﬁ rst half is applied directly 
  to the Shadow Ship as normal, taking into account is Damage 
  Reduction score. The second half is completely ignored by 
  the Shadow Ship. An amount of damage equal to the Shadow 
  Ship’s current hit points can be ignored this way in a single 
  round – any excess above and beyond this is applied to the 
  Shadow vessel as normal. 
  Telepathy and the Shadows 
  Because of the unique control systems and weapons 
  components used by the Shadow ships, they are capable of 
  being temporarily jammed by telepathic contact. This takes a 
  great deal of skill on the part of the telepath but, if successful, 
  will temporarily paralyse any Shadow vessel. 
  To do so, telepaths use the Jamming ability. When used 
  against a Shadow vessel, there are a number of changes that 
  must be taken into account. Note that the Adaptive Mind feat 
  does not work when attempting to tackle a Shadow – their 
  minds are just too alien for it! 
  When used to paralyse a Shadow vessel, the range of Jamming 
  becomes line of sight but it can only affect one nominated 
  Shadow vessel at a time. The Telepathy check required is DC 
  20. The targeted Shadow vessel receives a Will save to resist 
  the jamming. Shadow ships have a Will save of +10 while 
  Shadow ﬁ ghters have a Will save of +7. If this saving throw is 
  failed, the Shadow vessel becomes paralysed, unable to take 
  any action so long as the telepath maintains his concentration. 
  The Shadow vessel is permitted a new saving throw every 
  round that the jamming is maintained. 
  Jamming used in this fashion only affects Shadow vessels, not 
  the Shadows themselves.  
  
  143
  License
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights 
  Reserved.
  1. Deﬁ nitions: (a)’Contributors’ means the copyright and/or trademark 
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  (d)’Open Game Content’ means the game mechanic and includes the 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  D20 System Rules & Content Copyright 2000, Wizards of the Coast, Inc.;  
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Traps & Treachery Copyright 2001, Fantasy Flight Inc.
  Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
  Dragonstar: Starfarer’s Handbook Copyright 2001, Fantasy Flight Inc.
  Armageddon 2089 - Total War copyright 2003, Mongoose Publishing
  Babylon 5 Roleplaying Game and Factbook copyright 2003, Warner 
  Brothers      
  The Point of No Return copyright 2003, Warner Brothers    
  This printing of The Point of No Return is done under 
  version 1.0 of the Open Game Licence and the draft 
  versions of the D20 System Trademark Licence, D20 
  System Trademark Logo Guide and System Reference 
  Document by permission from Wizards of the Coast 
  ®.   Dungeons & Dragons and Wizards of the Coast are 
  trademarks of Wizards of the Coast, Inc. in the United 
  States and other countries and are used with permission.” 
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of 
  Wizards of the Coast, Inc. and are used according to the 
  terms of the d20 System License version 5.0. A copy of this 
  License can be found at www.wizards.com/d20.
    The mention of or reference to any company or product in 
  these pages is not a challenge to the trademark or copyright 
  concerned.  Portions of The Point of No Return are Open 
  Game Content licensed with version 1.0a of the Open 
  Gaming Licence (see above).
  
  144
  License
  It was the end of the Earth year 2260 and the 
  war had paused, suddenly and unexpectedly.  All 
  around us, it was as if the universe were holding 
  its breath, waiting.  All of life can be broken 
  down into moments of transition or moments of 
  revelation.  This had the feeling of both.
  G’Quan wrote, ‘There is a greater darkness than 
  the one we fight.  It is the darkness of the soul 
  that has lost its way.  The war we fight is not 
  against powers and principalities; it is against 
  chaos and despair.  Greater than the death of 
  flesh is the death of hope.  The death of dreams.  
  Against this peril we can never surrender.’
  The future is all around us, waiting in moments of 
  transition to be born in moments of revelation.  No 
  one knows the shape of that future or where it will 
  take us.  We know only that it is always paved in 
  pain.
  G’Kar
  
  Mongoose Publishing
  www.mongoosepublishing.com
  Copyright © 2003 Warner Bros. 
  Entertainment Inc.
  BABYLON 5 and all related characters 
  and elements are trademarks of and ©
  Warner Bros. Entertainment Inc.
  WB SHIELD: TM and © Warner Bros. 
  Entertainment Inc.
  (s03)
  TM
  MONG 0005
  TM
  The Babylon Project was our last, best hope for peace. 
  It failed. 
  But, in the Year of the Shadow War, it became something greater: 
  our last, best hope for victory. 
  The year is 2260. 
  The place: Babylon 5.
  Inside You Will Find
  Personalities: Updates to all of the main characters of the series, as well as statistics for the newly arrived.
  The Galaxy of 2260: The entire third, explosive season of Babylon 5 is detailed within this supplement 
  with a timeline of events, as well as detailing all of the major and minor events of the year, new characters 
  to the series and rules and advice on how to integrate every episode into your own campaign.
  Rules Additions: Babylon 4, Shadow technology, the death of personality and the Anla'shok Ranger 
  prestige class – just some of the new rules introduced in The Point of No Return.
  Equipment and Vehicles: From Screamers to syntheplast, the technology and new items of the series are 
  given life and statistics here, culminating in an expansion of the ships detailed for the game including the 
  long-awaited statistics for the dread Shadow Ships.
  
SOURCE: textdata/thevault/Babylon 5/Babylon 5 - The Point of No Return.pdf